I started making a more clear map layout of my UV map. This is for the trunk but it is so that I can see how each individual branch can appear looking more unique in texture:
I will also do this with the tree leaves, I will then import the object into Zbrush to mold it a bit more.
Monday, 14 March 2016
Sunday, 13 March 2016
More references
UV mapping for Maya 2016 (basics):
Using GoZ from Zbrush to Maya:
About Normal Maps & Bump Maps:
Making 3D models using 360 photos:
Tuesday, 8 March 2016
Creating my first tree
Using the Maya tutorial in my previous post I began trying to mild a tree using some textures from the cgtextures website. I feel its not too bad for a first attempt. To get it more accurate I could bring it into Zbrush to mild the trunk a bit more or add roots, perhaps move the leaves around a bit more and redesign the top:
Here is a crappy render - I had problems with Maya sun and sky on my computer, I think there was a missing file so the backdrop wouldn't appear :( will see if I can fix this, instead I chucked an image on a plane and realised afterwards that my tree was casting a drop shadow on it hahah...will fix this later :P
Here is a crappy render - I had problems with Maya sun and sky on my computer, I think there was a missing file so the backdrop wouldn't appear :( will see if I can fix this, instead I chucked an image on a plane and realised afterwards that my tree was casting a drop shadow on it hahah...will fix this later :P
Monday, 7 March 2016
Examples of tree building in Maya, Zbrush, Unity
I am interested in making trees, especially when it comes to molding the leaves so I have been looking at tutorials of efficient ways to create trees in different programs. I will then create a tree and see which program seems the easiest to use for this function or whether a combination is best (also in regards to polycount etc).
Maya:
Unity:
First tree build
Video:
Zbrush:
Maya:
cheap tree tricks:
Quick building plant asset:
First tree build
Video:
Zbrush:
More stylised but useful building ideas:
UV mapping in Zbrush
This video suggests using the UV Master which makes the mapping a lot easier and faster with direct handling on seams and auto unwrapping. You can also use the checkered texture to give you an idea on how your map sits on the object.
eg log: might need to work on sectioning parts easier
Unwrap with polygroups (2)
Ambient Occulsion (3)
Density (4)
Saving Maps (5)
Video on baking on textures - Zbrush
Zbrush texturing/baking
This video covers in a bit of depth how to bake textures onto a model and edit it after with the Polypaint tool. I think I will need to UV map my log and create a basic texture to displace to test this method out.
Playing around with modelling and polypaint
I decided to start off by modelling a basic log shape in Maya which I would then put into Zbrush
After saving as an OBJ and importing into Zbrush I began to add detail but I had a practice because I forgot how to use the program on Mac...:P
A bit better:
Also started to play around with Poly paint, however it looks quite pixelated and is probably just best for a base coat, I think I will explore another method for texturising:
After saving as an OBJ and importing into Zbrush I began to add detail but I had a practice because I forgot how to use the program on Mac...:P
A bit better:
Also started to play around with Poly paint, however it looks quite pixelated and is probably just best for a base coat, I think I will explore another method for texturising:
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