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Project Three 04 Texturing and Real-time function
Painting sheets wrinkle in Substance Painter

Tog give more variation to each bed set, I added wrinkles on fabric by painting height and smudge it.
Substance source and Substance plug-in for unreal engine
To achieve best texture with time constrainet I utilized more preexisted materials and generaters in this time.
I first appplyed substance materials within unreal engene with substance plug-n for larger object like walls and floor but late I chaneged to use them in substance painter as I wanted to paint some dert on them. I only applied substance amterial in unreal engine for some objects I could not finish in time.
Painting by UV map
Decal
I used decal on some tiled object to add variation without increasing the number of material sets. I fould manage small stain on the floor but run out of time to set decals for wass stains to add some reasonable trace of wear as well as conceale some UV artifact seemed on the wall supposedly caused by UV boundary.

Some unfinished experiment
As I have tried to give a length to light source, I leared to change the ‘length’ attribute of lighs. I have noticed that parameter when I first tired by didn’t see the defference just because I the value was too low to be visible in the viewport.
Espetially for the lights come behid the grids i.e red lamp and wall lamp, I wanted to make light source in objects. That was possible by making object transparent and put the lights in them. I managed to make an object transparent but coud not find the way to mask the opacity.
I was trying change lighting based on those new knowledge but I ran out of time for making object painting decent as well as an unexpected packaging error due to Visual Studio installation.
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Project Three 03 Modeling
Here, what I encountered and learned while modeling.
nCloth

For making fabric surface of sheets on beds, I used nCloth in Maya. by dropping with angle angle makes more interesting wrinkles on surface. Allowed were modeled similar way with inflate.
Bent deformer

The cables along the walls ware modeled using bent deformer
Sculpt deformer and soft selection
I wanted to make some smooth surface along spherical curvature as seen in chair components and rounded monitor. I utilized sculpt deformer or soft selection.
Extract along curves

Extract along was useful to make many of hanged cables.

When I modeled the cable bunch on the wall, I was not used to the tool so I extracted multiple cable at onece. It gave rather uniform pattern of droop and twist. If I had time to go back I add some rondamness to each cable by extracting indivirually.
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Project Three 02 Lighting

My aims in lighting was to achieve functional for wieveres and suite to my set narratives. Also, to true to the art,I tweaked lights position and intensity of each light sources casting best shadow on the walls. So that I put twe lights to each ceiling liths which gives lengthe in light sources. The red lamp on the wass has minimal radius as it hardly contribute to whole room lighting. I set ceiling light in cooler color while the wall light i worm color to give good contrast in the room
Error in building light
When I first set the scene for lighting the following error was occored. As discussed here it was solved by chancing Light Map Resolution but it was not the fundamental solution. I thought I checked all objects has UVs however I did not see how they were layouted. It was solved by set UV in decent size.

I tried to achieve some drop shadow precisely.
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Project Three 01 Layout
Because the given art was supposed to be drawn on 3D model, it was suitable to layout on top of the art in 3D modeling viewport.
I have found even slight change in camera lead big difference in object layout in the space as well as the size of the objects.

After I found that it mus be very precise to achieve reasonable layout, I used extracted grid image which reviles the estimate vanishing point and eye levels.

It was difficult to match the size of objects in the scene with reasonable real world measurement. For example, the army storage lockers are up to 190 cm high and beds are about 150 cm. It seemed lockers ware too tall against the bed in the foreground. If you put bed and a locker, they could sit in the decent size but it was not suitable for a room bunkers leaving too much extra space. So I left lockers larger than standers.
In last tweak I moved several objects to be more compressed because I thought small space makes more sense for a bunker and also the room was otherwise too long.

