Showing posts with label CGA: 3D Art Production. Show all posts
Showing posts with label CGA: 3D Art Production. Show all posts

Sunday, 17 April 2016

Battle Arena Statue FInal: Rigging, Posing, and Implementing

After attatching a premade human-shaped skeleton to the mesh (which acts as the "Skin") I posed the arms and placed a sword, I also used the "Paint Skin Weights" tool to adjust which areas of the model bent to which joint. I found this to be rather difficult for the hand but eventually I got it figured out, here is the final pose:



I then implemented the statue into the maya file and made some adjustments:

The floor of the plaza has been changed to blend in more with the environment's theme.

I used a particle system to create a fire effect.

I animated a fish to leap out of the water at the end.

I also added vines to break up the sameness of the maze, and also replaced the other statue placeholders with colourless versions of the centre statue with no fire.

Overall I am happy with how the statue came out, but I do feel that it differs greatly from my original model sheet, and there are a few low-poly elements which make some edits difficult. Rigging also felt hard. Perhaps in future I could attempt to use the knowledge I gained from this into making another model with more style.

Friday, 11 March 2016

Battle Arena Statue: UV Mapping, Texturing And Quixel

After having finished the 3D model as well as a prop sword, I had to UV map it by slicing pieces of the model int "Shells", with these I had to split and combine the UVs of the model into a sheet that can be used for texturing by exporting it into a UV Snapshot. For this statue I did flat colours for the texture at first then realised I can take it into Quixel Suite to add believable stone textures, here are the flat coloured textures:






At first I was intending to entirely texture the model by painting it, then overlaying it with a stone texture, however after using Quixel I could achieve this effect in an easier and faster way:


Using this I achieved a weathered stone statue appearance, after this I will rig my model and import it into unity and pose it.

Friday, 12 February 2016

Battle Arena Statue: Full Body

Since my last update, I have applied hair, the ears, markings (which may be altered later) and using a topology huide I created a body and the boots. I still need to add clothes and make the face more accurate to my model sheet.


Monday, 25 January 2016

Battle Arena Statue: Head and Hands

Following some tutorials, I have created a head and a hand, however the ear is not the same as what I intend for my final model, and will be changed, as well as altering the face shape and body.




Sunday, 17 January 2016

Battle Arena: Statue Concept

 For my battle arena I need a statue, and I decided to compile a moodboard of images related to godess and knight statues, as well as perhaps a mage character.


https://commons.wikimedia.org/wiki/File:Statue_of_goddess.jpg (10/01/16)
https://commons.wikimedia.org/wiki/File:Statue_of_Goddess_or_Queen_at_Monas.JPG (10/01/16)
http://elias-chatzoudis.deviantart.com/art/Statue-of-Goddess-Athena-214860635 (10/01/16)
http://www.amazon.com/Goddess-Harvest-Demeter-Bronzed-Statue/dp/B009VIS5H2 (10/01/16)
http://zeldawiki.org/Nayru_%28Goddess%29 (10/01/16)
http://www.zeldadungeon.net/wiki/Statue_of_the_Goddess (10/01/16)
http://www.zstatue.com/pd_mysterious_knight.cfm (10/01/16)
https://uk.pinterest.com/pin/530580399821976966/ (10/01/16)
http://medievalpete.deviantart.com/art/Knight-Statue-22395393 (10/01/16)
http://www.houzz.co.uk/photos/20340902/bronzed-athena-goddess-of-wisdom-and-war-statue-traditional-decorative-objects-and-figurines (10/01/16)
https://uk.pinterest.com/pin/157203843220396573/ (10/01/16)

From this moodboard, I sketched up a design, and from this I produced a model sheet that I will reference when I begin modelling.



The statue's texture of stone is still unplanned, hence the model sheet being left white.

Tuesday, 8 December 2015

Battle Arena: Adding Textures and Unity, Final Build

The next step to do for the battle arena is to add textures and import the level into Unity, this is how it looks textured in Maya:








And this is it in Unity, with the props also added in:











Most of these textures I have taken from the web, as I didn't have a lot of time to make my own, There are a few textures that I have altered as well using Photoshop as well. In the end I feel that my favorite part of the battle arena is the ruins half, as the trees and background don't blend well, and it's easy to see off to the end of the outer plane, asides this I feel it was successful.

Textures Used (URL of Origin):

http://www.lughertexture.com/vegetation-plants-textures/trees-png-with-alpha-transparency (09/11/15)
http://www.johnsolo.net/tex/tex.php (30/11/15)
http://www.mb3d.co.uk/mb3d/Plant_and_Leaf_Seamless_and_Tileable_High_Res_Textures.html (30/11/15)
http://ftourini.deviantart.com/art/tileable-tree-bark-texture-216962711 (30/11/15)
http://agf81.deviantart.com/art/Stone-Texture-8-Seamless-258478787 (30/11/15)
http://webgraphic-template.com/20-stone-textures/ (04/12/15)
http://gamebanana.com/textures/4230 (04/12/15)
http://www.mb3d.co.uk/mb3d/Metal_Rusty_and_Patterned_Seamless_and_Tileable_High_Res_Textures.html (04/12/15)
http://agf81.deviantart.com/art/Seamless-Concrete-D651-338741360?q=gallery%3ASeamlessTextures%2F25035230&qo=7 (07/12/15)
(Rock and Grass texture supplied by lecturer via MyUCA, URL origin is unkown) (09/11/15)

Unity Assets Used (From Unity Asset Store: https://www.assetstore.unity3d.com/en/ (10/10/15):
Standard Assets (Water, Water (Basic))

Sunday, 6 December 2015

Battle Arena: Props

After having constructed and refined the battle arena, I have started to create props to implement numerous instances of when the environment is implemented into Unity. First off, the trees:

To make a tree, I first have to make a trunk:


And the leaves, to do this I made a alpha texture of a branch:


I then applied these to a plane and duplicated them all over the trunk and resulted in this:


I also did something similar with the grass prop:




Then I made Sword:



And a shovel:


As well as these, I may go ahead and implement my barrel as a prop, this is what they look like in Unity:



This is how my map looks untextured in Maya:



Tuesday, 6 October 2015

Battle Arena: Greybox and Overview

For our 3D Art Production we've been tasked to design and build a battle arena using Maya 2016. The first thing I did was research something I thought would make for a good battle arena, and researched images for "castle gardens", inspired from these images I went on to produce a simple greybox of my battle arena, and from this I have created a overview plan on what I aim to produce using example images.


From this I can review details I plan to add, and can help visualize what I hope to produce in the end.

Bibliography:
Images Used:
http://www.odegardletters.com/?p=46 (03/10/15)
http://beachbums1.com/tag/medieval-castle/ (03/10/15)
http://www.clanlindsay.com/new_page_1.htm (03/10/15)
https://bestofnj.com/skylands-castle/skylands-castle-fountain-lawn1 (03/10/15)
http://lesliet.typepad.com/photos/thousand_islands/29_boldt_castle_porch.html (03/10/15)
http://thecuriouscompass.com/tag/angkor/ (03/10/15)

Monday, 5 October 2015

3D Art Practice: Wooden Barrel

Our first class of learning 3D in Maya 2016 involved following a tutorial to create a barrel, and then alter it to however we want for an eventual battle arena. This is what I produced:


Using the Burn and Dodge tool in Photoshop, I added marks onto the metal and wood to make it seem more realistic, as well as mis-shaping the metal part. Despite this the appearance of the barrel still looks fairly cartoony, and the texture map is a little strange as there's a black mark on the barrel and some parts don't match smoothly. I suppose in future model's I'll improve upon my texture work.