Wednesday, January 30, 2013

Updated UV Maps

Continuing on the trend of texturing the building, I completed getting the UVs set up for texturing on the entire building. In doing this I had to shrink part of it down, and in doing so had to go into the file in Photoshop and move/shrink the texture to fit the new placement of the UVs.

Here is the current UV setup:


UV Map w/o texture.


UV Map w/texture.


Saturday, January 26, 2013

Building UVing Update

Today I've been working with the UVs on the building. I combined most of the building together into one mesh, moving around the UVs to fit into one scene. There is still one beam in that section of the building I haven't fixed the UVs on so that a texture is applied, but once I do that it'll all be set and ready for the rest of the building. Here are some shots of what I've done.
UV Map in Maya

Edited UV Map in Photoshop

Map applied in Maya



Rendered shot with map in place

Rendered shot with map in place



Thursday, January 24, 2013

Current work on abandoned building

I decided to have it look roughed up by more than just time by adding pieces of my Mech model into the scene. here are a couple playblast/render videos of the scene so far.


Tuesday, January 22, 2013

Abandoned Building Compilation

Taking a break from my Prelude model, I am going to put together a scene with an abandoned, run down building that is sinking into water. In the scene will also be pieces of the Mech model I created in Modeling 1, as well as pieces of the Prelude model, all broken up and rusted, as if they've been there a while. I will have to work on modeling, texturing, lighting, and creating a turntable of the scene. I may have different variations of it, especially if I decide to move pieces around in more interesting manners.

Here is the photos I will be referencing for the building:



Here is the building so far:




Tuesday, January 15, 2013

Example Demo Reels

Taking a quick break from posting updates on the Prelude to post video examples of 3D Artist demo reels that I find interesting and helpful:







Saturday, January 12, 2013

Front Bumper, headlights, and front vents

Next up was the front bumper. This took me the longest, as there were a TON of curves and holes, which made it very, very difficult.



Next, I crafted the headlights and intake vents next to the lights.



Here are a couple screenshots and a couple renders of it together so far:







Prelude: Everything together so far

After Mirroring Geometry and moving stuff around, I got the basic shape of the vehicle's frame together with the pieces I've crafted thus far.



I added in a side skirt just below the door to give myself an idea of how low the body needs to go, and may/may not keep it there (depending on final product).



Next up will be to get glass into the frames and craft a windshield and rear windshield.

Prelude: Trunk & License Plate Frame

Next up I modeled the trunk cover and license plate section. Both were pretty easy to do, started with a square, added some edge loops and worked with extrusions and such.


Some of the polygons in the license plate frame are a bit...well...funky. I'll go in and fix them at a later time.



Once again I was trying to match up the vertices on the trunk to the license plate section. I hope I can keep it that way when I go back and fix the polygons.





Side-View Mirror and Window Trim


Next up I worked on the side-view mirror. This was rather difficult, as the photos that I found for the mirror didn't really have a 3d view on them. Most of the tweaking I did from memory of my old Prelude's mirror.





I think I stretched the point on where it attaches to the door trim a bit much, but can go back and tweak that if I need to later.


As far as the trim goes, it was pretty easy to do. Started off with one plane, and extruded the rest. I had to have some of them have only 3 vertices to match shape, but I don't see that being much of a problem.



This is what they look like put together with the door:





Prelude- Door with/without handle


Next I moved on to the doors. 

This was rather tricky, with the slight curve they have in the middle. So far I think I have it right, but will have to see when I end up putting it all together. 



The handle was a bit difficult as well, but I did my best to line up the vertices on it with the ones on the door. 


I went ahead and made the door red, with the upper few rows of polygons black to represent the trim for the window section.


Prelude_Hood

So I began the modeling process with the screenshots, as I stated on the last post.
 Beginning with the hood, I used mainly the blueprints to get the general shape down, but then went in and did a slight bit of modifying the hood.
  I added a raised point in the center of the hood, near where the windshield is, to give it a slightly "beefier" look and feel.


Prelude-Photo References

To begin with the modeling process of the Prelude, I did some searches for the major components of the vehicle that I will be modeling. Here they are:
General Blueprints of the vehicle

More blueprints
Even more blueprints


Tail Lights


Bucket seats for the front

Middle console

Shot for bumpter and headlights

rear-end shot for rear bumper, tail lights, and license plate frame

door handle

Moonroof controls for the interior


Moonroof
Moonroof again

Back Seat

Front seat arm rest

Full Dash console

Interior Door

Another reference for the front seats

Another general reference for the exterior, mainly bumper, door, and mirrors


Another shot of the dash console

Another bumper reference

Rear-view mirror



Front bumper and hood reference

Steering Wheel

Radio console reference

Side mirrors

Wheels

Side view for door and overall silhouette

front fender(s)

Pedals