Wednesday, 28 January 2009

columns

I began by adding a polygon cylinder in Maya and roughing it out into a column shape. I then used the auto-map feature to set up the UV's. This would allow the textures made in zBrush to be wrapped correctly around the mesh with none of the problems (hopefully) I encountered before.


I then exported the mesh as an onj file and then imported it into zBrush where I subdivided and modeled it into a detailed column. I also generated normal, colour and specular maps for it. I saved these as psd and then reduced then in size to 256x256. The next step was to export it from zBrush and back into Maya before exporting it yet again as a .ase file ready for importing into Unreal 3.


Following this I successfully imported the column into Unreal 3 and set about adding materials to it. However as you can see it did not work out quite as well as I had hoped. I tried different configurations of the maps; taking out the specular, seperating the textures into seperate materials etc but nothing seemed to work. I will try generating new maps and UV's as well as consulting online tutorials in order to ascertain what has gone wrong.

Sunday, 25 January 2009

It goes on

What you can see here are current works it Maya. My efficacy with this programme has come along in leaps and bounds; I have taught myself easy methods of manipulating polygon primitives and the generative and manipulation of UV's.

The images below are my current work in progress for the character I will create. I am currewntly building a rough form in Maya and will then be exporting it to zBrush where it will be modeled in detail. I am still working towards the same outcome i.e. Shan exported from Maya into the unreal level.


Thursday, 22 January 2009

Work Continues


Above are the new blueprints for my Unreal level. I decided this design would be faster to make but also allow me to show greater understanding of the unreal level as it incorporates details such as terrain, liguid volumes and emitters.

What you can see here is my level in progress. The top view shows the beginings of a forest surounding the external area and soon a large protective wall will be added to the manor house.



I have also begun wokring on a new character model that will see me roughing out a form in Maya and then exporting it to zBrush for refining of detail. I am confident that I will be able to complete my FMP to the standards that I originally intended.

Tuesday, 20 January 2009

Eep!


Above is the colour version of Shan. However I am still having troubles generating successful maps and so will be concentrating on my level for a while. I am looking into the problem on the pixologic forums and am currently downloading a tutoral that should help me create a new character. It does look as though I am unlikely to be able to use all of the zBrush work I have done so far.

Wednesday, 14 January 2009

It begiiiiiiiins... again

Since completing my client related practice unit I am now able to fully focus on my FMP. I have examined the Shan tool and it look like i will have none of the mapping problems i did with my client work.

However i have devide to scrap the hair and clothing subtools in favour of sculpting the clothes in zBrush and adding the hair later on in Maya.

Im also going to redesign the level a little bit.

What you can see here is an experiment with generating maps and Maya rendering. This or at least something very similar will appear in the level.

Tuesday, 6 January 2009

post x-mas

still ive not done work on my FMP for a while as ive been focusing entirely on my client. the work that has been done for this may however highlighted a problem in some of my zBrush work. ive yet to check how this has effect my FMP.