Wednesday, 30 December 2009

100% uv for the machine!

Well, for the machine i have at the moment i have done all of it that needs to be done i have decided to leave out things like lights and cables as these will be easier to do within maya and adding a glow texture can be quite anoying i have done a few tests with it already and feel that it will be best to adjust the glow in maya instead of photoshop. I have done some tests with the diffuse, specular, bump and reflection also as these will play a big part in making the machine and other objects look sweet. The images already posted are blurry and i know that but i think thats just on the internet from rendering they look absolutly fine.
I want to go into the games industry and i try to learn some of the techniques they use, like baking an ambient occlusion i have tried this for the machine but it only works from set angles so i feel there isnt much point using it in this as this is a short film were we arent comprimised by game engines so the AO can be done at as a single render.
I have learnt so much about unwrapping uvs and also texturing in the first term and these holidays, which is a bit anoying as i look back at my old work and think i wish i did that then, but i guess that is part of the learning process. I have also tried to cut back on the amount of photo sourced images for tecxtures as these can have artifacts within them which will look weird when rendering, so i have downloaded a lot of brushes for photoshop and will try them all out.
I have also decided that each part of the machine their are six in total will have their own texture map so they are all of high quality as written before i will start with 2048 by 2048 and then go up to 4096 if the group feels that we need to do that. I have some other thoughts on it all but for now i will stick to my guns. I have also as always a bit of a tidy freak and perfectionist (maybe not) but have tidyed up the scene in the outliner/hierarchy making it easier for me and the team to see which bits are UV'd and which are not.

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