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.

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