Saturday, 8 April 2017

3D Materials and Textures

Texturing and creating materials to go over 3D objects is one mandatory field needed to complete a 3D model. The way we normally paint/create materials for these models it by using the UV map and painting over that, but as technology has progressed we now have programs which allow us to paint straight onto the object itself.

The point of texturing a model is to give it a life-like feel as well as someone being able to determine what it is easier. Not only that but if every model was grey it would be hard to differentiate which is an object and which is the end of the map or area. The way we used this process was by adding our object into substance painter, baking over the top of it with our HP & Cage models and then working on it from there. We first started with the barrel which turned out a success from the beginning as we were shown how to do everything in that session (shown below).


Our barrier on the other hand was to be made by ourselves and as a test to see what we learnt from the session. Shown below is the image of my final damaged barrier with concrete dents, correct lighting and different shadings of grey to showcase indents. It gives off the form of a HP model but is only around 1500 polygons. Using the cage, HP & LP model I was able to create these textures and materials within 50 minutes.


The way in-which these have been made are completely different to each other. I tried to learn two different styles to allow myself to understand the program better. The same I did with Maya and Adobe Photoshop, it helps me understand the programs. I chose to do a plane idea for the barrel, simple colors and a image, where-as for the barrier I wanted high detail/realism to see the difference even thought they're both around 1500 in tri-count.

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