Saturday, September 22, 2012

Maya Chinese Architect Complete

 
After spending seven weeks working on the environment in Maya, my environment is finally completed. It was so much of a hassle for me to take the time to model, uv, and texture the entire environment that I had spent working throughout the quarter. As you could see, I had added a floor texture to go along with the environment. The floor texture may not be exactly like I want it, but when I take it to the unreal engine, I'll tile it in the material editor, and it'll turn out exactly the way it should look.
 
 

If you have viewed from my pervious post on the dojo, I decided to change the color of the floor. It went from being a black color to a bluish grey. The color change was done in Photoshop where I had to use the hue/saturation to make the adjustments on the floor. I wanted to tone up the lightness of the floor to give it sort of a grey color. I also had mess around with the saturation, and hue to give it a little more of a detail and have a blue like color.
 
 
I had originally textured the entrance gate door in the second week of the quarter. The difference is that the top roofs were textured in high poly at the time I model this asset. I went back to re uv the entrance gate door, and texture it again in Photoshop. This time I applied a rooftop textured on top of a plane. Now the top roofs had turn from being high to low poly. I had spent three hours texuring the entrance gate door.
 
 
The stone table and chairs were finally textured from the pervious post. It really didn't take me too long to texture these assets in which I had only spent 7 minutes texturing them in Photoshop. From what I put in my last post, I also had been soften the edges on both the stone table, and chairs to make them look smooth.
 
 

Here's the three flower pots that I had textured compared to how they were the last time I post it in my production blog. The difference is that the two pots have weave texture, and one pot has a stone texture. The stone pot didn't take me too long to texture in which it only took 2 minutes. The weave pots, however, took me 2 hours to texture both pots. The square weave pot has a brown leather texture on top, while the rounded weave pot has the weave texture all over.
 
 
 
Far from finish texturing my environment, the next asset I had spent texturing is the water wheel. I used brick textures, as well as copying, and pasting brick parts to match the reference. The hue/saturation was also used to give it a brownish gold color. It took me three hours to texture the water wheel in Photoshop.
 

 
The last asset that I had textured in this environment is the chinese garden tea house. This was the longest that took me the most time to texture the entire asset. The time I spent texturing the garden tea house was approximately 8 hours. There was so much in applying textures of rooftops and floors, as well as hue/saturation being used to make color changes. The small bridges were also textured that took approximately 2 hours. I also change the setting from Normal to Color to give a blue like color. Now that everything is textured, I expect to bring every asset to UDK  by next week so that I could arrange my environment, and finish what I could.  Until then, I'll keep up to date with these post until I show the final product.
               


   

Sunday, September 16, 2012

Environmental Project Update


As I progress throughout the weeks working on my environment, I add more stuff to put in just to arrange how I want my scene to look. One of my first assets that I had ever created in this scene is a chinese house. It took me three hours to model the entire object as well as 7 hours in puting everything in the uv map. I had spent 2 hours texturing the entire house.

 
After finishing texturing the chinese house, I decide to give my environment more verity by modifying the original building. I deplicated the same building that I made before so that I could start to modify different variations in how each building will look. These houses will have variations of showing only doors, windows, pilars, and missing pieces. It only took me 4 hours just to make these arrangements.
 
 
The next building that took me time to model and uv is the chinese dojo. The modeling took me 8 hours building the dojo as well as 9 hours in putting everything in the uv map. The time it took me to texture was 2 hours.
 
 
Much like I did to the chinese house, I also decided to modify the chinese dojo to give more variety to the environment. I duplicated the original building that I made and modify different variations. The variations that I give to the dojo would either have fences, pilars, doors closing, or wood from above.
 
  
Moving on to the smaller assets, I started off with making flower pots. These babies really didn't take me that long to make since it they took me 5 minutes to make each one. The uving took me 7 minutes, and puting them back in the uv map took me 2 minutes for each one.
 
 
The next smaller assets I made were the stone table and chair. These assets were little longer than the flower pots, but they really didn't take me that longer to make them either. The table lasted 11 minutes to model while the chair took me 5 minutes. The uving for the table took me 5 minutes while the chair took me only 3 minutes.
 
 

The asset that only took me a couple hours to make is the waterwheel. I had to take time to make the stand as well as making the wheel, pilars, and plates. It took me 10 minutes to put everything in the uv map.
 
 
 
The last and longest asset that took me the most time making in the environment was the chinese garden tea house. This asset took me 4 days to create the entire building. I had to create the rooftop for it along with creating the fences. As long as putting everything in the uv map, it took me five days to arrange. I also created three bridges across the environment.One being placed from the entrance, the other right between the four modified dojos, and table, and one next to the chinese garden tea house. It took me 2 hours to model as well as 15 minutes to uv map the bridge.
 
   

As for the first asset I made in my pervious post, I decided to make a change for my entrance gate wall. I originally made rooftop from the entrance gate wall out off high poly cylinders and replacing them with low poly planes. I had texture this asset before but was never able to post it in the production blog. Now with the changes, I place a roof tile texture, and post it in the blog to see how it turned out compare to the last post.