Sunday, 11 January 2015

Reflection on Stylized tree, week Twelve




After I had finished my final concepts, I began modelling the trees. I used my orthographic concepts as a guide to model by adding it as a material to a plane. Once the models were complete, I had to unwrap them. Most of the model was made from cylinders and cones, therefore most of the unwrapping was done using the cylindrical unwrap and the pelt unwrap for the bark on the woodland tree. However some of the model I had to unwrap by hand instead of using tools, I did this mostly because some of the tools did not look right on the uvw map and I wanted to make sure it was all unwrapped correctly. 


This is the bark texture and the uvw unwrap render map for the pink blossom tree.
These are the texture maps for the pink blossom leaves, including the alpha map, diffuse map and uvw unwrap render.








These are the texture maps for the blue leaves on the woodland tree, including the alpha map, diffuse map and uvw unwrap render.


This is the bark tiling texture for the woodland tree and the bark uvw unwrap render.
I then rendered the uvw maps ready for texturing. Now I needed to work on creating hand painted textures, First I looked on the internet for bark textures for reference and ideas, I then found one which I based my bark texture from. I gathered together a colour palette and started painting, the textures also had to be tillable which took a long time to achieve. I also created alpha maps for the leaf textures, by silhouetting the areas which needed to be visible with white and the invisible with black. After I had finished the texturing, I went back to the uvw editor to create map channels for the material ids, I did this by setting a map channel in the uvw editor with the map I want, then collapsing the modifier save the map channel. I also set the material ids for the muti sub object, I did this by selecting the polys in a area then setting the material id number to match the map channel id. I then selected the correct materials in the muti sub material for the same id as the map channel.  Once this was done I could apply the multi sub material and the models were finished.
These are the renders of the final textured floating blossom tree from front, back and side view.
These are the renders of the final wire frame renders of the floating blossom tree.

These are renders of the final textured floating blossom tree from different perspectives.




These are the final renders for the woodland tree from front, back and side view.

These are the wire frame renders for the woodland tree.


These are the final perspective renders for the woodland tree.

Overall I am quite happy with the stylized tree project, I have managed to work within the deadline, which time management has been a problem before, I have learnt new skills throughout the project, such as more hand painting skills. I feel now that I am fairly confident with painting textures and would say it is one of my strengths, however I could still improve on making the end result of my textures sharper and neater, especially by using normal maps and specular maps. My final model against the brief proves to be a good asset and fits the style guide, as it has a stylized fantasy look, has chunky stylized textures and fits the bright colour palette with purple shadows. However, if I were to improve the model I would add some more details, such as bump maps to make the model look less flat, especially in the bark. I would add more detail to the bark, such as in the concepts for the floating tree it has a hole in the middle.

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