Sunday 22 March 2015

Week 28 - Toyota Hilux Pickup Texturing

Unwrapping & Texturing
Unwrapping was getting easier to me over time; especially when it came to hard surfaces of vehicles. I unwrapped much harder objects before, like my Stylised Rock or Stylised Character, so this was a nice break from those, as it was fairly straight forward. I've just put a few seams here and there and used the relax tool to flatten the unwraps. Using photo textures was a quicker process for me, these didn't take me long at all. I have only spent additional time later to make them clearer and add some more marks. Some were of which were done using the burn tool (windows, tyres and the underneath of the pickup body) and some with a low-opacity brush (highlights).


































The chassis took me a little longer to unwrap. Many parts needed to be overlayed on top of eachother, as they were too similar to eachother and I thought I'll use the same texture space for those. It all went well up to this point and I only needed to make sure my textures were evenly applied to all unwrapped surfaces. The detail level needed to be the same throughout the whole model, so that none of the areas stood out by having too much or too little detail.

Finished Model Renders






















The end result was much better that I expected, mainly since I didn't have much experience in making photo textures. My pickup model turned out readable, clean and its details were sharp. The only area I would have added more work to would have been the body's sides. I had to leave them, as I was low on time, but what I wanted to add was some wear marks around the door bottom and edges. Only small scratches and dust marks. The kind of marks left by small rocks, which were stuck to the tyres of other vehicles on the road and thrown back at it hen it was too close behind them. Maybe a small chip or crack in the front window would have been good too. Even a long scratch on the front bonnet would have added some form of history to my pickup model.

Sunday 15 March 2015

Week 27 - Toyota Hilux Pickup Modeling & Unwrapping

Modelling


 
Unlike in the past week, now all the parts of the truck have the same colour as I have attached them to eachother since the model was near completion. Having it as one object made it easier for me to manage, when adding more details. I felt I would get slightly confused if it remained that way. I also readjusted some verts in the windows, front bumper and bonnet to add more definition.

I then needed to focus on adding some form of a "grip" that would attach the wheels to the metal tube holding them. It's only a shape that suggests this part, not a detailed model of it as this area of the car is not very visible. The car body needed to be completed on the inside, so that it was a closed shape. I initially made a flat plane to make the body's bottom, then I strip modelled from it to connect to other areas of the body like front bumper's inside and the doors. I even decided to add an exhaust pipe in there with a hook that holds it in place.

I didn't spend much time on making the registration plate as it's a simple object and not an important part fo this vehicl. I left it as a flat rectangle, made of just a few triangles. The tail gate details needed to be added too, I'm talking about the indentation that follows around the upper side and follows slightly to the bottom on each side. Making those back lights was tricky, as they won't be that visible when modelled. Their appearance will mostly rely on how I will texture them later, so for now I extruded their shape into the main body by a few millimeters.

At this stage all I had left was to adjust the raised areas for the wheels in the pickup's bed and the bed area itself. It needed to have the right shape and roughly similar dimenstions to the real pickup here.

I've have eventually appraoched the end and finished my model. I needed to stop adding any more details here, as my model was close to exceeding my triangle budget. It was currently at 5,800 triangles and my budget was just 6,000 triangles. 

Life Drawing

Since last week's life drawing focused around drawing the model's hands and feet; we now used this week to draw her head (mostly facial details). I enjoyed finally having some more time to focus on drawing our model's head as usually I left this area out or drew it very roughly, only as a suggestion to allow myself to draw the whole body in perspective etc.
9.3.15
The usual warm up drawings were done first to get me into the mood of drawing. Then we moved onto 1 minute short poses of her head from different angles. The ones from the front with a slight tilt were the hardest to draw; I drew her face too flat on those, what is disappointing. I'll tried harder at measuring on the final drawing, which happened to be the toughest pose for me to draw and I think I managed to draw it ll. I was satisfied with my drawing this time. The hair was still unfinished, also some rendering was too dark, but overall The angles of the face was clear to understand from my drawing which proves my measuring has not failed this time.

Sunday 8 March 2015

Week 26 - Toyota Hilux Pickup Modeling

Modelling

























The chassis was the easiest section for me to model. Its shape is fairly straight and has visible bends on the blueprints. The only issue I had was figuring out how much detail I should put into making it; certain areas where the metal beams connect could have been welded or I may have added more polygons to make them look smoother. I decided to save that idea until the end of the model, as I may exceed my triangle budget by doing this. The whole model is being made with a symmetry modifier.




















