Tuesday 24 May 2011

Tuesday 24th Update

I have redone the high poly model's texture work with UV mapping, am now going to start the essay portion. Screenshots of High Poly Model below.




Matt.

Update for Monday 23rd and Partial Tuesday 24th

I was applying my UV Map to my model and I realised that I forgot to put a eye on it. I quickly put something similar to the snakes from my moodboards on it.


Below can be seen the Low Poly Model with the UV Map applied.




As for today, I am going to attempt to clean up my High Poly Model's texturing and start my essay.

There will be another update later today to say how this goes.

Matt

Monday 23 May 2011

The Lost Updates: Saturday 21th May

EDIT: This was also saved, but never posted because something came up that made me forget that I had even written this. The plan was to post it on sunday as a recap blog post, but I got it into my head that I didn't intend on posting on Sunday at all.

Today I made the UV Map, and with various incarnations at that. I attempted to UV Map it three times before I got something that I was happy with. Below can be seen my first attempt and first incarnation of UV MAPPING


As you can see above I used the textures I presented earlier on the blog to cover the UV map with with appropriate textures.


As you can see above in the second incarnation of the UV Map, I made the pattern on the snake's back directly onto the UV Map. I chose to do this because I could make the pattern straight onto the layout of the snake, rather than clone stamping it onto the pattern which would have been more trouble. I believe this because it would have to clone stamp it on, then have to spend more time cleaning it up than necessary.

I believe that the UV Map is now done, and as I am not able do any work tomorrow as I have work on sundays all day, I will post the product on Monday.

Matt.

The Lost Updates: Friday 20th May

EDIT: I saved this update instead of posting it because I wanted to edit it later, then forgetting it. So imagine this is being posted on the friday.

So I started the UV Map for the Low poly model today. That was an ordeal because i had trouble getting the model at the right angle. There were a number of different angles that I could have gone with for making my UV Map but this the one I went with. Just a simple top/bottom UV MAP.


Just a short update today, got work later today so I can't get much done today. Maybe will come back tonight and do some more work to post here, but if not expect an update tomorrow.

Matt.

Thursday 19 May 2011

High Poly Model and Slight Ajustment to Approace

Firstly, I just want to talk about a change I have made to the approach of texturing the 3D Models. I have made a decision due to the time that is left to change the way that I was to texture the models.

The original plan for texturing the high poly model was to UV MAP the model, but I have made the concious decision that as I will also be texturing the low poly model using UV Mapping this will not tip the balance enough in the direction of the low poly model. I will instead texture the high poly model straight onto the polygons.

My rationale for this is that if you had the same amount of time to make a 3D Model and fully texture it, for example 5 hours, and spent 4 of the hours making the 3D Model and then one hour doing the texturing, then the 3D Modelling is going to be good but the texturing is going to suffer. If you were however to take the example of the same amount of time but have 1 hour modelling and then 4 hours texturing, the low poly model is likely to look better.

This will give more bias towards the low poly model looking good, but I though I needed more things to hold the high poly model back to make it a more fair contest.

I believe that by applying this change to my dissertation is will not affect the schedule that I am sticking to at the minute, that should see the assignment in on the 25th of May.

Below can be seen the High Poly Model with the texturing mentioned above.


Low poly model is being textured over the weekend, will get UV Map up hopefully tomorrow, Low poly model textured to be up over the weekend/monday.

Matt.

Wednesday 18 May 2011

Decided Top Texture



The Top texture I have decided to use is this one.


It is a slight recolour of one of the textures in the last blog post, with more yellow tint added to it.

Small update today. Short and Sweet.

Expect a big one tomorrow, or another short one tonight.

Matt

Tuesday 17 May 2011

Textures - Part 2

Next part of Texturing is the top. I wanted to take alot of inspiration from the moodboard that can be seen below, and I believe that I have accomplished it.


I especially took from the bottom right picture. Below can be seen my attempts to replicate the pattern.

