Friday, 30 November 2007

Texturing Continued

Next up to model was the Ballroom table and chandelier. These are two of my favourite items I've modeled, even tho i had trouble modeling the table and texturing the chandelier. Below is a final render of the ballroom, displaying my table and chandelier.

Here are two shots of my chandelier in action with Chester! Initially i found a stain glass texture, which look awful, and more complicated then need be. So i made a basic bump map, using the glass filter in photoshop. I applied that bump map to each plane and coloured the plane in Maya, making it transparent and reflective. It took me a loooong time to realise how easy it could be, haha!

Below is my table i modeled and textured. I basically planar mapped the top faces with a texture i made from a photo i took in photoshop. For the wood texture i used the cutout style, and cylindrical mapped the edges so the grain wouldn't get stretched as it goes round.

Texturing Contiued

So, this is the front of the house!! towers'n'all! I had quite a bit of trouble with texturing this house. I wanted it to have a separate texture on it from the towers, however, this was quite the failure as i couldn't make one good enough that we all liked.

Here are a few of the textures that i tryed out but didn't like. I thought that they were either to plain or to busy.

Alas, in the end we decided that it would be best if we kept with the tower texture. I simply tweaked the hue so there was a subtle separation from the house and towers. To texture it i cylindrical mapped the walls and shacks on the roof, when not planar mapping the planks




Texturing Continued

I went on to model the bridge that joins onto the side of one of the towers. From a photo i took in Barcelona i created a Texture using our cutout style we developed. I wanted the tower to look as tho it was built into the towers rather then it being part of the towers. To do that i made the texture a slightly different colour to the towers, along with using a different brick texture.

I felt as tho it was too bright in contrast with the towers, so i changed the hue to a darker purple which i felt look better.
Having planar mapped the sides of the bridge I did the same for the path of the bridge with an awesome texture, which sadly does not appear in the final film, apart from on the steps in the courtyard. I think that I've learnt to plan out the camera angles in future projects as we spent allot of time texturing, and even modelling, that wasn't necessary.

Monday, 19 November 2007

Texturing continued!

Below are the support beams form the towers. To texture these i did a plainar map, having applied the cut out technique, bump and specular map to a wooden texture and onto the beam i transferd the texture to all the other beams.



next up was the bell-less bell tower.



Texturing continued!

After the towers i continued on to texture the bridges at the top of the towers. Using the same texture from the towers for continuity, i merged it with a separate texture to have some variation in the brick work. I UV mapped each face using the plainar mapping. However photoshop's coloring is bodged and it saves a different less saturated colour when you save, rather then the one you edit. As a result it looked very grey and untextured, booo!! The center also had to be quite stretched from the way the texture was made, which looked quite rubbish to i thought.



After the bridges i textured the roof...Which i really hate. I might try to re-do that if i have time, even though Anna and Dan.C like it.

Beginning of texturing!

I began to texture the exterior before doing my individual objects, just down to preference really. Below is the tower that i modeled, although Dan.C slightly edited the tower height and curve by adding a spine joint in the tower and re-curving it. Also to note, i didn't model the bridges above or the chambers. Taking a texture i took in Barcelona into Photoshop i re-applied the technique Anna, Dan.C and i produced in the early stages of development for out texture '"style", which is a cut out look, that has some detail behind it. Making it tileable and applying the specular and bump map to it works really well at achieving the relief look. I UV mapped the tower up to a point at the bottom where it got to narrow and unnecessary to texture. After i simply transferred the texture from one tower to the other three. I applied the same technique to the Chambers on top of the towers and the bricks around the windows and doors.



Modeling i've done to date part.5

My last object to model was the chandelier for the ballroom, i didn't know quite where to start with it but Dan.C had the idea of having a picture of the glass beads on a place and have the black transparent to make things easier for everyone. However... I personally didn't like the effect it gave off so i modeled a Crystal and duplicated it...and duplicated it...and grouped it... and duplicated it, you get the idea. Basically, there were allot of polygons buy the time i finished and then there was the issue of animating them when Chester jumps on the chandelier. no one particularly wanted to attempt that and the render time was also really slow... goodbye crystals.


Hello stiff lighting with no crystals! having gone in a completely different direction in design, i think that this is actually really cool and low poly! I added spirl's on each corner for decoration, which eventually came in handy for when it came to having something to connect the chains to from the sealing.