1.1b Every session screenshot the outcomes and briefly explain the skill you have learnt. Please include:
3D Digital Art – Hand Painted Materials, 3D Modelling techniques, Unwrapping.
First time/session in Maya:
We learnt the very basics of using primitives and how to use the basic tools of transform, rotate and scale to change them. Using the different selections of objects, faces, edges & vertices to make specific edits.
Then in the next session we started on making the signpost:
This is a layout of essentially how we made the Signpost, using all the same tools as before: transform, scale & rotation on objects, edges, faces & vertices. I even made some extra nails to go on the front facing board.
We then also made some grass to go alongside the signpost, this was made using a Plane primitive and using the extrude tool, to extrude out the edges to create the faces of grass.
The Process of making the grass from a plane. (right to left)
Before we started texturing our Signpost models, we made a cobblestone floor texture.
Making a Tile-able Cobble Texture.
To make a tile-able texture you need to make sure it's repeatable. You use the Offset filter to make sure it is. Also make sure you're drawing from the inside out slowly building it up so that the edges line up.
(Offset essentially repeats and rotates the image, moving what you've drawn in the middle to the corners.
Once you've done it once, you can then use the shortcut Ctrl + Alt + F to repeat the Offset.
The offset is by (256) because its the middle of the image, so its half of 512 as the image is 512x512. so you use 256. If it was a 64x64 image than the offset would be by 32.
Also use wrap around so it wraps to the corners
LowLights after linework
Then Highlights
Then add clouds and lower the opacity
(Crtl + Alt + F) re does the filter but re doing the cloud filter manually makes it denser.
For the clouds/ cloud effect you have to render the cloud filter and it will create a randomized cloud effect between the 2 colours you select, then you can keep redoing the render to make it more dense.
Then adding surface highlights (little white lines on the edges of the cloud's detail on the stones.
Then adding a detail layer, adding detail to the different stones by adding cracks and fractures to make them look more worn.
Then the last drawn layer, a sharp highlight layer to really make the sharp/hard edges of the stones/rocks stand out to give it more form/shape factor. Making it all pop out as more 3D.
Then an added colour layer:
made by taking the colours from reference photos and adding then with a low opacity brush over the top of the rocks on an 'overlay' layer.
Then for the last layer I added a Moss layer:
This was made by using colours from the reference image and I just used a soft transparent brush and painted over some sections using colour dynamics and build up so the moss looks like its built up.
For Unwrapping, the process is, unwrapping the 3D shape so it becomes a 2D and fits in a square (1 by 1 unit). The main point when unwrapping and unfolding the shape is to make sure the cubes of the texture in the view point are as square as possible because they represent the pixels of the texture.
Starting with the grass using a planar UV Projection map and creating a seam across the outer edge I made the simple unwrap for the grass (since its only 1 side, it will use the texture for both sides)
I then started the unwrapping phase, unwrapping the signpost and grass seperately.
For the signpost, first I had to start with unwrapping the pole, which was technically a simple quadrilateral, but came out more complicated due to the twists I gave to the model.
To create the Unwrap I used a cylindrical UV Projection Map
Then unwrapping the Signs on the post using a box UV Projection Map. Since it's a quadrilateral its relatively easy to unwrap.
Then combining the 2 unwraps together and scaling them (keeping ratio) to fit into 1 unwrap/texture.
Then I exported the finished unwraps as 216x 126 size (pixels) pngs and imported them into photoshop to create the textures.
<- messing around in photoshop for a leaf/grass esc textutre.
I Looked online for images of singularly textured, didn't get much feedback however I saw one tutorial using a real grass texture so I tried imitating the grass texture that he had made from real grass by using shades of paints.
I created it by slowly building the layers from the dark greens to light green (with light green background) and dark coming from the centre.
I looked online/ on google at other hand painted wood textures and came across a tutorial on artstation (https://www.artstation.com/artwork/RmRGm) I didn't follow it as it was for floorboarding however I did get inspiration of him showing how he made a custom brush in photoshop to hand paint the texture. I couldn't replicate it with making custom brushes but i could imitate it by using a brush with the colour dynamics setting turned on which allowed me to make the layered lines of the wood by holding shift to make straight lines up and down. I also used a tree shape and massively scaled it while making it translucent to add texture to the well... texture and make it feel less flat (imitating something similar to what the artist did in the tutorial). However as the texture felt too much like bark I used image adjustments to mess with the exposure, contrast, brightness and vibrance to make it brighter and lighter.
I then manipulated my texture in 2 different variations. Trying to decide which way would turn out better in 3D. So I imported them and found out.
At first I distorted it and used it as 1 whole texture for the wood. However, this looked too unnatural as the 3D model wasn't straight as the texture was meaning I needed to change it.
This is where I then decided to split each side and segment of the wood, creating distinct edges in the model/texture over all. In turn, making it feel a lot more natural and look a lot better. I did this by copying the layer over and then distorting and transforming it, making sure I then erased any parts that overlapped with other segments.
Made the wood of the post darker. with image affects.
Added a dark to transparent gradient for the post. (actually an Ambient Occlusion layer for the texture).
Added a details layer, using a soft brush to darken the edges and then using a hard brush to mark details in the wood.
Added an image adjustment layer that increases Brightness & Contrast.
Added Grey with hardbrush to create nail and to make it 3d with low lights and highlights I used the Bevel & Emboss layer effect with then other effects listed.
Then adding the base texture over the signpost parts of the texture.
Then adding the detail for the signpost, such as the text. (I tried to give it a carved look).
Added 'Darken' layers to the text to give them more of a 'sunk in' feeling. Then adding the layer effects shown on the right.
Finished final texture of Signpost: