Wednesday, March 25, 2020

Knife Retopology and Texturing

For this assignment, we were given 3D models taken from 3D scans of knives to take and texture using Maya, Substance Designer, and Unity. This process helps us learn how to use a new tool in Maya, as well as how to use the tools in Painter to create textures for objects.
First, I used the Quad Cut Tool to convert the high-poly model into a low-poly model. Once I had my low poly models, we UV'd it and made a low-poly UV map by cutting and sewing together a basic UV map. Taking the model and exporting it to Painter, I used both smart materials and regular materials to texture the model. This process was fairly simple, however just a few details were needed to be remembered to create a good looking texture. From there, I took the texture and the low-poly model and imported them into Unity. From there, I rendered the knife with the new textures on it.

Wooden Knife

Knife 2
Knife 1 - Unity did not like my texture.
I did run into some problems. I struggled with the quad cut tool when it came to the ends and edges of the models. My polygons were always turning into ngons or triangles where they were inappropriate. However, with practice, I was able to master the tool and create nice looking models.
Even with my new found expertise, creating perfect UVs was difficult, and only managed to get nearly-perfect UV maps on the first knife. Thus, on the tops of my models, the textures are stretched and not placed on properly.

I am, however, very proud of the second knife. Despite not having the most perfect UV map, I love how the texture turned out, as well as the low-poly model. I think I could have used the "add divisions" tool more and gotten a smoother model, but overall it was a pretty successful creation.

Painter Tutorials

For this assignment, I learned how to use Painter in more detail, on a high poly model that was provided for us. I was given a lantern and an amp to texture, however my success with the lantern was minimal and was unable to complete that portion of the assignment due to several frustrations with Painter and my computer. However, I found success with the amp and was able to produce a fairly good looking texture.


Using various materials and various Painter options. I created metal,  leather and plastic materials, which required me to utilize base colors, height maps, roughness maps, and metallic options using Painter's sliders and various other options.

I ran into some problems, as I stated before, with Painter and its compatibility with my computer. I have since found some solutions and fixes for it, however due to the deadline I was unable to fix my problems on time and my lantern project was lost. Although I lost the project, I did learn a lot from the tutorials given to me and I now understand Substance Painter a lot more. With the amp, things went more smoothly as I gained experience with the Lantern project, and learned where everything was and more fully understood where options were, what they did, and how it would affect the outcome of my textures.

I'm quite proud of how it turned out, and I am now quite comfortable with Painter. With more practice I think I could create a project on my own and do a pretty decent job at it in the future. I believe, that with these skills, I can create a stylized version of textures (cartoony, more realistic, and somewhere in between) with my new knowledge and apply them to future projects.

Sunday, March 22, 2020

Alchemist & Designer

For the Alchemist assignment, we learned how to use alchemist and what each map represented. We were to create a texture using the program, using a photo we had taken for the class. Mine was of dirt with wood chips on it. In Alchemist, I went in and added height to the otherwise flat plane, and then added other details like snow.
The biggest problem I ran into was the height map not working. However, I know it worked as another student had run into the same problem. Aside from this issue, the assignment went smoothly.
For the Designer assignment, we learned how to use designer and created some basic textures for it. I was only able to do 2 of the assigned textures due to sickness and computer problems. However, I still learned more about Designer and was able to produce 2 textures that I am proud of. These two textures are rusty metal and bricks, and each used various settings and tools within the program.
I ran into several problems, including the heights being reversed, the roughness being off, and generally the program not working with me. Due to these problems, as well as illness, I was thrown off enough that I was unable to finish this project entirely.

Metal Tutorial 1: https://www.youtube.com/watch?v=NzKtubDsC9o&feature=emb_title
Metal Tutorial 2: https://www.youtube.com/watch?v=mGGL1lQ1Djs
Metal Tutorial 3: https://www.youtube.com/watch?v=hIAQQSCUy9o

Brick Tutorial: https://www.youtube.com/watch?v=ji45Nmc93Nk

Both Alchemist and Designer utilize the same types of maps to create textures and depth on objects. Both are texturing softwares, however they serve different purposes. I observed that Designer more focuses on texturing objects or buildings, while Alchemist focuses more on environments and such. Designer is more detail/closeup focused, while Alchemist is more widespread and larger scale, and adds ambiance and feel to a scene.

Overall, both programs were relatively easy to work with once I got past the learning curve. Both are relatively straight forward and can be picked up quite easily.

Final Course Reflection

  Going into this course, I had no idea what to expect. Even with the syllabus, it told me nothing of what I would truly end up learning – a...