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Project Three First Week - Start and Planning
Environment Narrative

According to the origin of this concept art, this is 1980′s bunker of Soviet Union. That can be told by the the fact that this room constructed for basement and the instruments are of the era (telephone, CRT monitor and radio instruments)
Although there seems some wear in many elements of the room, neatly made beds, functioning lights and opened locker tell this room is fully functioning and someone was using until recently. Temperature difference in ceiling light and gas musk in front of open locker are the trace of human activity in this room. The light indicates someone have replaced the it which means the person have used the room long enough to do so. The gas musk on the floor alongside the locker left open indicates smoothing prevent the person to put them back happened.
I want to concentrate on the eerie feeling of the art. The fact, this room is substantially worn though well maintained and as nature of bunker dark and enclosed, the setting perfectly suit to survival horror such full of bad omen. Closed lockers and drain on the floor reminds me something attacks from there. Also, the stain on the floor seems red which might be rust but possibly blood.

Safe room of Resident Evil

Real world and “other world” of Silent Hill
The art reminded me of “real world” in Silent hill or safe room in Resident Evil. They are less haunted than other places still full of uncomfortable sings.
Production Planning
Object List
I set up spreadsheet listing up required objects and their features in giving variation by object ID and re-usability of mesh and materials.


Priority- scale 1-4 highlighted by color Object instance number of instance may be used Texture variation- significant texture variation to give different surface structure Texture repeat- possible re-usability of same texture on one object and tileable object. Color variation- some props are only different in coloring which are to be given by material control in blueprint. Estimate modeling/texturing time-rough estimation to calculate how many hours required to complete. Status- P: planed, C: completed, when task is completed the time remaining is recalculated.
Visual breakdown

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Project Two Fifth Week (week8)
Asset Setup in Unreal
Importing mesh and texture as instructed
As instructed in tutorial and week7 video, I imported FBX of low res mesh and texture sets. I did not use object instance this time. There was no error or unexpected obstacles in this process.
I added extra light sources in the level I working with to get better sense of texture appearance.
Adding flexible feature to the blueprint
First, following the instruction, set up color change in cab texture and light emission and color in large lights (headlights). I made different channel (red) of color mask for small lights and tried to set emission to them as well but could not find the way to turn both lights on so gave up at this time.


Switching worn truck to unworn truck
While I was working on texture painting, I was feeling there were too much were on the truck. It was good for learning and fun to do so, but not the best look against concept art. I utilized blueprint to switch original texture to less worn texture which is simply the texture reduced the ‘wear’ layers. In spite of the simple structure, I needed many nodes. There should be smarter way but it was at least functional

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Project Two Fourth Week (week7)
Normal Adjustment and Experiment
Most artifacts were removed or reduced by tweaking low/high poly mesh but the darken area around the corners of window frames in TruckCab seemed not much changed by that. To make it simple, I experimented the setting in simple object with same structure and made sure it was not the matter of distance between two mesh.
After several tries and errors, the problem was solved by hardening both edges around the corner. hardening inside edges which already set UV seam did not give significant result but hardening outside edges almost solved the problem. I till do not fully understand what is happening soft/hard edges and UV seams in normal but it is said you can harden edges only when UV seam is set. So I harden both edges and added extra UV seam around the outer edges.
Texture Painting
Wheels
Above is images I used to paint 3D mold on the wheels. The right was used for tire mold on top. I applied it as a texture pattern. The left was used as stencil for mold around the edges of tires.

Finished wheels texture. I wanted to add variance in depth of surface groove but could not find the way. In addition, the I painted dart in wrong color assuming there are ways to utilize paint layer into masks but seemingly it is not possible or simple as in 2D painting programs (
https://forum.allegorithmic.com/index.php?topic=4136.0
). So I left it as it is because it does not look huge problem.
Bed
Use of wood texture stencil
I hand painted wood texture utilizing preset wood fiber texture as stencil. It made easy and effective to add slight wood pattern on shads. To put the stencil in write angle I rotate the stencil 90 degrees.
Stamping on logos
Here is the logo image I painted from concept art. I
I stamped it on to the both side of the truck bed by import this image and used as brush material. After stamped the image I smudged the logo to make it looks stamped on wood and worn. I added white mask and painted on with wood stencil used in painting wood texture.
Cab
Drawing grooves
There are grooves around doors and above the wheels in the concept art. I planned to add them by painting. Doing this by freehand was more difficult than 2D painting tools which has guides and snap tools. I utilized straight line and lazy mouse to get better on 3D view. To get better groove molding, there should be ideal brush shape and alpha but I could not find or made one so I used ‘default soft’ and took off by eraser to make it less harsh.