Wheels and front of the body were the next steps. Adjusting the tyres' shape so they had that specific roundness and volume was tricky. It required me to apply my smoothing groups correctly, as otherwise these tyres would have looked like baloons and not strong chunky rubber tyres. I selected a different smoothing group for the wheel rims too, as this way they stood out more. Additionally I changed the smoothing group for the fenders above the front wheels. In the real pickup truck they are a seperate part of the body and I needed them to stand out, to be rendered seperately.




















Adding on those body sides was tricky. Although they look straight and flat; they actually are slightly curved from top to bottom. I have overdone it at the start and they looked too round from the front view. I went ahead to look for some reference shots from angles views. This way I had a better idea of how to readjust them and I feel fairly happy about the result now. The smoothing group for back fenders has also been changed to make them stand out from the body, just like the front ones were earlier.




















I encountered a similar problem here to when I was modelling the sides. The roof and the windows needed to be correctly rounded off, the windows were the hardest to get right though. They curve in their own way and it's slightly different to the car body's shape. The windows are held inside the doors, therefore I needed to extrude a few millimeters into the door, before making them. This way they seemed like seperate objects from the doors. I also made sure to set diferent smoothing group for the windows so they don't blend with the doors too much.




















When I was almost finished with the body, I decided to move onto other areas and I started modelling smaller details like the headlights, side mirrors and door handles. I will later remove one of the door handles, so I am just left with one to texture, as then I can just clone it onto the other door to save time. Next areas to focus on will be the underneath of the pickup's body, the back bed and tailgate. Also I may add additional details to the inside sides of the wheels, as they look fairly empty there.

Sunday 1 March 2015

Week 22 - Stylised (Butcher) Character Project Progress & Life Drawing

Unwrapping & Texturing


































The main texture sheet for the butcher character's body. I made a mistake when unwrapping the face. The way I thought about doing it was to unwrap half of it, but that caused it to deform what made painting of it harder. I'll need to practice unwrapping of faces more in the future, as that would make my work easier here. Due to running out of time I have also not done enough work on my character's hands, they have only a few basic, painted details. They lack some more rendering and colour.



Above is a texture for my character's accessories, boots and belt etc. This texture was the easiest to make as I could stylise things here quite easily and that's what I did. Painting basic objects, like the surface for the knife handle was easy to me. The pouch for the knife was a problem though, I was aiming for a dark leather appearance for it, but it turned out looking a bit like a chocolate bar to me. I've shown it to some of my colleagues and they agreed. I clearly haven't used my reference well enough and will need to work on my digital painting of materials.


Above image shows the progress of my texture, applied on the 3D model. In the first step there are no smoothing groups and only the pouch is textures as a test. After that I applied smoothing groups to my model and some basic colours to seperate the different areas from eachother. Then I moved onto making the thick fabric trousers and some rendering of the facial details. My digital painting was still weak at the time and I found it hard to define some surfaces to represent the material I wanted. All I could do was to make some more research or at moodboard. That helped me slightly, but it was still my inexperience that has let me down. I hope to get better through this project so my digital painting skills will be better for the next one.

Now moving to the end of the texturing, all that was left was to add details to the head. I needed to paint in the darker areas around the eye sockets, then the ears and also the neck to help define its shape. I made a few rougher marks with my brush to give the skin a rougher surface, as it looked too smooth and I wanted my character to be more mature looking. Lastly I had the hair to paint, that included a short beard too.

Final Renders

I finished by making light maps and exported my character into Unreal Engine to render it.  I think he lighting wasn't adjusted correctly as my renders had this odd, dark shadow around the bottom of the aproon. I also somehow managed to make a visible seam following through the centre of the model and I couldn't find a way of removing it. It hasn't happened earlier when I was texturing and checking the model by using a symmetry modifier. It's when I finished it and properly collapsed the modifiers that I encountered this problem. Changing the smothing groups hasn't helped either, it looked as if my model was still plit into 2 seperate halves, but I checked for that and everything was attached.

If I went back to improve this character, I would start by painting more fabric folds onto the clothing, as I didn't know how to do it properly and only did a few. Apart from these problems, I think everything else looked fairly good in the model. Another area I would like to fix next time is the ears. I struggled to model them corectly to fit in my budget and eventually I didn't have anymore time to spend on making them so I left them as basic shapes. I would really like to go back to this project in the future and improve my model as much as possible as I really enjoyed it.

Life Drawing

23.2.15
In the last week of the project we approached more focused drawings. We focused on drawing seperate body parts and on this day we were drawing the model's hands and feet. Hands and feet were the toughest for me to make in my character model, so returning to these drawings partly helped me see how I could simplify and maybe stylise my hands so that I could save some triangles in my budget. I needed to figure out which areas to pay most attention to and which to leave simple as they were more flat than other. The outside of out wrist is a fairly flat area, so this is one of the places where I tried to limit my use of polygons/triangles.