Technical Modelling
Technical Modelling
Today I practiced using Sculpt Tools on a Basic Head. I also used multiple layers at different levels, the ones that are the higher level have the most polygons so the most detail, whilst the ones with the lowest polygons have the lowest detail.
I used the Brush Tool Settings to change and experiment with size (hold B and drag) and strength (hold M & drag). Then I subdivided my mesh (Shift + D) to subdivide to a higher level and (Shift + S) to lower level. Once the layer has the right subdivision, I used Page up and Page down to move up and down between levels. I also used multiple different Stamps to add more texture to the head. I did manage to go a bit extreme with the design but in the end I think I did quite well.
Task 1
First I imported some pre-made shields into Maya. I then chose the first one as that looked to have the least amount of polygons as I would later add detail. After that I added supporting edges using the Multi-Cut Tool whilst holding Ctrl to create edge loops to act as supporting edges around the areas I wanted to keep sharp edges.
To test the Subdivision I Switched between pressing 1 and 3 on my keyboard to view a smooth mesh preview. This is to make sure I've fully optimised enough shape for when I subdivide in Mudbox.
Task 2
I then imported my mesh (3D model) into Mudbox and renamed it to low poly, followed by creating a duplicate and naming that high poly. Once that was done I started to work on the high poly shield and did the sculpting on that so I could later transfer the map onto the low poly shield - maximising polycount efficiency.
Task 3
After that I began the Baking by transferring the Normal Map onto the low poly shield.
After completing all 3 tasks I feel more confident with Mudbox and its layout. I've learnt the processes of Baking and how to use that process on Mudbox.
Low poly
High poly
Map on low poly
Today I practiced texturing a Chest on Substance Painter. I started by importing a high poly pre-made chest into Substance Painter. Then I began adding textures to Its UV map as it only had 1 Texture Set so all the UVs are paired. This was quite difficult to add textures to as I couldn't us the Paint Bucket Tool as that would paint the entire thing, so I had to instead us Masks on the layers to cover up detail that wasn't suppose to be in a curtain place.
Once I practiced using only 1 Texture Set, I imported a low poly pre-made chest into Substance Painter. This model had 3 Texture Sets instead so It was much easier to add textures. Each component had its own Texture Set that being; the main body (wood), the frame (iron), the bolts (raw iron). So I was able to just drag and drop Material onto the curtain areas I wanted.
1st Chest - high poly - low detail
2nd Chest - low poly - low detail
1st Chest - high poly - high detail
2nd Chest - low poly - high detail
For the Materials, I practiced using both Smart Materials and just regular Materials for both models. After testing both I think Smart Materials are better as they have their own Generators already made and look more accurate to the source material (actual wood, iron). As for regular Materials I had to add my own Generators (for rust, scratches, etc) so perfecting them took a long time.