Today, I will be working on the fly through animation video which will be created in 3ds Max as it will be less hassle and save frame times as everything will be developed in one place. After the previous experimentation and it is very helpful in terms of how to plan each camera’s position and location, as I am planning to use three cameras to capture the aesthetics of the artefact in different camera angles.
Also, once the fly through video is done rendering, then I will import it into Premiere Pro where I can perform video editing as well as adding my voice over scripts into the video where I explain the artefact’s features and characterises. However, the rendering process could take a long period of time, I will be using this time to write the initial scripts.
I started working on the lighting and shadowing to see how different types of lights are affecting the model in a different way before and after rendering the model as a 2D image. I decided to experience the first before I apply to the final artefact, as I wanted the final model to have completed lighting and shadowing effects so I can begin the fly through, a tour of the artefact.
I have been tried with three different type of lights such as target spot, skylight and Omni light. Target spot is also known as “Photometric” that has a target sub-object which can be used to aim the light. A skylight as its name suggested which acts as a daylight and it set the colour of the sky or assign it a map. Lastly, Omni light casts rays in all directions from a single source as it is useful for adding fill lighting or can be used to simulating point source lights.
Before I start to animate the final fly through video, I decided to test run the model in unity first. This is to ensure that I am familiar with the settings and features in order to produce the final outcome. On the other hand, this experimentation will enable me to understand how it works as well as troubleshooting before applying to the final model.
However, I discovered that 3ds Max allows flythrough animation which it can save the time for long hours of rendering as everything is in one place and I can setup how I want my fly through to be, as Unity will require some sort of coding in order to produce a fly through video.
This week, I have been focusing on model refinement to ensure that the model is completed before moving to the next stage of the development process. Next, I have spent more than half of the week on creating and developing the textures which I will be using it in the model. By ensuring the first step is done correctly so when it comes to applying textures there won’t be any issues but it is uncertain.
Those material textures play an important part which explains I am spending more time to ensure it is done seamlessly, and this is how I approach to problem-solving by ensuring each stage is finished first before moving on. The texture development has enabled me to create realistic materials to apply onto the model although there are improvements needed, the learning process was great this week.
Today, I will continue working to apply more textures which I have created in Photoshop. Will be applying textures onto the upper body of the building to see how it how it looks like. Also, working on how the material mapping system works as some of the textures still do not look quite right.
As suggested during the individual meeting I will be going through some of the online tutorials in relation to seamless repeat to try it can solve the problem occurred in some of the textures in Photoshop. I will be using the trial and error method in the artefact until it is what I feel is what I expected to be.
Yesterday, I had an individual tutorial with the award tutor to discuss the current process of the project. I have discussed that the main cause of the highly complex poly counts was to do with the organic textures I created in 3ds max. Fortunately, that the issue has been resolved as the organic texture will be created in Photoshop and I have already applied some of the textures onto the model.
However, there are some texture issues which I have raised with the tutor and recommend that I should look into seamless repeat tutorials as this could be the issue. Another area which I need to perform a fly through, an experiment in Unity to see how it would look like.
Therefore, by the end of this week, I am hoping to complete the texturing stage as well as have done an experiment in Unity, before I start recording the final fly through of the artefact to showcase its aesthetics and its features next week.
Started to apply some of the textures to see how it look and feel was like. The texture on the artefact gives a cartoon feel but after the model was rendered in a 2D image, the look has improved slightly but could be better. The metal and the dark mental looks very nice on the sky bridges support arms as it shows the kind of textures you would find in the modern skyscrapers.
On the other hand, I need to understand how the material mapping system works as I am still unsure how it works or maybe I could improve the existing textures by changing some of the parameters and colour strength.
Today, I am continuing working on creating more textures in Photoshop as I would like to finish this development today so that I can start applying textures onto the model to seems how it would look like and if I need it require any improvements to the texture or refine it more.
So far so good, as I have managed to finish creating all of the textures which is listed on my initial texture checklist and it allows me to keep track on what I have done, as well as how many textures remaining. At the moment, I am happy with the outcome of those textures as it is what I expected in my mind.
I have created an initial texture checklist to help me to identify the kind of textures I will be applying to the artefact. However, this is subject to change as I may use a different kind if it does not suit the model.
All of the textures will be created in Photoshop and it will be saved in PNG file format which will then be used in 3ds Max. I have looked at some online tutorials on how to create the grass and glass textures as I was unsure how to approach this. But the rest was developed on how I think the metal textures would suit the artefact.
Now that the organic textures have been removed which means I can continue inspecting each individual section such as windows, doors, rooftop antenna, sky bridges and overall appearance are near completion as well as fixing any modelling issues may discover.
I discovered that the sky bridges are not connected seamlessly, this is because the bridge was created one side and extend to the other side which causes the connection to the other tower not attached properly. Therefore, I had to recreate the sky bridges as the twin tower floor was not connected perfectly and therefore it requires to be connected in halfway to enable both bridges to be line-up properly. Now that the modelling stage is completed as all of the components are in place for now.