29/11/17
UV editing and texturing Models
Today's session focused on finishing off the environment level and its assets. Completing the last of models and laying the environment out getting it ready to be textured and eventually exported into a game engine for rendering.
There were some late changes to the environments shape.
This was the original shape for the environment, the blocout image above.
The original shape was kept until problems began to occur with the layout and size of the floor and wall panels causing large gaps in the walls.
It was then decided to go with a square shaped room than the existing shape, with the intent of quickly resolving the large gaps between the panels on the edges of the room.
This did work more successfully. Although there were still gaps, the gaps could be filled by using a smoothed rectangle, which worked well with the environment.
The next phase was to add the UV edited assets to the new shaped environment and place them in the room as set out by the block out plan.
There were further issues with the window and doors. The window providing the most problems. It was decided to develop the window more and give the window more of a stronger frame to give more realism than what had been developed before.
Three wall panels were deleted whilst keeping the upper and lower parts of the panels to keep in uniform with the rest of the room. The window and its frame and the surrounding panels were developed further to give more detail. This prove to develop problems later on with using the extrusion tool, as the certain elements became double faced, whilst also developing problems with vertex and edges. The window was eventually smoothed down using the smooth object tool and adding edges loops to smoothed down the edges thus not to appear too harsh or squared. Further more the centre element of the window was developed more using a separate object and added to the window, again manipulating the edges and vertex so the shape could fit between the frames appropriately and snapping the vertex to each other.
The next section to have slight changes done was the door. The lower part of two wall panels were edited and elements removed so the door could fit into place in front of the panels. Some extrusion was required from some edges of the walls as to not leave any gaps between the walls and the door.
Once the door and window had been altered and fixed, the rest of the assets were placed in the environment.
Faces were deleted from the corner pillars and some assets that would not be seen as this does not overload the environment with polygons and is being efficient. Two panels were created for the window. One for the glass in the frame and another for the image of space in the background. These will be textured with the rest of the assets.
Texturing a few of assets took place today today in substance painter to get ready for the eventual rendering in a games engine.
UV editing and texturing Models
Today's session focused on finishing off the environment level and its assets. Completing the last of models and laying the environment out getting it ready to be textured and eventually exported into a game engine for rendering.
There were some late changes to the environments shape.
This was the original shape for the environment, the blocout image above.
The original shape was kept until problems began to occur with the layout and size of the floor and wall panels causing large gaps in the walls.
It was then decided to go with a square shaped room than the existing shape, with the intent of quickly resolving the large gaps between the panels on the edges of the room.
This did work more successfully. Although there were still gaps, the gaps could be filled by using a smoothed rectangle, which worked well with the environment.
The next phase was to add the UV edited assets to the new shaped environment and place them in the room as set out by the block out plan.
There were further issues with the window and doors. The window providing the most problems. It was decided to develop the window more and give the window more of a stronger frame to give more realism than what had been developed before.
Three wall panels were deleted whilst keeping the upper and lower parts of the panels to keep in uniform with the rest of the room. The window and its frame and the surrounding panels were developed further to give more detail. This prove to develop problems later on with using the extrusion tool, as the certain elements became double faced, whilst also developing problems with vertex and edges. The window was eventually smoothed down using the smooth object tool and adding edges loops to smoothed down the edges thus not to appear too harsh or squared. Further more the centre element of the window was developed more using a separate object and added to the window, again manipulating the edges and vertex so the shape could fit between the frames appropriately and snapping the vertex to each other.
The next section to have slight changes done was the door. The lower part of two wall panels were edited and elements removed so the door could fit into place in front of the panels. Some extrusion was required from some edges of the walls as to not leave any gaps between the walls and the door.
Once the door and window had been altered and fixed, the rest of the assets were placed in the environment.
Faces were deleted from the corner pillars and some assets that would not be seen as this does not overload the environment with polygons and is being efficient. Two panels were created for the window. One for the glass in the frame and another for the image of space in the background. These will be textured with the rest of the assets.
Texturing a few of assets took place today today in substance painter to get ready for the eventual rendering in a games engine.
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