fredag 13. september 2013

REPORT TEXTURING 2

REPORT TEXTURING 2

INTRODUCTION

This week the assignment was to texture the environment in the same way as we did with the goblet in T1. This task was big, challenging and frustrating. When it comes to the finished product, I actually have to say that I’m really happy with the result.

INTERPRETATION OF THE TASK

My interpretation of the task was that I had to work hard and much to get it finished by the end of the week when the delivery was set. I solved this by working from 9:00 in the morning to late at night every single day. I know with my self that if I knew exactly what I was going to do, and knew all the methods to solve different problems that was going to show up, I could have done the task on much less time than the whole week, but to really understand what I was doing, I needed all the time I could get.

CONCEPT

In this weekly assignment I choosed to work further on the main concept I had when we were modeling the environment. The ‘’ZEUS’’ spaceship is the object I have focused on in this assignment. I wanted the bedroom to look old, rough and in the same way modern and usable. I experimented with different textures and found a result I was really happy with. It may of course look a little bit special in the way that the walls has this old metal with paint that is peeling off, and the bed, pillars and lights in modern expensive wood.
In the main model that I made in M2(Env.), I had a curved, massive construction going from the floor and up to the roof. The problem with this, was that it was nearly impossible to put on a checker map and texture because of all the edge loops, so I decided to actually delete this construction and put in some new pillars which also was more modern. I know that this may have consequenses by changing the main design and product, but to get the assignment finished in time this was my only opportunity. I asked Magnus Fahre nicely to help me with the main construction, but he wasn’t either able to do it because of all the edge loops.



ACHIEVED ACTION

What I want to convey to the final product is that old materials and new materials  can make a really nice and modern result. Actually these days, we can take for example houses that is have these kind of design, by taking old wet concrete and adding nice new wood or other materials, which results in a expensive and luxurious result.

RESEARCH AND WORK PROGRESS

CREATIVE METHODS
In this weekly assignment I used different types of methods to get the project finished in time. The first I did was to create a timeline for each day, to have something specific to focus on for each day. Here is my week;

MONDAY: Started to work with the weekly assignment, such as research designs and materials I want to have in my model. I used about the whole Monday on this, to find the materials I wanted. I also worked with the observational drawings. This day I used about 3 – 4 hours on each subject.

TUESDAY: Worked mostly with the checker map, and the report. 14:00 – 21:00 on the checker, and 21:00 – 23:00 on the report.

WEDNESDAY: Worked mostly with the checker map, and downloaded the texture images, Concept art for the environment and report. This day I worked with the checker map for about 5 hours and half an hour on the report.

THURSDAY: Worked with checker map, scanned drawings and created the delivery folder. Checker map: 4 hours, delivery folder was created in 10 minutes.

FRIDAY: Finished the texture WF, finished the checker WF, created FP and delivery at 16:00. I used about 2 hours on the texturing, 2 hours on the checker, and 15 minutes on the FP files.

After the timeline/schedule was created, I started to work on each part of the assignment. What I did this week, compare to the previous assignments, was that I focused on one thing at a time, to actually do as much as I could in the time I had planned to use on the specific thing. This method was the most efficient I used in this assignment.

INSPIRATION METHODS

In this assignment, I used the main concept from the modeling as my biggest inspiration. The main concept from the modeling of the environment, was that I wanted to make something that mixed old and new together in a minimalistic luxurious style. I used my creativity to actually come up with something special and a design that maybe no one have seen before.

ANALYSIS

When it comes to the analysis, I had to really learn exactly what I was working with. The biggest issue I had, was in the beginning of the week, when I started with the checker. This was a big challenge in the way that I had to get it as perfect I could.

SKETCHES

DESIGN

When everything was in the way I wanted it to be, I started to make the FP files, which was pictures of the finished product, with texture and without. As mentioned earlier in the report, I had to change the design to actually get it finished in time. The construction that was a part of the model from the beginning was deleted and replaced with modern wooden pillars in an easy, but futuristic shape, to fit into the concept, which was a mix between new and old.

TOPOLOGY/EDGE-FLOW/POLY-COUNT

In this assignment the texturing was in focus, so I refers to the TOPOLOGY/EDGE-FLOW/POLY-COUNT that is written in M2.






COLOURS

The colours I choosed in this assignment, was picked specially for my design. I wanted the finished product to look old, but also modern. I chosed to have a light beige/brown colour on the floor, walls and the object where the bed is placed. The mattress is textured with light leather, which makes it sound more expensive and look luxurious in the way I wanted it to.
The pillars and the frame of the bed is textured with darker wood, which also looks more expensive, and gives a break between the old metal and the wood. This is polished and has a layer of epoxy on top, to get it more shiny and reflective.

COMPOSITION, LAYOUT

When I was going to take pictures of the finished product, I chosed to set the cameras in an angle so I was able to get as much of the room I could in the image. I used nearly the same angles and views that I used in M2, the modeling of the environment.

