Friday, 28 June 2019

Task C 3D model from 3DS & Unreal engine.

Polygon mesh 3ds max
"Create or select an object, Quad menu, Transform quadrant, Convert To: submenu, Editable Mesh"
These were the instructions I followed on the 3ds max website. 
To create a editable mesh which allows me to manipulate a mesh object. On 3ds max you can convert almost any object into a editable mesh.
Also to produce a editable mesh object I selected my object, and then right clicked my object and choose "convert to editable mesh" from the "transform quadrant" and then i used the collapse utility and applied a modifier to my object that turns my object into a mesh object.

wireframe
Wireframe is used to generate basic 3D designs for evaluation and fast designs
wireframing allows you to view the model from any viewpoint
Wireframe modeling requires practice and experience. The best way to learn how to create wireframe models is to begin with simple models before going onto more advanced creations to wireframe.

UV unwrapping
UV mapping is the process of projecting a 2D image to a 3D model surface for texture mapping, U & V symbolise the axis of the texture because XY and Z are used to configure the axes of the 3D model space.
A UV map needs to be distortion free as possible, this means that a texture won't look stretched out, blurry or pinched when applied to a model and it also needs to maintain scale, Textures applied onto a model shouldn't be asymmetrical
Aswell as no asymmetrical, a good UV map always has borders and padding.
Create enough space between your UV island to get into edge padding.
Imagine a paper 3D model of an object e.g a sphere thats flat on the table. All of the 3D coordinates can be mapped to all of the 2D coordinates on the table .










Bevel
The bevel tool "bevels" your selected points, lines and faces. the bevel tool is used to make your corners and edges rounded off or your edges sharper when using a smoothing tool. 
There is also the function to adjust the bevel tool as you can increase the bevel scale to determine how sharp you want your edges to be and how rounded off you want your corners to be or if you want them to be sharper. 
The blunt edges on objects catch the lighting more and change the shading around the object. and this gives it more of a solid realistic look, juxtaposed to UN-beveled objects that can look to porcelain, perfect and pristine

Extrude
The extrude tool also called extend  and the extrude tool duplicates vertices and keeps the original ones connected together, so essentially the extrude tool adds more vertices and is most likely the best tool for creating various different dead tree branches.

inset
The inset faces tool takes the current selected "Faces" and creates an inset with them, and you can also adjust the thickness and depth. When you select the inset tool you can move your mouse to adjust the thickness.












I went into the modify list and searched for "unwrap uvw" and then clicked onto UV editor which shows it on the far left, then pressed X to type and find material editor to show up onto my computer screen what is on the far right. I put my texture onto one of the balls and then I moved that onto my model. Then I clicked onto the checker pattern section where I selected pick texture, then I clicked my texture so it was behind the unwrapping map.

















I just messed around with the brightness and contrast levels to make my image look more realistic and have a realistic wood and log cabin appeal. This is my cabin texture I did this because i wanted my game and my model to have a realistic viking appeal and chose wood because i didn't want a modern aesthetic.













This is my door and doorframe texture on the right is the door frame i messed around with the brightness and contrast and on the left is my door frame, I altered the brightness levels and contrast levels. It's laid out the way it is so it's easier for me to put it behind my UV unwrapping so I can line up the faces with the texture. I did this because it would make my texture fit so much better onto my 3D model. I also wanted my model to have a old medieval door type appearance to it, as my game is set in the dark ages with vikings this appealed to me and i got the look i was going for.














I combined the two photoshop textures together and uv unwrapped them and aligned the door frames textures to my door frame and the door textures to my door. I exploded them.
I selected the faces of my model and used the explode tool so it moves on it's own and then i moved the faces of the door frame to the door frame texture and the faces of my door to the door texture. I combined the two to make it a lot easier for myself as it would've just been extra tedious time to wrap both textures and allign them to my 3D model.

Show screenshots of unreal engine.











I dragged and imported my house into the contents browser and then from the contents browser i dragged my house from the content browser and positioned it into my game, built it and then fixed the lighting.
screenshot and explain how you made it and what tools you used and how you pet a texture onto it and how you put it into unreal. I wanted my model to be imported onto unreal engine because I have a ground floor thats currently untextured. My map is 64x64 and is fairly big.

Thursday, 27 June 2019

3d model

What is a 3D model?
A 3D model is the process of developing an object in three dimensions, and they're used to portray real world and conceptual visuals for art, entertainment and simulation. Examples of these include virtual reality, video games, 3D printing, marketing, TV and motion pictures, scientific and medical imaging and computer manufacturing.

