No need to delete several hours with of modelling after inserting lots of detail in the mesh, instead just move things around and hey, new look and hours saved!!!
take a look!
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Well, Over the past few days I have slipped behind on my schedule, as I have been really quite busy. Anyway tonight I finished off the renders that I needed and now I have started the design of my flooring. I really do enjoy modelling with this technique as it makes it really easy to change your whole look on the fly.
No need to delete several hours with of modelling after inserting lots of detail in the mesh, instead just move things around and hey, new look and hours saved!!! take a look!
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So this evening has taken a little longer than expected, nothing to do with any problems that I have encountered, quites simply because I have been trying to figure out a floor panel design, I am still not happy with it, Well tomorrow is another day, I will probably have more of an idea when I look at it with fresher eyes. Anyway Here is the work I have done!
Notice the Layers!!! Can you tell what it is yet?
Well after finishing my car, I wanted to do something a little more... well more. I started an environment a while back and I never got around to finishing it due to some program errors. so that was put on the back-burner while I awaited a software update. Alas it has yet to arrive and I am still sat here not able to produce some on the maps that I needed, I have now started a new environment, with a whole new technique. Something I discovered while I was working on my Audi, Its a technique where you layer detail on top of each other, instead of in one mesh, then all these layers become baked into the low poly mesh. Simple quick and easy. Well you would hope so. but me being me, I want to get back into using 3DS max, its been a few months so all my button presses are getting muddled up since using Maya. I also want to take this opportunity to work further with Substance painter and designer, Its something that I have pushed to one side since I invested into Quixel suite, but I feel that now is the prefect time to get back into it and really produce something spectacular with these tools and techniques. Then to top it all off, i am going to take this into the Unreal4 engine, and get it all polished off nicely with PBR environments and particle effects, all the bells and whistles really to make this one amazing portfolio piece. Lots of learning on this one! cant wait to get my hands dirty in Substance and Unreal!!! So after a few hiccups and and questions later on Polycount I have finally finished this classic Racing car! its late again, I am going to bed, so take a look on the Portfolio for more rendered images!!
So now I have finally finished creating all my maps which are now ready to start texturing,
Well times are wasting, I'm pretty tired and I am going to save the good bit for tomorrow. RENDERING!!! So for now I have got my base scene peppered and textures imported. now I just need to get them on the model then BOOM, all done!! Take a look at the scene so far, I am using Marmoset, just a quick screen grab but It will be VERY different once I have finished. So, after getting some stick at work, they don't believe that I have unwrapped my vehicle, so JUST TO SATISFY THEM, hers is some of the unwraps that I have. but anyway right now i am in the process of baking down some of the maps that I am going to need to create the textures, basic normals, curvature, Ambient Occlusion, Colour.... but yeah some examples.
Okay, so I have now sorted out my unwrap, I have split the mesh UV's into groups so that I can get the mosy detail out without needing one huge map.
I could of easily done that though. but I instead started to look into Multi UV sets, Marmoset doesn't support this so I have no other option other than do have my UVs set up like they are, but If I want to do it later down the line with this project I have the option to, due to the way I have unwrapped it. So I have not ruled out the option to create a Multi UV set I have instead adapted for the renderer tool which is also important to take note of! Next step, detail and texture!! Big reveal coming soon! So the plan for tonight, was to get the last few details finished and get this in a stage where O can prep for unwrapping and produce a High an low poly mesh. which I have now done :) yay!
Oh yeah I also wanted to mention that I have also rebuilt the Windscreen as I wasn't happy with the way I made it before, so now I have improved it! Here is a couple of pictures, not too many this time as I haven't really done anything too major, just a few finishing extras to get my into that. In previous posts I stated that I would not be able to publish the work I have been modelling on. this was work that I created with a fledgling indie company, but communications broke down and everything seemed to come to a halt. which was a really shame to be honest. Anyway. I have been given permission to post the work. so here are the screen grabs of what I have been doing. I will be finishing for my portfolio though now :) Okay so not the greatest, and far from complete. I need to topologies the head, unwrap and create high poly version of the clothing and create a much greater base to follow the silhouette . then I can truly show this off!
Okay, so back to modelling my car. I have nearly finished really, just got a few more sections left now. just some wing mirrors and the dashboard and the grill. That's it, that will be the model finished!
I have finally got the wheels and axles completed. that was a challenge, ensuring the topology is correct but apart from that it was just time consuming, due to the fact I had deleted and re-attempted to model the same section a few times before I had it right. Anyway, now lets look at what I have completed so far. Once I have finished the last few sections I will then need to create the definitive high and low poly versions, mainly for smoothing before working on the normals in Ndo to create the panels and rivets... |
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