Tuesday, March 24, 2015

How to bake normal maps in Modo

Here is a step by step visual representation of how to bake out normal maps in Modo.

Friday, March 20, 2015

In class Normal and AO mapping art test!

        I used to be a max man. 100 percent committed to max. I was married to max. But today I realized that some things are done better outside of max. I took off my blinders after 2 frustrating hours of trying to bake out and generate normal maps in max. Within 5 minutes I had accomplished both map generations in Moto.  I have discovered that you can use more than one software package when 3d modeling. I was always skidish about venturing into unfamiliar territory without mastering my current software first. Boy was I wrong. I feel like staying within the confines of max has forced me to narrow my scope and my perception of 3D modeling as a whole. Now that I have ventured into other environments, I feel I may in fact be ready to branch out and learn other packages.
This is my normal map. Looks great! Not much left to tweaking!

This is my AO map, ready to conqure the world!

Friday, March 6, 2015

Finished Product Gas Pump

Hello everyone,
I have some issues getting my AO map to show in Max. Other than that, I like the way the render and textures turned out. It was a great learning experience, I can't wait to dig into more texturing projects!


Thursday, March 5, 2015

Gas Pump Texture WIP

Good Day everyone!


Welcome to my texture WIP. I have spent almost 17 hours on this, I feel it can use some work in some areas. I tried to create my own special design based off of a couple of gas pumps. I designed the color scheme based off of the classic colors that shell used. I tried to mix up a few texture styles while getting some base materials off of the web. I'm glad that we finally got to dig into actual texturing!   I tried to dig into Modo, it just isn't time effective at this point, it is a new platform for me to master and I feel like I need more time with it before I commit to using it full time (plus I still need more time with Max). This was definately the most fun I have had in this class, and I am just barely scratching the surface with texturing (pun intended).

Friday, February 27, 2015

My attempt at normal mapping

Good day everyone!

I have come across quite a few issues when attempting to create and render my normal maps and my ambient occlusion maps. The renders of my normal maps came out all red or did not come out at all. I am assuming that my model integrity was not good enough to allow normal maps render properly. I did in fact manage to project the high poly items to the low poly items, so, the normal map showed up in the active view port, but, did not show up in the render. I've matched my setting and followed the instructions on a handout and my peers. The result was the same every time. In conclusion, I feel like I should scrap my model and remake it with the idea of normal mapping min mind, if I had known what normal mapping and ao mapping entailed I would have made my models differently. Another issue I experienced was that I could not render all of the items (normal mapped) in the same render.
*update: After speaking with the professor, he suggested that I detach each piece of the model one segment at a time in instead of grouping and exploding. Also, I've learned that you need to seperate each piece so they are not touching! I have to redo this assignment and rework and re-unwrap my model.


Thursday, February 12, 2015

WIP 2 **FINAL UNWRAP** *updated*

Good evening everyone,

Hopefully it is packed tight enough and the proportions are accurate.
I feel like I have made strides in unwrapping in 3DS max. I still feel a little new, I would love to put a texture on this model, time will tell. It's been fun and challenging, I chose a pretty hefty bot to model, so it has been a very steep, but, fruitful learning experience. I'm glad I chose a challenging model, all it did was give me a crash course in unwrapping and an experience in a wider array of potential problems when modeling. If I had known I was going to be unwrapping this, I would have designed my components differently for sure. I'm guessing that's part of the lesson here.

Thanks everyone!

--Danny
**I noticed that I missed a part, so I'm updating my uv map final build.

Tuesday, February 10, 2015

Work In progress! Unwrapping my low poly Izmojuki 3D Model

Greetings everyone!


Welcome back. Today I will be discussing the theories behind a good unwrap. The first lesson is making sure you have nice poly flow! Good topography is key to a good unwrap. I have discovered quite a few anomalies while I was unwrapping my bot. There are a few points I would like to discuss on this blog/forum about unwrapping in 3DS Max.

1. Overlapping: This is a very big deal and can go easily unnoticed, especially when unwrapping a cylindrical object. When unwrapping your object be sure to keep tabs on it in real time in the view ports. I would suggest having multiple view ports open during the unwrapping process. Have a wire frame as well as a shaded view port visible, this way you can check your unwrap and see right away if your poly faces are stacking (overlapping), you can remedy this issue by trying out a different type of projection.

2. Keeping your poly faces and sizes relative to the object size and shape: This factor will affect your over all texture appearance, if you do not keep the UV map sizes consistent, you will run into all types of graphical anomalies when trying to apply a texture!  The texture quality and the way the texture appears on your model will be wacky and inconsistent.  

3. A bug within the UVW mapper in 3DS MAX!: This is pretty annoying, I have yet to discover a workaround for this. I've noticed when I select the area that I want to unwrap, I have to switch between vert mode and back to element mode in order to manipulate the size of the object in ANY way shape or form. This is very annoying and it adds an extra step to every single unwrapping object.

4. Keep your unwraps separate: When I finish an unwrap, I place the finished pieces all together and clustered up in a space that I has yet to be populated by another cluster, this way, when you complete your unwrapping operation you can easily determine which cluster adheres to each corresponding part, so that you have some level of control over which UV maps go to each specific part, so that you may line up your textures properly and make adjustments where needed.

5. No two unwraps are the same!: You have to come to grips with the fact that most of your objects will not unwrap the same way. You have to try multiple projecting options and methods to get the desired result. The more accurate you are the first go, the less times you have to go back and tweak your unwrap. You have to think about the future, and how your texture is going to behave when it is applied to your objects. Take a few minutes and dig up some old models and practice applying textures to objects using the uv mapping tool. This will give you an idea of how to anticipate unwrapping properly and efficiently.

Here is my current work in progress:
This is a screen cap of a work in progress, this is also a prime example of why you should keep in mind the unwrap positions on each object so they are not stacked. I have created more work for myself because I may have to go back and sort this stuff out.