SELF-EVALUATION

REFLECTION ON YOUR FINAL PRODUCT

My thoughts of the finished product is that i struggled a lot with this assignment. Every single day was hard and confusing, in the way that I couldn’t get things exactly how I wanted it. I regret really much for having all the edge loops that I used when I modeled the environment. This edge loops forced me to make a decision that I’m not happy about, which was to replace the construction details in my model, with modern pillars. I like the reulst very much, but of course was the main design what I really wanted. On Friday, delivery, and the last touch, I got help from Kristoffer in the game class, with the ‘’selecting objects’’ problem, that appears in maya every week. This was something he never had experienced before, but he found a solution to it, so this will no longer be a problem.
When it comes to the texturing part, I struggled a lot with the checker mapping. This is a process that takes a lot of time and effort. In the beginning of the week I had to refresh my texture skills from T1 assignment, which was the goblet, because of the new shapes and also because this weekly assignment was three times bigger than the little goblet. After much work and coffee, the checker was in place. Unfortunatly did I have a big problem with my goblet, which was a loss of the file. When I was going to open the goblet file, Maya crashed before I even could have it opened. When I first got to open the project file, I got a warning that told me that the script in the file was missing. I still don’t know what caused this crash and loss.



DEVELOPMENT AND PROCESS

I really feel that this week has been extremely exciting and useful, with many challenges and small problems that turn into bigger problems. One thing with 3D is that there is a solution on every problem that appears, but the challenge is to find it. I used a lot of time with the checker and the report. Of course did we have the observational drawings as well, but I was able to do a lot of the work on these in class. Personally I feel that I’ve been really effective this week, but also too tired some days, especially those days when I worked 14-15 hours.
As mentioned earlier in this report, I could have done a lot of the work that I struggled with the whole week, in the beginning of the week, if I knew constant what I was going to do and if I didn’t have any sort of issues and problems, but after all this is really good learning and experience which is mighty worth further on in the upcoming assignments.

CONCLUSION

In this period, I learned a lot in many ways. The texturing part was mostly refreshed from the last week, included some more tips and tricks from our fantastic teacher trough the week.
In this weekly assignment I have learned a lot of texturing and UV methods, tips and tricks which I will collect as a professional and that might be very useful in the future.
As a person, I’ve learned to solve problems in a whole new and different way, and to work effective with each part and then put everything together as a complete project, instead of working with different part at the same time, which makes the whole assignment really confusing.









SOURCES AND REFERENCES

In my work process I will mention persons that helped me out with different problems;
Magnus Fahre
Kristoffer Jenssen
John Erlend Yttervik
And of course David Beer, which also is our teacher here at NOROFF.

LINKS












fredag 6. september 2013

REPORT  TEXTURING 1

INTRODUCTION

This week was our first texturing assignment. It was seriously hard to get into in the beginning of the week, but after a few days with tutorials and lessions with our teacher, the pieces started to get in place.

INTERPRETATION OF THE TASK

My interpretation of the task was to lay on a texture that fitted the assignment criterias for this week. When it comes to issues, the main problem was to actually know what I was doing. In the beginning of the week, the texturing seemed to be pretty complex and hard to learn, but after trying and trying, the goblet started to show the result I wanted for this weekly assignment.

CONCEPT

The concept I have developed in this assignment, is based on the main design in weekly assignment M1. I knew from the beginning of the week what I wanted it to look like. The new version of the goblet has a dark polished mahogany texture which makes it look expensive and well assembled. The grips is designed as deer horns, so these has a light bone texture. The lid on top of the goblet has the same polished mahogany, as well as the teeths that is placed in the middle of the lid, has teeth texture. The second goblet with texture has the same material, but is customized in photoshop to make it look older and more used. With the older version, I focused on making a texture which should make it look like it had been standing out in several years.

ACHIEVED ACTION



RESEARCH AND WORK PROCESS


CREATIVE METHODS

When I started with this weekly assignment, I worked with the main goblet and started to lay on a checker map, which is really important to have, to actually see how the actual texture would fit the object. There was extremely much work with this checker map, but with some help, the result went out pretty good. After the checker was finished and layed on, the goblet was duplicated into two new objects, and the texture was added.
One of the methods I used to get this right, was to use the UV texture editor and different types of mapping, to see which one that was the best solution for my object.

INSPIRATION METHODS
As inspiration for my texture, I used my hobby as a reference, also mentioned in the report for assignment M1. I wanted the goblet to look like an expensive product, with a touch of materials from the nature. The mahogany is a fine and expensive raw natural material straight from the woods. To make it look more expensive, I wanted to have it shiny and a little glossy. The deer horns is textured with bone texture, which also comes straight from the nature. My inspiration is the nature itself.


SKETCHES






DESIGN

The finished product of my goblet turned out pretty much as I wanted it to be. When I first started to add textures, I thought of having a matt and pure wood texture, but from the beginning, I wanted it to look expensive, but with a touch of natural pureness, which comes in with the grips on the side of the goblet, such as the teeth on the top of the lid. On the second goblet, which was going to look older and more used, I chosed to make the materials on the ‘’new’’ goblet, a little bit older. With this process I got help from my classmate Eirik Henden. The older materials was customized in adobe photoshop cs6.


COMPOSITION

I choosed to render the objects with mental ray render engine in Maya, to get an well optimized image and render. I choosed to use the top view, side view and three-quarter view on the finished renders.


SELF-EVALUATION

My opinion with the final product is that it turned out pretty much as I wanted it to be in the first place, but there was extremely much problems and issues to solve during this weekly assignment.




SOURCES AND REFERENCES




Photoshop:

EIRIK HENDEN