Tuesday, 13 May 2014

blog 10

A3D blog 10
In this blog I am going to make my diorama; now I have created my character and all my assets by modelling, texturing and adding collision, then are all ready to be put into UDK
 To start off with I opened UDK with the sun and cloud feature on, I also added a skylight to stop blackness for appearing













I then created a new package and then imported the floor which could also be used as a wall






I then added the floor texture



After I created a new material from the texture and began placing the floor and walls. Also I imported UDK man as I means of scale





I then imported my pillar, because I had all the pieces of the pillar in one FBX file and was able to get them in all at once. After I imported all my textures and created new materials. I applied the texture to each one and began to place them 






Continuing placing the pillars, I then imported the torches and texture; I placed them and created the material 




I finish the back of the temple using the pieces as so



To finish the level off I added fire to the torches; after I added the base and the texture; then finally added the character and its texture 


I then rebuilt the lighting and began to set up camera for the cinematic
What I have learnt

I feel that by doing this module I have improved a lot in modelling as I didn’t think the character would come out as well as it did. I also found out a lot more about UDK and its features. The found modelling the character to be very trial and error however I managed to have a lot less problems as I went along. I feel by doing this I have become a lot more confident.  

blog 9

A3D blog 9
In this blog I went onto do texture my assets for my diorama; because the character I picked was a divine character I decided to put him in a temple. I felt the character was to most important element so I started with that first.
I opened the uv’s in photoshop






I checking the uv’s in Maya as I went along I managed to get the colours in the right place




After I imported the AO map I had created earlier and placed it on top of the texture and set the layer to overlay.





I then place the texture in Maya to see how it looked





I went onto do the floor texture, because Greek temple floors tend to have patterns and made out of marble; I chose this texture





After I opened the torch uv’s



I then applied a stone texture to it, not that it would be made of stone, however the pattern would still work




I then went onto to do the base the character would be standing on; the base would need to have decorations in order to enhance the feel that it was a place of worship 







I found an image and edited it and then found a suitable background for it






After doing the base I went onto the bottom part of the pillar. I open the uv’s on Photoshop



I kept a basic marble texture for the top and bottom; however for the cylinder side I added a pattern to make it more interesting





To do the top and middle part of the pillar, I just used a basic marble texture, as I didn’t want them looking over the top and therefore become unrealistic in appearance.
Reflexion

By doing this I had to make sure that the objects texture match to character in the way of its cartoon appearance, this would be so the character didn’t look out of place 

blog 8

A3D blog 8
In this blog I decided to work on my assets for my diorama in which I am going to place my character. I wanted to make it look like the concept I have chosen (below). 












For a quick start I decided to do the floor, so I open Maya, and then important UDK man






I then created a cube to use as the floor






I then selected the top and bottom shapes to make uv’s




Using planar mapping on y I created uv’s






I then selected two of the side faces and set planar mapping to z






This was to get the uv’s like this






I did the same with the last two, however they were set to x






Here was the uv’s






I now decided to make a light map for it by creating a new uv’s set called light map





I then went to change the grid for the light map resolution by dividing 1 by 32 and then type the value in grid lines:





To create the light map I used the same process for the uv map






I rename the mesh floor






I copied it and renamed it ucx_floor in order to make the collision






I also knew the floor could be used for walls and ceilings
I then went onto do the pillars; using UDK man as scale I created a cylinder





I added some edges and scaled them out





After I created the uv’s






I then started to work on the pillar parts





I then extruded certain faces outwards






I decided to keep the faces on top of each other because the texture is very basic 






I then went onto the another part






I added two cylinders to the side of it




I also kept the faces together due to the texture






I then added collision for all of them




After I started working on the torches
Again using UDK man as a scale I created a cylinder 





I added an edge and scaled out the bottom





I added two edges and scaled them to making it more like a bowl






I then brought the top edge up




I then added another edge to make it more like a bowl again



I now decided to uv it




I also unitized these because they would share the same texture 






I then added collision





After to finish the assets off I decided to make a base for the character to stand on instead of a chair, because I would be able to place it in a more interesting pose; so again with UDK man as scale I created a box






I added two edges and changed the shape






Here are the uv’s I created, I put some faces together as the texture wouldn’t be any different







This is the end of this blog