Monday, 25 April 2022

PBR - Fireplace: Fire and Presenting in Unreal

This part of the task was quite interesting and I animated a 4x4/16 frames of fire animation to use later as a fire particle in my fireplace. The fire was a bit stylized and too much of my style contrasted with the realistic model of the fireplace I have.
My 4x4 fire mask in photoshop

After I make the fire animation frames, I open and import them into my model and create fire particles from a material. It took me a while to understand the shortcuts and what was going on but the method was similar to the fireflies I did before so that's how I did the glowing part.
Making the fire
placing fire after making particles for it
Adding lights to mimic the fire

I added 2 light sources to simulate the lighting from the fireplace that reflects on the floor and inside the fireplace itself.

Final Piece

Overall look
Fire animation
Close ups

It could use a bit of polishing but there were a lot of errors going on I was exhausted by the end of the rendering process. I am very proud of the fire animation though! It was very fun and the end result, although I think I could've done better, was turning out pretty neat. It was going for realistic feels more than stylizing which was surprising.

Perspective Project: 3 pt room Process

Process

It has finally come to the final post of this project. It feels like forever for this room to finish but oh, is it worth it. 
I started the piece with the final decision of the sketch I wanted and use it as a guide to my perspective lines.
Drawing the default room along the perspective lines, I block out which area I wanted to place each of the main furniture.
I laid out the basic value of the objects and decided to add lanterns to the ceiling since it was looking empty and it would be a great centrepiece.
Adding more details to the room with items and slowly adding in value to each piece. I begin colourizing the props in the scene started by all the paintings. The paintings in this room are all pictures I have done before in the past placed on paper to make a little easter egg for myself. 
Adding in colours to the grey valued props with gradient maps, I used overlay layer mode to colour them in.
Adding atmosphere to the room with shadow and lighting from the window. Blocking out the lights with black and white before adding in colour gradients.
Adding and rendering details that I missed.
Prop sheet I paint each item separately to make the details.


Final Piece


I am so happy with this piece and I love the lighting I added so much which creates a warm atmosphere just like I wanted. I made the background a lot more simple than my last work ( Cube world ) which is a nice improvement since that old one was very distracting.

Friday, 8 April 2022

Blog Task:5

 Observing Objects from Life



While I was away to visit my sister in bristol we came across a carnival so I decided to take the picture of the wear down Carrousel that we went on as an example of this task.

What might have caused the wearing?
The wearing of the carrousel can clearly be seen on the horse and the pole which might cause by people climbing on them. The hands and the feet frictions that were touching the house as they climb up and down after operating for a long time is the cause of this rusting and wear down of the paint. The golden pole plating layer is clearly shown to slowly oxidized and turn to peel off on the area people placed their hands-on

why is one part more tarnished than the other?
The pole is the clearest part of uneven wear down. This is because the hand placement on the carrousel is usually at the middle of the pole which makes the upper part of the pole still have that gold colour to it. The top of the pole, however, was tarnished due to the up and down movement of the carrousel that cause friction with the clinging above it.

PBR - Fireplace: Baking and Substance Painter

There were a lot of crashing and model errors throughout this work I was thinking of giving up after the retopping and sculpting. Finally, I'm can move on to baking. I started by finishing retopping and labelling each piece with L and H which stands for High /Lowpoly so the substance painter can pick up which part to bake.
Labelling each part as Lowpoly and Highpoly for baking

After I label each part I unwrap and make an UV map. There were a lot of overlapping pieces that can cause errors when baking so I spaced them to the side by 1 each piece. It was mostly the duplicated wood logs, Ship model's sails and walls.
Unwarping UV
Importing into Substance Painter and prepare for baking

I was so upset that the wood pattern that I spent so much time on won't show up on the baked model. I didn't know what I did wrong and adjusting the Rear or Frontal distance won't fix it. There was no time left so I settle with what I god and relied on texturing on substance paintier.
Baked the model
Using smart material and materials to make the base colour and texture of the model
Adding edges and roughness to metal
Generate edge and dirt texture on the floorboard
Testing out different lighting

I was actually quite happy with how the model turned out! It was a lot better than I expected and I was feeling less anxious that it doesn't crash like the past files I did and it looks very decent. I would have to figure out how to use the program more to achieve something like see-through glass for m bottles or hod to make a better bricks. But this looks great for a first time.

The Moss Fox: Unreal Engine 4

It has finally reached the final stretch! With all my textures, skinning, animation, and assets done. I placed all of my work on the group f...