This was first attempt, and just consisted of making elipses and copy pasting them to make the pattern on a cream colour background. The problem I have with this texture is that it doesn't look realistic enough, but would be fine to fall back on if there is nothing else avaliable.

This was another attempt at making a top texture that I was happy with. This time it consists of a coloured snakeskin texture. The texture is from fireworks, and I repeated this texture to try and get a constant scale texture. I don't like the way this turned out as the colours that were layered on top to change the look of it do not reflect the colours of the snake type that I am modelling. Also the scale type was not appropriate for the snake species.

Below can be seen what happened to the first texture when I applied the "Charcoal" filter to it. I think that this was a massive improvement to the first texture as it makes the individual spots much more crisp.

I decided to layer different colours over this pattern until I got a colour scheme that I was happy with. Below is my first attempt to do this.

I am happy with this attempt above as it is reflective of a indian cobras pattern, but does not have a cream style background. Will have to fix this before UV Mapping.

This is another recolour of the same pattern, trying to be lighter this time.

This is probably my favourite one and the one I am most likely to use. It has the best colouring and just needs the background to be lighter to reflect the snake.

Thats all for now, will post an update later today with a texture with a fixed background. Failing that, there will be an update tomorrow with this as well as blended textures for the edges of the two textures and the start of the UV Mapping.

Matt

Textures - Part 1

There will be a two part update today, as i'm trying to finalize my textures for my models before applying them for the UV Mapping. In the first part here I will go over the chosen design for the underside of the model a.k.a. the cream scaly underbelly of the snake. Below can be seen the pattern that will be put on the model.


This texture was created from scratch and the dimensions are 800x800. This will make it easy to pattern so it won't look pixelated, and the "dirty" look of it I believe is a good touch as it will look more realistic.

This texture was made from scratch by layering colours on top of each other until I got the colour I wanted. I used browns, yellows and whites primarily, and to get the pattern I applied one of the larger brushes in photoshop with a opacity of 30% and patterned it on top. Then I applied more colours on top to get the right look for it.

Later today I will be posting an update for the top layer of the snake, being the scales part.

Matt.

Friday 18 March 2011

Update 18/03/2011

Just a small update here.

Hoping to get another update up here today, possibly in the evening.

Just a quick screenshot of something I missed on my previous post that I have fixed now. The eyes on the snake that I am modelling after have a part of the head that surrounds them to better accomodate its peripheral vision. I have rectified this now, and you can see this below.


Tuesday 15 March 2011

Progress Report: 15/03/2011

Work has been slow on the dissertation, I have a theory on how to make the animation possible in a very simple way, and the high poly modelling is done.

Heres the high poly model first. Two iterations of turbo smooth have been applied, but the nose has been modified from the low poly model to better accomadate the turbo smooth. When I turbo smoothed before I made the adjustments it smoothed the edges of the square nose over instead of what I wanted for the high poly model.

Heres the comparison of the two noses:

As can be hopefully seen the "snouts" are now different shapes, as the high poly model could support more of a smooth feel to it.

Here are screenshots of what the high poly model looks like now with the turbosmooth and small changes to certain parts of the model to suit the increased poly count:


As for experimenting with ways that I could add a kind of crude animation, I believe that I could get the snake to move along a line that could I could record and symbolise movement. This could also be used to position the snake for more aethestically pleasing positions for display.

Thats all for todays update, hoping to get some progress done on the experimentation and will try and give another update on that on friday.

Matt

Saturday 5 February 2011

Small Update, Small Task





Just going to put these low poly model texture concepting here, so it is known as done. I decided this was enough as the high poly texture concepting was already done and this reflects the low poly model texture work. So here is the new texturing concepts.



I now have alot of tasks going on at once, but as usual I will try and keep to posting big updates rather than lots of small ones. What will probably be in the next update is the results of my experimentation with 3DS Max.

