we had the choice of making a pumpkin or pulling a raffle
in my raffle i was given a pumpkin patch; I then made a field and instead of doing all the details of weeds and pumkin stems i decided to put a hair and fur modifier in so i could make it look like hay/grass using a rough reference
i added a fence to the pumpkin patch for it to feel more limited on space using a reference image that i found on google that i exadurated to create a more horror field look.
this is the finished product of the halloween 3d model competition that i participated in.
we used a symmetry tool and mostly the cut tool to create a mostly realistic Jerry can in 3ds max, once i had later added this to my alleyway scene i then added a cap to put on the top witch i then forgot to save the changes of so i had to redo the cap when i imported it into my alleyway scene.
if i could do this again i would try and make the handles in one object along with the Jerry can so that it frees up some space and is more easily more-able and rotatable
we started creating a dumpster in 3ds max to import into our allyways for another tutorial asset; We where surposed to do the side bits as seperate objects but i did the whole thing as one object using the connect and cut tool then extruding and inseting faces to create a hollowed look in the side bits, once i started making the lid i used the cut tool and used the straigten tool to make them a 90* line from the edge and not going slightly to the side so that it looks more realistic. After all that i made a dent in the middle of the dumpsters lid so that it made it look like it was 2 lids that were seperate.
We did a short starter quiz to remember the different tools used in 3ds max, i got all but the last 2 correct because i wasn't sure whether removing a verticy and edge was considered a tool.
i threw an image into photo shop then exported a normal image then exported a black and white image by throwing a template over the image to make it black and white although this seems like a simple way to do it it is only really useful in 3ds max as in substance you can add transparent images that have no background onto your model as your texturing it witch is a more efficient route of doing it from what i have learned so far.
The work is due on the 12th of december
the mood board gathers my ideas for what to model and what needs to be included into making a realistic looking alleyway, including a lot of dirt because of what the brief was.
i created the base shape of an ally way that i later decided to get rid of one side because you couldn't really see inside much. I also made it so that it isn't going in anymore this would then make it easier to cut away bits of the base like the door i then made.
using mostly the chambfer, connect and extrude tool to create the shape of my alleyway i also imported some assets that we had already made in previous lessons for example the door, pallet and Jerry can.
i modeled a gutter to go into the alleyway, after i did this i also modeled a drain cover into the base of the alleyway scene to add more depth to the basic flooring that was currently present in my alleyway using the reference image on the side to get the general shape and texture for the final model.
i imported the dumpster and almost all the other assets the only ones left to import are the box and barrel although i have lost the barrel model so i will have to re make it and also re-unwrap it.
i had to remake my barrel because i either lost the file or forgot to save the changes i did to it so i re-made it and will make a cap to put on the ground near it. i also added my crate in from one of the first tutorials we had.
i created a beer bottle while looking at a reference image to put in my alleyway scene that i then copied and put a few around the crate area i may add a transparency effect that we put on some planes later that day to create folliage on building like vines and glass although to fit the theme of the alleyway the glass was shattered and the vines on one of the walls of my alleyway, this adds a bit of texture before i unwrap the whole thing and bring it into substance painter, I later changed the model removing the plane for the vines as when i imported it into substance it made the shadows look weird and i had a better idea to add a transparent image and use it as a sticker in substance painter. for the beer bottles i later in substance added a glass texture with a transparent loot to them so that it gives the allusion that they are glass
I started unwrapping each model individually starting with the base model, for this i mostly used quick planar maps editing where i needed to to speed up the process of unwrapping everything, once i had unwrapped everything i went into 3ds max's material editor and gave each object its own material so that when i exported it into substance painter the UV maps would be separate objects like i wanted so it can keep the resolution of each instead of merging them all and setting it at a 2000 limit according to the brief. this took a bit of time and the crate unwrap didn't go so well as i thought it was previously completed but it wasnt and when i put it in substance the textures were really off but its not that apparent when you zoom out for the renders i did
i imported my 3d model into substance painter and started texturing it using stickers and base textures to create things like vines and i will soon add rubbish to the floor and graffiti to the walls as well as maybe some rust by door handles.
some of the last things i did in substance painter was give most things a dirt layer where it would make it look more dirty and the only objects i decided didn't need this was the base model as it would make the whole look wrong and the sign as its high out of the mud, i the added footsteps in the floor to make it look more muddy and dirty and almost like it was raining recently and this alleyway isn't well kept.
I made a welcome sticker to go on my sign in Photoshop and made it transparent to add on as a base color sticker.
i made some graffiti in Photoshop and put it in the alleyway on a wall.
to do this i referred back to a previous work we did with Joe and putting stickers on out paint cans, if i had more time to improve my work i would add more stickers around making rubbish on the floor and water around.
i rendered my alleyway in substance painter to produce the final images of it, by changing visual settings and the orientation with each different render i did to get a wide variety of different renders that was written in the brief.
After finishing my allyway there are a few things i would go back and improve on these being:
the create unwrap
the base unwrap
textures
i would go back and re do these things because i personally believe that some textures don't fit into the realism that the alleyway was surposed to be e.g. the pink on the shop window and the stone texture for the base walls, i may have prefered the stone texture if it was smaller however it just doesnt look like an actuall wall; My unwraps could do with improving as there are texture tears in the walls base and floor along with the very poorly unwrapped crate; These arn't noticable from a distance but if anyone got in close then the realism part of the brief would fall apart.
I would also go back and make more realistic stickers for my alleyway, as the leafs that i put on the wall still have some white backround on them breaking some imersion and the graffiti i made didn't feel like it fit in the enviroment i was making but i had to include it to reach the asset number requirements.