Monday, 10 January 2011

Final Digital sequence

ok so i tried being clever and including render layers and environments however this was eating up all of my render time so what i have done is composited a range of things into one video. I hope you enjoy!

3D printed model

Ok so I have sucsessfuly printed a model. I found this an irritating process, so im pretty supprised it came out ok first time. even so here are the images. it is of one of the controlers on the side of the bike. I chose a simple piece as i had observed other peoples had broken. so a nice chunky piece like this would be easy to print.

organising the outliner

i wanted to make sure that the outliner is perfect so everything is named (as is the hypershade ((shading groups and all))) here are screen grabs of my naming conventions.

ballancing shading networks

this video explains the process i went through to ballance my textures/shaders in maya

creating shading networks

ok so after i created the texture image to plug into the colour, i then went through and made a few slightly complex shading networks.


ok so i used photoshop to texture the bike using just a lambert. here is the highest levels texture file for colour.

after finishing the texture file i then ballanced the shaders and shading networks which will be my next post


I have U'vd ll of my lod's now, i developed my own method.

-step 1 manualy lay out half of the model nicely so your happy
-step 2 use the unfold tool to just clean up all of the nice work on the half that ive already done.
-step 3 use a checker node applied to a shader and assigned to the model to test that half
-step 4 take a snapshot of the top right uv editor screen and apply it as a colour to that shader.
-step 5 use the image of the other side to lay out the un-done side.
-step 6 texture and test! should work fine if you manualy layed them out ok :)

Creating my LOD's

So i have created my levels of detail at 500, 2500 and 5000, which can be seen in the two videos below. the first is wire framed and the second without.

To do these i started with the high res mesh i made, and constructed a low poly cage around it which ended up being my low res model. as this didnt really have the topology i wanted for the higher modles i started again on the medium and high using similar topology to a poly sphere.

I liked doing these, it feels nice working with constraints and this has shown me futher that I like the subject of 3d modelling.

its been a while...

very sorry to have left it so long since my last post, I have literally been working flat out and therefore unable to blog. So the next few posts will show what ive been up to