Sunday, March 19, 2017

Tower

In this assignment we had to make a tower that is to be used in a video game that uses a top down view. We needed to construct a high and low poly model for the tower that we chose. The low poly model would be used for the unity engine.

The high poly model would be used for baking detail into the low poly model. All of the baking and texturing would be done in the software substance painter. After all of the textures are baked out they are applied to the model in unity. In substance painter they are reapplied and exported to sketchfab.  

When building the low poly model I had a problem keeping below the maximum tri count. I had a choice of putting in a door or the spikes on the sides. I figured since this is a top down game I'd put the spikes on the model instead of the door.


I tried to bake the door into the model but the door doesn't show up on some of the maps for some reason. I also finally learned how to used ID maps in substance painter to create separate textures on the color maps. This made baking textures a whole lot easier.

   

Friday, March 10, 2017

Blacksmith Scene

In this assignment the task that we were assigned to complete was to create a blacksmith scene. We were to use an object list that was given to us in class and create all of the models. Each week we had to have three of the objects completed. Each object had to have a high and low poly model created for baking maps onto the low poly model. Each week we also needed to bake the ambient occlusion and normal maps for each object.

During this assignment we learned how to use a new software for creating and baking textures on our models called substance painter. We also learned how to use level of detail with one of our models. We then would use the game engine Unity to bring all of our assets together.


Object list:
Barrel
Stool

Bucket with Handle

Wagon Wheel

Anvil

Sword

Hammer

Horseshoe

Brick Furnace/Forge
Covered Structure
Wood Stump
Ground



The problems that I encountered during this assignment showed up at the end when creating many of the textures in substance painter. I didn't have much of a problem painting them onto the model. It was when I exported the textures for my models that I ended up exporting the textures for each material that was added to the models. This left me with sometime twenty texture maps for one model(usually the more complex models).

I unfortunately had no time to fix this and made it impossible to put my scene into unity. The way that I would fix this in the future is create an ID map so that I can apply multiple textures to my objects. This way the textures that I apply to the models in painter won't affect the whole model just the part that the color identifies with.

Needless to say I have a lot of learning to do in substance painter.