320 Digital Texturing - Semester ePortfolio

 

Post 2 : Final Project Microscene



Final Render of Microscene

This assignment involved using all of our knowledge from the past few assignments, creating a microscene within a concealed area, with one of the assignments (Charcuterie Board, Bus, or Sci-Fi Assignment) as the major set piece for the entire project.


References 

What I had chose for the major set piece was the Charcuterie Board. Knowing that I did not complete this assignment, I decided to further clean it up along with my Final Microscene. 1st, here are some references for my idea of a suburban house and street that is about to have rainy weather.



Base UVs

Set 1 (House Base)

Set 2 (House Accessories)

Set 3 (Street and Street Light)

Charcuterie Board UVs and it's Sets

This area showcases my 4 materials, or texture set UVs with a Texel density of 40px/unit at 4096 map size. I had been a bit afraid that I did something wrong, as my 2nd Set had very small UVs. However, I was able to learn that this is because Texel density ensures that all mesh UVs have the same amount of quality (or at least that's my interpretation of Texel Density).



New and Improved Charcuterie Board

Here we see my Charcuterie Board, as well as an additional mug prop, all properly textured. The hardest part of it all was getting the inside of the half-cut fig and orange slice textured correctly, as lining up the stock images were a bit tedious.
 


2nd and 3rd Renders



Wireframe Snapshots

This showcases my other renders, as well as the topology of the entire microscene. I wasn't entirely sure how to see both the wireframe within unity with textures, so I took a snapshot of the transparent wireframe. The topology definitely could've been better with my sidewalk textures, as extruding the cuts within my concrete, and creating edge loops were not working together.



My 3 Texture Sets' Textures

Lastly, here are my expansive amount of textures created to make my final. Emissive and Opacity (within the street lights, glass jar, windows, and house lights) were implemented fairly well. The few things that I originally wanted to implement was ambient occlusion textures (in which I made, but I guess I didn't check the checkbox for it to be rendered out with my other textures), a flower and flower vase, a wooden rocking chair (I created it but there was too much manifold geometry), curtains for the windows, and emission for behind the windows of the house simulating that someone lives there. Also, I did not exactly make the charcuterie board the major set piece, in which was a pretty big oversight. Sadly, even though I put a considerable amount of work and effort into this project, my work ethic fell short once again.




Final Side Note :

This was a make or break moment for me. A pattern began to arise within all of my projects, in which is still present. A pattern that involves carrying out responsibilities in which present the slightest bit of difficulty, last minute. This is a is very inefficient and childish way of action. I am not attempting to be boastful, as my texturing isn't anything professional at this point in time, but I do not believe that texturing was hard for me. What I will say, is that it is very time consuming work, and I commend everyone that works in this field. What definitely was something that stunts me everyday is my work ethic in doing duties that I want, rather than what is needed at that certain time. In addition to this, thinking too hard on what to do, and not putting something on paper, until it's too late. 

As I progress through personal projects, building a greater portfolio, and working in potential work environments, I will try my hardest to improve this train of thought that I'm struggling with. My goals within the game industry is going to be an extremely large amount of hard work, so it is best that I improve myself as quickly as possible.




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Post 1 : 320 Semester Assignments

                

VW Bus Microscene



Bus ID Snapshot

This assignment involved a high poly Volkswagen Bus, in which we were tasked to ID and texture. After, we needed to import the completed bus into Unity, where we would render out a beauty image for submission.

As the pattern continues, there sadly were no renders to submit, as progress in UV'ing the bus was not made until last minute. 



Tire UVs


Exterior Bus UVs


Interior Bus UVs

One thing I can state confidently is that the UVs and IDs were created. However, the assignment's rubric had stated that we create 4 texture sets, or materials with the same texel density, in which was yet another oversight that I could not tackle within the scope of the project.


Sci-Fi Assignment


Sci-Fi Crate UVs

This assignment had definitely spooked me the most, as were were to UV and texture a Sci-Fi crate, as having the option between 2 ships to work on from the Star Wars series. In addition to this, we were to create a scene that would fit with both models.



Sci-Fi Unity Renders

UVs, and textures were luckily given to the crate, however I believe we were also tasked with creating an emission texture as well, in which I was unable to enact. On top of this fact, I did not give the project enough time and effort to UV and texture the Star Wars spaceship of my choice. 







Charcuterie Board



Main Render of Charcuterie Board


2nd Render


3rd Render




UVs

This assignment was to test our class's ability to UV in Maya, and apply textures within Adobe Substance Painter, while using  material IDs. 







AO Renders

We also were tasked with creating ambient occlusion renders to merge with our Arnold Render snapshots, in which created a much more crisp showcase of detailed shadows and textures. This made my unfinished project rather nice looking for being untextured.

We were also supposed to ID our models, as well as create 2 extra models to be UV'd, and textured. However, once again I did not give myself enough time to complete the assignment.





Normal Stamp & Low Poly Wall


Normal Stamp Renders


Wall Render

    This assignment was a test of making normal stamps to be used for our low poly wall, in which was to showcase our ability to make a 2D wall look as 3D as possible, all while being flat, using other, and our own custom-made normal stamps. 


Normal Stamp AO



Side Renders of AO

The process seemingly was to use the stamps that we made to give the illusion of 3D space on the flat plane we would be working on, in which was fairly easy, however only being difficult in thinking about what normal stamps to create, and how creative I wanted to be with them. 



Extra Photo of the "Wall"...

What I attempted to do was to create a futuristic looking pattern of pillars. The programs used were Autodesk Maya, and Adobe Substance Painter. However, I did not dedicate enough time to this project for it to be fully completed, and so the attempted wall was made with the normal stamps I created.










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