Saturday, 27 April 2013

week 10/11 : Alien head texturing

These two weeks were given an Alien head to texture through Zbush.
The first week I struggled quite a bit, with trying to learn the new software. And while doing so many things going wrong, such as countless crashes, not saving properly, and quick saves not saving to my account but to the computer. Meaning when I go to use a different computer it would have someone else's quick save and not mine.

Anyway once I got it going and understood how to texture, I decided to try and go for a Carnage type look from the Spider-man series. So I was making the base texture a variety of reds, and then over layering that with black tendrils. After a number of attempts it wasn't looking right.
So I went and kept it red and made it look more Demon like. For the eyes I decided to use the eye of Souron from Lord of the Rings. I took an image into Photoshop and then edited it so it would work as a texture. I then used the spotlight tool and placed over the eyes until it fitted well and then brushed it over the eyes.
I did the same process with the skin, I found a texture of reptile, took it into Photoshop and made it more of an orange/red. I then tried to overlay a fire texture over the skin but it did not come out very noticeably.
With the hand, I found a blood stained hand image from the internet, took it into Photoshop made it black and white, and saved it as a .bmp so when I went to use it as spotlight only the white would show and the surrounding black would not.

here are the final render images.




Here is the Diffuse, Normal, Specular and AO map for the model. 





with the Specular map I lowered the levels of mos of the image making it very dark, so when light passes over it, it wont shine as the material then will look unrealistic, but in increased the levels on the eye and the hand so they would have some shine when light passes over. 

Wednesday, 17 April 2013

week 8/9 : cottage texturing

This week I was given the rest of the cottage to bake and texture. 
I decided to follow the theme of quite an overgrown old cottage to suit my door. 
These are the final renders of my scene in various positions, I also have it showing the light map, that can be seen from the windows.







Here are the maps I created for the cottage.

Diffuse:
Here I used a faded yellow concrete brick texture to suit the wall of the cottage, to add the moss I found this brush tool on Photoshop and by changing the colours and over lapping the layers I got a variety of greens and browns to create the moss.
For the brick I used a tillable texture and once again added moss to places I imagine it would be most prone to growing.



Emissive maps:

Here are the Emissive maps for the windows, I created quite a dim yellow appearance to make the cottage have quite an eery feel about it.




Normal maps:
When I first started with this cottage I had to bake high to low poly normal maps to add the detail in. Once I finished the Diffuse textures I created a normal map of them using Xnormals in Photoshop and then overlayed the layer onto my original normals map to add more detail to the scene. 





















Here is the roof Diffuse and Normal map, I created a tillable roof texture to fit the entire roof and then a Normal map to add the detail in when I went to render.














Sunday, 14 April 2013

week 7 : door texturing

This Week I began to add texture to the door of the cottage I will be working on the week after. 

I went for a old mossy feel to it, using stone for the pillars and wood for the door.  I then added a moss effect to the diffuse map so it appeared old.
I also added detail along the top and down the pillar as well as on the door. 





I added an emissive map to the detail on the door, so when it lights up it will glow red and white. 


Here is the Normal map I first made the high poly to low poly normal map, then I created a normal map from my diffuse map and placed it over my original normal map and used multiply.


I created this specular map so when light hits my model it will give it a more realistic appearance.



                                    

Here are some screen shots of the final image 





This is the the Emissive map added, I feel its a subtle difference but still quite effective 



Saturday, 13 April 2013

week 6 : photo Manipulation

This week I Manipulated two different images

The first is a Desert environment.
This is the image we were supplied

And this is my edited version, I replaced the sky and changed the lighting within the image.




Second photo Manipulation was this Alley way scene.
This is the original image we were given, it had a water mark on it and fairly basic textures.




Here is my final edited version. I have removed the water mark using clone stamp tool. I have also changed the brick texture on the wall, as well as changing the windows. I also edited the floor by adding some damage to it as well as changing the colour of the chair, these were both done by applying a texture on a new layer and setting it to multiply. 


Here is the same image but with a filter placed over it to give it more of a grundgy, gritty feel to it, which I think adds more mood. 


Sunday, 24 February 2013

week 5: floor texturing


This week I was given the task to create a tillable floor texture, to create a walk way.

I began creating the pattern and then made it tillable. I also found and edited a metal texture to fit the texture Im trying to create. Once I was happy with it, I created a yellow and black stripped texture and overlayed it over it so it seems to be painted on. I created a mask and placed a scratched metal texture it it looks like the pain is warn. 
This texture is being used as the side of the walkway 



This is the middle part of the texture. I used the same metal pattern texture. I created the red pattern tillable so it will repeat as I tile it. I also added some detail to it to make it more interesting. With the black squares I created an Alpha map, so when I place this in Maya the black squares will be invisible. 


These are the normals I created using the precious two diffuse maps. 

After going to tile it in Maya I realised that it did not actually tile properly so I went back and edited various parts to it, and now it is tillable and work
s wells.




Here is a rendered view of the tilled floor. I create a plane with three planes wide and however many along.
I created a small box underneath and added the checked texture to show the alpha working on the middle plane. 
I think this has worked well, and during the summer I plan on building up on this and hopefully making a small corridor.  





Saturday, 16 February 2013

Week 4: tillable texturing

This week I created a Normal map from a tillable texture. 
I started off with a basic wall texture, I then selected the part I need and placed it into a canvas with the size of 1024 X 1024. I then used the Offset tool which would allow me to turn it into a tillable texture. When I did this it created a seem along the middle going vertically and horizontally. To amend this I used the clone stamp tool and used it along the seem so it would blend in and the stones lined up properly. 
With this done I now had a tillable texture. 



I went into Xnormals and created the Normals for it, then I would copy the layer and used overlay to create more depth in the image so it would look less of a 2D texture. 



I then created a Specular map for it, so when light would pass over it, it would give the appearance of stone. 



I also created a marble tillable texture.

This is the original image I was supplied with, as you can see it has a gradient going across the image which would stop it from being tillable.


This is my final image, I used the high pass tool on Photoshop to remove the gradient and then I used offset to allow it to become tillable. I then removed the seems across the middle using the clone stamp tool.




Monday, 11 February 2013

week 3: box texturing


This week we were given the task to texture this box. We were given two models, a high poly and then a low poly. 
First I had to unwrap the low poly Uvs and lay them out.
Next I then baked now the high poly to the low poly creating the normals to place onto the low poly object.
I then created the Occlusion map which added the shadows to my texture.
Then I went and created the Diffuse map using a sort of Japanese theme with the main colours being purple and grey.
I then created a new Normal map by creating a new normals map with my diffuse and placing it over the original Normal map and using Overlay in Photoshop. 

Here is the Occlusion Map:

The Diffuse map:


The Normals Map


The Specular map: 


Various screen shots from the final model: