CAGD 320


Final Micro Scene




Final Scene Week 5


This week I finished the rest of my UV's that I missed and organized all my objects in my scene.
I also worked in Substance Designer to create my 3 textures for this scene. The texture that I created were mainly used on the structure of the scene, the wall, floor, and the roof. 

I also was able to bring the anvil, sword, sword rack, and staves into Substance Painter and Marmoset. 

 
Currently I am bring the rest of my objects in my scene into Substance Painter for texturing.. 



Final Scene Week 4

This week I UV'ed the rest of my scene except for the structures. I haven't decided which UV's that I want to group together. 




I am planning on finishing the UV's on the structures soon so I could go into Designer and start making textures for the scene.








Final Scene Week 3






I am still deciding on what I want in my scene. Currently I only have UVs on my sword.



I haven't done much UVing so far. But I got a general idea of what I want to go for now.





Final Scene Week 2

I changing my main reference for this assignment to Black Desert Online instead of Runescape. I still want to reference Runescape but not as much now.



I started UVing a Armadyl Godsword from Runescape and I still plan on using it.
























Final Scene








Front Loader





For this assignment I had to texture a Front Loader in Substance Painter. During this assignment I learned that it is important to create aging metal in multiple layers. The reason for this is so that you can make changes later down the line without messing up previous work.




One of the ways you can adjust baked maps in Substance Painter is by using the texture set settings to adjust specific maps to your liking. In Substance Painter each of the maps you have bake have channels that you can also edit. For example, you can add an ambient occlusion channel into your one of your maps to add more details.



 You can also change the settings in the bake map mesh option from the texture set settings to set parameters you want for you maps. You can toggle the maps you want to bake and change the mesh your using to bake detail on. Also, you are able to change settings to match your meshes and how much away from your base mesh you want the bake from the other mesh. This also allows you to choose the maps you want to bake and add a mesh to bake detail on to your maps.



It is beneficial to have multiple UV tiles in Maya when texturing because overlapping UV’s can cause issues in your maps. And by making multiple UV tiles you are able to fix some of the issues you might be having with your mesh in Substance Painter.






Dagger



I would like to start off by thanking Frank Pereira for letting us use his model.

I decided to texture my dagger differently because I wanted to make it look a little different then Frank’s model.

During this assignment I learned that you don’t have to UV all the models. You only have to UV the low poly objects in your scene.

I also learned that all models must occupy the same space because when you bring them into a different program they would be placed into the same spot as they were in Maya. So, all models must be in the same spot for everything (such as baking textures) to work correctly.

This assignment also showed me the benefit of baking an ID map. The benefit of baking an ID map is that after you bring your model into a texturing software such as Substance Painter. You can paint over specific colors on your ID map making texturing the object easier.

 When using Substance Painter I also learned that you have to export textures differently depending on if your are exporting to Maya or Unity. These two programs require different export configurations in Substance Painter because both programs require different types of maps for them to work properly.

When I was importing to Unity I had to go back to my Maya scene with all of my objects in it and combine and triangulate my low fbx model. The reason I had to do this is because It makes applying textures in Unity easier and more efficient. Without combining and triangulating the model I would have to apply the texture to each part of the object. Which in my scenario it would not be hard to do that. But I can see how in more complex models that this would become in issue.

Overall I had fun working on this assignment. I learned more about how to UV and object since I had forgotten most of what I previously learned about UVing. I also learned more about the smart materials in Substance Painter and how to make my own.

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