Thursday, 21 April 2016

Marmoset: Time Machine

Marmoset: Time Machine

I Imported my time machine mesh into marmoset and started to add all of my maps.
first was the normal and the ambient occlusion which gave it a glowing, shine effect that made it look shaded and realistic.
I then added the Albedo map to give it the colour effect of a metal material.
After this I added the metallic and roughness map which completed the effect I wanted giving it the look of corroded metal.
After placing all of the maps into marmoset I then created my turn table.

Old Fashion Phone

Old Fashion Phone

I started this task looking at the phone on the VLE and seeing where the best place to start modelling would be to make sure to get the proportions right.
I chose to start from the base upwards as I thought that was the best starting point then id work my way around.
After that I started with the spine starting with a cylinder and moving upwards by extruding it, then I used spheres to create the top center of the spine and duplicated each side.
In order to create the phone I started with a cylinder then extruded it into the shape of the handle shown in the picture.

I then added a sphere on each side then created another cylinder extruding to mould the shapes downwards each side, I then moulded the hearing end of the phone to look like the picture and extruded inwards to create an indent. I had to curve the speaking side of the phone round that was quite difficult getting the angle right.
After that it was time to start on the dial which I started by creating a cylinder and rotating it to the right angle of the phone. 
I then placed another cylinder poking out of the center to start the dial.
After that I made a cylinder deleted the bottom faces until there was only the top faces left, then I selected all of the edges around it and extruded outwards, then deleted the center faces. After that I selected the edges on the inside, extruded downwards and then extruded again and clicked merge to center. Thia is it normal:
This is it smoothed:
And this is the effect it has.
Then after that I worked onto the dial part of the pillar and used the same effect but used a duplicate special, to create a circle of duplicated indents to give it the dial effect.
After this I put it all together and started on the very last piece being the which was the cord. With the cord I started by creating a line using the Cv curve tool then created a helix, and snapped it to the line by using flow path. Then moved the helix up and down using the axis and moved the vertex individually to move at the right angle.  





Marmoset:Pillar

Marmoset: Pillar

After putting everything into UE4, adding the maps and textures I then imported the low poly, high poly into Marmoset.

I then put the normal maps, ambient occlusion and metallic map in which gave it this effect.
After that I started making the turn table by going to capture and clicking turn table by setting the frame rate to 25 frames and putting the video on for 10 seconds.
I then imported it into Photoshop by clicking the first image then clicking image sequence which generated it into a video on Photoshop.
I then exported the video to create a mp4 video for me to display my work.


Wednesday, 20 April 2016

Time machine

Time machine project


I started the time machine project with a couple ideas  and sketched them into my sketchbook. When thinking od my ideas I tried to think of something create that would be unique, So I thought of something that influenced my decision and that was work by H.R.Giger which was featured in the popular movie alien.
His work on what his piece that influenced the engineers in alien and Prometheus, influenced my idea of creating a time machine that looks like his work.  
When  creating the chair I had to select each face in a pattern to give it a pattern by extruding them all at the same time.

I then did the same for the barrel of the telescope, moulding it into the right shape, after that I deleted the faces underneath as they were not going to be seen.

I then created the ends of the barrel to resemble a science fiction laser cannon of some kind. 
The barrel looked plain by itself so I added cylinder tanks underneath it to make it look more like its from a sci-fi movie.

After looking at the telescope I thought to myself that it didn't have a view port at the end of it for someone to look through the scope, so I added one.

I added metal belts to the time machine as you can see above and below to make it look more realistic to give it a structured appearance.


I thought the seat didn't look as good being left on the ground so I created the flat support for it on the bottom of the seat.

I then started on creating the high poly version, I decided that I wouldn't take it into Zbrush and instead just create it in Maya because any added detail I could add by using the multi cut tool and adding textures to my maps in UE4.

Once I multi-cut my shapes to make sure they would be smooth but not ruin the model, I then smoothed it which resulted in this.


After I was finished the high and low I then sorted out my UVs before creating my cage so that my UVs are exactly the same. I did this by planar selecting each face and making them all the same size(5000) and then clicked the button that moved the faces into uv space.

After sorting out my Uvs I then proceeded to creating my cage from my low poly by duplicating my low poly, putting it onto a separate layer but making sure both are at the same place on the map, then turning the duplicated version red and transparent then transforming it over the low poly.



 Once I created the high poly, low poly and cage I then exported them to put the mesh into UE4.
Then put the exported files into Xnormal to generate the normal map and occlusion map. 



From there I placed them on my mesh in Ue4 as well as a base colour, the first I did was the normal map.
Then I did the Ambient Occlusion which gave it a shaded effect that I thought made it look really cool.
After these I created the metallic and roughness map in photoshop by adding in a UV snapshot of my mesh in Maya so I could sort out the areas I would like to change colour. 
I experimented with black and white but chose to stick with all of it being white because I liked the effect it gave on my mesh.
After I did the metallic map I went on to creating a roughness map and but looked at textures from google images I could add to the mesh to give it a corroded look.
I took this into Photoshop and turned down the saturation so it could be used on my mesh.

I then created an emissive map to see what the effects had on my model and what type of look I could then get from it.
Unfortunately I didn't the emissive so decided not to continue with it altogether,I really liked the effect of the roughness map giving it a corroded, decaying effect. After this I decided to keep it all the same colour instead of changing it because I thought it had a better effect and stood out better it being one colour.

Barrel textures

Barrel textures 

I started this task not knowing a thing about texturing and was the first time I've used Photoshop to texture a model and found it quite difficult at first.

I started out by looking at what type of art style I would like to pursue, I decided to go with a old retro crash bandicoot crate.



I experimented with a the brushed in Photoshop to see what effect they could give it the barrel to make it look spray painted as a starting point to texturing.

I then went into Google and found a TNT logo and cropped it to fit it onto the barrel in the way I liked.

After that I copied it into my barrel layers we did with Chris and made the logo smaller to the appropriate size and placed it around the barrel in the repeated pattern I wanted.



These are the stages I went through starting with Chris texture experimenting and ending with my final barrel texture.
I think this barrel worked well because it has the same style of the retro crash bandicoot crates I was trying to relate them to.