Wear Effect
I found wear can be made nicely by painting color+high+roughness with lust color and slight high projection then remove only color in curtain amount. I hand painted this ware in multiple parts.
Texture Preview in Sketchfab
Since milestone submission, I am wondering why the texture of bed does not export properly. It results in different messed texture every time. But following is the overview of final texture of other parts. The texture looked normal in Substance painter and worked fine in Unreal engine.
https://sketchfab.com/models/8c76a549fc904aaabd4a0c1148c76e0c
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Project Two Gap Weeks
Normal Experiment on Simple Cubes
To get better understanding of texture baking, I made some simple objects with several normal features.
Headlights
Artifact appeared around the groove around light. I assumed this might be caused by the intricate
Wiper
Added few edge loops to hold original shape.
Preparing for Texture Workflow
To understand basic interface and work flow in Substance painter, I looked trough online tutorials such as Substance painter essential in Lynda.com.
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Project Two Third Week (week6)
Task Sheet

Baking Normal
There were multiple artifacts in baked normal. One of them were appeared in intricate structure like wheel chaps. That was fixed by changing max frontal distance smaller.
There were other artifacts including jugged curves, which were lessened by modifying low poly mesh closer to high poly mesh.
There are more artifacts expected to be fixed by mesh refining.

Texture Planning

Texturing and Workflow Development
I am still learning how normal map works with textures.
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Project Two Second Week (week 5)
Task Sheet

Refine Model According to the Concept Art

Cab- changed proportion, deformed into more dumpy shame (narrower top, fatter middle). Also, the the window reaches lower so I shifted whole lower portion towards the bottom and elongate windows.
Bed- changed proportion and plate pitch. There are two wider gaps between plate on side of the bed in the concept art. It seemed as if there are only three plates on the side but it might be consist of more plates so I changed the height of each plates and put in unevenly.
mirror- changed shape. At first, I made the mirrors simple square shapes but according to concept art they are trapezoid-like shape.
height of lower edge of body and wheel size- It seemed the truck is bottom heavy, so I lowered the top parts and made wheels smaller.
wiper, number plate- added.
UV mapping

Divided into 5 materials merely based on position and size, there might be more efficient ways. I have cut the cub UV into smaller marts. The seams added on the sides of the cab was not necessary for 3D mapping but as a guidance to add some ditches around windows hoping to be utilized in painting.
Import to Substance painter
Test import
High res modeling

Edge loop and bevel sometimes using offset edge tools. I eventually found inserting edge loop is more controllable than other tools.
I have left the plates on the bed not smoothed because, they do not need to hove rounder edges, and better to retain sharp edges. I am not certain how does this effect to normal map and texturing functionally.
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Project Two First Week (week4)
Plans and Records
Overview of task allocation and record sheet screen shot.


Low Res Modeling


I have added mistaken the number of bevel on window corners. I have left it as fewer corners then provided model.
At this stage, I have just tried to make a mesh as close to given example.

UV mapping

Only few trials in UV mapping on TruckCab have done. This time, I unfold UV shells one by one according to the tutorial as follows.
https://www.youtube.com/watch?v=cy1vqLw-agk&t=826s
Obstacles and Solutions
Maya upgrade- I upgraded Maya in my home environment. I found the file made in Maya 2018 does not open in Maya 2017 when I tried to open the model.
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