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Showing posts from January, 2023

Organic Modelling

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Organic Modelling Reference: Reference was taken from pinterest by unknown artist.   Topology started with the cylinder and extruding while scaling it down, cleaning the topology. UV Mapping texel density, unfold and layout was done in UV mapping. Baking done the bake one by one in substance painter. Texturing Rendering and Lightning

HardSurface Modelling

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 Hard Surface Modelling Started the work with reference images and draw by own on procreate. Block Out Started the blocking out with the primitive cube while deleting half the faces and use extrude and scaling, circulization and joining the vertices where applicable while keeping an open eye on topology by cleaning the mesh. UV Mapping Used the UV mapping for using it for texture afterwards. Color ID's give the color Id's for baking in substance  Baking Baked the mesh one by one. Texturing and Rendering Done the texturing in substance painter. Rendering was making fuss in maya so didn't completed it.

Texturing and baking - week 8

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 Texturing and Baking  In visual arts, a texture is any kind of  surface detail , both visual and tactile. In Maya, you create surface detail with textures connected to the material of objects as texture maps. Materials define the basic substance of an object, and textures add detail. Baking is the common term for saving shading/lighting on objects in a scene. Many different aspects of lighting can be baked, and the result can be output to texture maps, colors per vertices, or point clouds We are going to explain that definitions through practical projects. Headphones: Open the headphones file in Maya Prepping the headphones for export, by smoothing any sharp edges (as the file was already smoothed so no action took place) Opened the UV editor to see minor details about smoothing and sub-divisions Colour IDs Given the colour ID's through assigning the new materials in lamberth Baking Export the file to the Substance painter to start baking the headphones/object ...

PBR and Arnold Shaders - week 7

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PBR What is PBR?  PBR stands for Physically based rendering, PBR represents the interaction of light and materials in a more scientifically accurate way.  Comparison between Maya and PBR Shaders  PBR materials use multiple layers or channels to mimic real-world materials. Different softwares support different workflows like maya, unreal engine, blender support metalness while marmoset and substance support both metal and specular. Practice Assigning materials in maya  Select a polygon primitive sphere in maya and we are going to attach a material to it. You can go to channel box and rename the sphere too. By clicking right and scroll to bottom to assign new material, the dialogue box will be opened where you can choose a new material  choose the blinn material as you can see a ray of shine in a sphere, pick the color you want and apply it. Windows>rendering editors>hypershade Select phong and give it a new shade you can assign different materials to polygo...