Tuesday, 30 April 2019

Fantastic Voyage: Texturing (Part 2)


For the second set of textures, I decided to move on to the scene elements that will make up most of the backgrounds for a lot of the shots. This involved texturing the sea bed, rocks, and seaweed that will go in the background. Doing what I did last time, I drew out what I imagined the scene to look like and tested out colours to see what looks bright enough and eye-catching enough while not being completely straining to look at. 

For these elements, I colour picked from the picture above and added a slightly blue tone to them so they appear closer to the camera than the matte paintings that are going behind them. 

This is the seaweed (which will have the specularity turned down to remove the glossy effect later)


Rocks:


Sea bed:


These are the texture maps for each of them:






Fantastic Voyage: Texturing (Part 1)


Before starting my textures, I drew some of the assets out with colour so I could get a better idea on how to work things out with the UV maps. I started with the hydrocarbon pieces, the fish, the coin, and the polymer/monomer pieces. Next, I will be doing the seabed and the assets that go with that and then the rest of the objects before I finish rigging. 

As for style, I decided to settle on combining a painterly style with bits of typical pixel art (mostly shown in the highlighting of certain objects). I want to maintain an overall simple style so coincide with the simpler graphics that one might find in an arcade/retro game.

These are the finished textures for each of these pieces: 


The hydrocarbon pieces all have increased emission so they glow. I will be doing the same with the polymer and monomer pieces as well, but here is a quick render of the hydrocarbon emission effect:


This is the texture for the fish:


Here are the final texture maps for these objects:











Thursday, 18 April 2019

Fantastic Voyage: Models and UVs (Part 10; Complete)













As well as the fish, I made some assets that can be put together to make a seabed environment. I plan on extending it using matte painted backgrounds and rearranging the pieces for different scenes. The seaweed is probably going to have a basic deformer rig attached to it so I can have it swaying a little bit, and Simon suggested I use the same method for the fish instead of a spine rig as its movement is only seen from profile.

Simon also suggested that I rig the crane in the claw machine and the rubbish chute opening using blend shapes. I intend to work on rigging and texturing at the same time, so I will be doing that next.

I also made a Maya file with all of my objects in it so I can import them all between scenes easily:


Wednesday, 17 April 2019

Fantastic Voyage: Models and UVs (Part 9)










Just a note regarding the claw machine, but I'll probably add a cube to act as a sheet of class if I have time, since I want to move on to modelling the fish as soon as possible as that's the last model I have to make.