Thoughts:
Importing the assets into Unity wasn't very difficult, I'd used Unity before and I was used to importing assets into it. Setting up the scene didn't take too long, what took a long time was setting up the materials for each object in the scene. For some reason Unity thought that every object had some sort of UV problem, usually overlapping UVs. I wasn't sure why it kept giving me the warning, even when I imported a cube from Maya with no alterations it still gave the warning. I had never really used the Lightmap settings in Unity before but they weren't too complicated. What surprised me was just how long it took to bake the lightmaps. It seemed to range from ten seconds with a minor change to the scene to almost ten minutes with larger changes. I didn't make a roof for my scene in Maya so I wound up using a cube I made in Unity to block the directional light from coming in through the roof. I think doing that made the room look a little nicer. I'm somewhat happy with how the scene turned out but I wanted a scene that took place in the early morning, but I couldn't find a good skybox texture. I settled for having it take place at night, with a bright moon and some warm looking lanterns in the room. The room could definitely look better but I think for a first attempt at creating a 3D scene using my own assets it turned out alright.
0 Comments
Thoughts:
I am fairly happy with how the room turned out. You can see the original graybox in the bottom left hand corner of the image above and in comparison the new room looks much better. The new room is much closer to the reference image I used in both layout and scale. The reference image doesn't use realistic humans in it so it was somewhat difficult to accurately scale everything, even with the Maya default human in the scene. I didn't realize just how long it would take me to model and texture everything in the scene and I ran out of time. That's why the final renders use mostly basic vertex colors. I realized after I had finished modeling everything that the reference didn't have a door to model and so the entry to the room is just an open hole. The scene is also missing many of the little nick-knacks and potions that the reference image has. I didn't have enough time to model and texture potion vials and books and parcels. There are also decorations and architectural touches that are missing from the final model, the arches and the plants didn't seem important enough to model. I'd like to continue polishing and fixing up this model. I think it would be good practice. Thoughts:
I started this project by trying to model a witch. I had hoped that it would look good in the potion shop that I had been modeling throughout the year but unfortunately I encountered some stumbling blocks. I found that I had a hard time getting the face of the witch right and I wasn't sure how to model her clothing properly. I decided instead to model a character that I thought would be a little simpler: a robot. I found a good reference image of a simple robot and got to work. The robot was much easier to work with, a good portion of its body was made up of simple shapes with very minor protrusions and bumps. I ran into another problem while texturing it: I couldn't find a good metal texture that I could easily wrap around the models curves. There is a noticeably seam on the robot's head (and several less noticeable ones on its legs) where the texture doesn't blend properly. The Specular map was, for once, not the biggest pain for me, instead it was the base texture colors. Getting the metal to look right on the 3D model was very difficult. The character was mostly smooth so there wasn't much to do with regards to the normal map. I tried to get the eyes to light up a bit in the render but the Arnold Renderer didn't seem to want to work for me. I'm overall happy with how the render turned out but I think it could have been a bit better. I'm going to try my hand at doing the witch again in the future. |
Thoughts
This is where my reflections on the projects I did for my Computer Animation Modeling Class go. ArchivesCategories |