Matt

Friday 4 February 2011

Low Poly Model Completion - Sort of

To try and keep to my own schedule I have decided to keep the low poly model as it is. Below will be screenshots of it, but first I just have to say something for future reference.

I am unhappy with the amount of detail on this low poly model. This is not because of the shape of the body, design or anything like that. This model is 1464 polygons, whereas the limit was 2000. I want to put more detail on this, so when the high poly model is completed, I may go back to this and put some more detail on before starting to texture it. Now thats done we can talk about the model briefly.

Not much has changed from the previous screenshots, all I have done to complete it was to fix the face/head shape so it looks more smooth, and fixed the body as it had some jagged edges on it. Below though can be seen the low poly model.




Work on the High Poly Model will start now as well as work on the high poly textures keeping in with the schedule. Low poly texture concepting is not finished yet and I have nothing to show, but expect an update tomorrow.

In addition to this I will start experimentation with positioning this model in 3DS Max today.

That seems to be all I needed to talk about this update, so i'll leave this very wordy update at that.

Matt.

Thursday 3 February 2011

New Schedule - 03/02/11

This is the earliest I have been able to sit at my computer and do this properly, so here it is. The new schedule for everyone to see. Finally.

  • Low Poly Texture Concepting Starts - 31st January
  • Low Poly Modelling Finishes - 4th February
  • Low Poly Texture Concepting Finishes - 4th February
  • High Poly Modelling Starts - 4th February
  • High Poly Texture Work Starts - 4th February
  • Experimentation with 3DS Max Positioning Starts - 4th February
  • Low Poly Texture Work Starts - 7th February
  • Experimentation with 3DS Max Positioning Finishes - 25th February
  • High Poly Modelling Finishes - 11th March
  • High Poly Texture Work Finishes - 25th March
  • High Poly Textured - 28th March
  • Applying Low Poly Textures Starts - 28th March
  • Low Poly Texture Work Finishes - 29th April
  • Applying Low Poly Textures Finishes - 29th April
  • Work on Supporting Documents Starts - 2nd May
  • Final Polishing of Models Starts - 2nd May
  • Positioning and Possibly Animating of Models Starts - 9th May
  • Positioning and Possibly Animating of Models Finishes - 20th May
  • Final Polishing of Models Finishes 25th May
  • Work on Supporting Documents Finishes - 26th May

Well thats the new schedule, if it changes again I will post the entire thing again, but at this point this is accurate and what I am keeping to.

I am on track currently, and the low poly model is going well. While I have no new screenshots currently, I will be posting new ones tomorrow, or over the weekend. You will be contacted when these are up.

Matt

Friday 28 January 2011

Big Week 10, 11, 12 and Winter Break Update - Part 2

This is part 2 of the update, so if you havent read part 1, go and read it now for more work progress.

Right, the low poly model is not finished yet, so that is now behind schedule so that will be dicussed at the end. What I have currently are screenshots and renders of a model that is 692 polygons so is well within the limits that I had set of 2500 for the low poly model. Below can be seen the renders of the model as well as screenshots that show off the wireframe of the model.

Screenshot #1


Screenshot #2


Screenshot #3


Screenshot #4


Screenshot #5


Screenshot #6


Screenshot #7


Render #1


Render #2


Render #3


Right. That covers the work from the past weeks. There are not many changes to the dissertation proposal, but these will now be listed below:

  • In addition to the models, if there is time I will be attempting to animate the snake.
  • Failing that, I will put the finished models into different positions to make them look more realistic.
Those are the two changes to the dissertation, but the first is purely on the factor of time.

This concludes the update, and these are the tasks to carry over to the next week:

  • Low Poly Model - New Deadline: 4th February
  • Start High Poly Model - Start 4th February
  • Start High Poly Texture Start 31st January
There will now be weekly updates every friday, and I know I have made that promise before, but with more work coming, I will need somewhere to post it.

Matt Nunn