A 3D model is the process of creating a 3D representation of any surface and object by using polygons, edges, and vertices in a simulated 3D space.

3D modelling results can usually be seen in movies, animations, and video games that are packed with fantasy and imaginative creatures and structures which could also be known as CGI in famous movies such as Godzilla, king kong and abstract movies such as the matrix and mirrormask

what's modelling and sculpting and what are the differences and benefits of both?

3D modelling software
3D modelling software allows you to design 3D models either characters or objects, there are programmes that provide the tools you desire to flesh out the designs with realistic details as there are many 3D software programs some of the highest rated I've listed down below:

3D modelling softwares
AutoCAD designed in 3D modelling before it was popular and this software has been around since 1982, considered as "the gold standard" by a lot of 3D modellers out there being both compatible on Windows and MacOS AUTOCAD is 36 years old.

Zbrush is another 3D modelling software and inputs a "clay like" sculpting technique but is aimed at professional leveled softwares and 3D modellers. The same developers produce sculptris which is similar but a free 3D modelling programme that the new 3D designers would be recommended to try.
Zbrush is 20 years old.

3DS max from Autodesk is another popular programme that 3d modellers use and visual effects artists. The software can handle animation and engineering it's still tricky to master, 3DS max works with windows.
Ideally 3D modellers and animators would use 3DS max as the programme can animate and 3D model. 3DS is 23 years old released in 1996 and the games created from 3ds max are the same games created from maya which are uncharted 4 a thiefs end, dead by daylight, call of duty black ops 3, dragon age inquisition, halo wars 2, for honor and ratchet and clank.

Blender is a software that is mainly used for 2D/3D animations, lighting, modeling and includes the options of creating lighting, node based material creation which is 4D and often used at the Cinema for iMAX screening. There's also the ability to import textures on this programme, Painting, UV Mapping and sculpting. Games that used blender are a lot of man made indie games that are underground, and blender was released 21 years ago.

Animation software
Autodesk Maya is a software that allows you to animate and it's one of the most popular programmes out there, Maya offers a broad range of tools to use such as simulation, modelling and rendering software application and a lot of people use it to create video games, animated film, TV series and visual effects.
With Maya you can generate 3D assets to use in various applications such as film, television, game development and architecture as people who use this programme define a virtual work space or other words known as a 'scene' to import and edit media for their project.
The types of people who would use Auto desk Maya would be animators and 3D modellers and they would use this to generate animations for games etc as auto desk Maya is one of the most mainstream animation programmes, Maya is reliable to use therefore a lot of people in the industry would use this. A lot of game publishers use this programme such as ucharted 4 a theifs end, call of duty black ops 3, for honour, ratchet and clank, edge. of nowhere, halo wars 2 and dead by daylight also dragon age inquisition. Maya was released 21 years ago too.

Poly counts and constraints.
Poly counts are usually Constraints in 3D modelling where you have a certain amount of polygons you have in a 3D programme such as 3DS max , you have to keep control of how many polygons you're creating for your desired model.
This can slow down the programme because the processor in your computer can't handle the amount of data you're sending to the processor by the amount of polygons that are in 3DS max. Different people have different computers with different specs and processors so you have to be cautious when you're creating poly's as it will take longer to navigate through as your processor may not be able to handle the amount of poly's 3DS max is running and it may take longer than it should


Lighting budget
Lighting is used in 3D modelling to enhance objects and buildings or anything for the matter to give it a realistic approach.
Some lighting techniques work well in an interior environment and make hardly any sense in an exterior model.
Directional light:
Casts rays in every direction so like the moon for instance. This type of light is to simulate sunshine and elemental effects such as night/day and to change the illumination of the scene you can adjust the position or color of the light and rotate the light source.
Point light:
Point light casts rays in every direction from a small source in a 3D environment and has no specific shape or size, Point lights can add a fill lighting effect to a 3D environment and is commonly used to simulate light from candles, lights etc.

game idea:
My game idea and it’s about an emotional journey that takes the player by the heart and rips it out as the games is heavily inspired by Norse mythology and Celtic culture, my game follows a main protagonist: Vargeya, who has been banished by a powerful god who killed her family, and she is made to be sacrificed, the player has to obviously endure this hell and fight countless bosses who will try to sacrifice her, and battle an emotional journey throughout Helheim to Valhalla as death is slowly overtaking her soul. From rich Norse designs and archeology to rotting pits of suffering eternally in hell this game is spectacular in design and art with photo realistic character creation and sculptures creating the illusion that these characters are human with enriched colors where it is needed and making some places look gruesome.