Saturday, 20 October 2012

SDK Modelling

Sounds like a disease... but no, it's not! :P

In the case of this blog and 3D modelling, it refers to the texturing of a model made by another person. Many  people create models and upload them for other people to practice their texturing. It's a good way to learn the typical way of laying out UV's after a character is modelled, to be able texture properly and accurately.

Here is my attempt at an SDK:

MODEL BY:  JOCHEN BREMER 



It kind of looks like Iron Man in a way, what with the red and gold complimenting metal. She's a cyborg, if you haven't noticed. There have been lots of takes on this 'Cybabe' model, space interpretations, everything. So this is mine. Her dress sense is pretty much based on the kind of thing I wear (except not shorts quite so short!) I'm quite happy with the texture quality, the textures being shown below: 




So I'll disclaim now, that I'm not sure how the contrast and/or saturation looks on the screen you're viewing it on, because my laptop (the only thing I can work from until I buy a desktop after Christmas) seems to be oddly desaturated compared to most. So what may view as a nice saturation level to me may be a bit too high on another person's screen. So apologies for that.

Anyway, onwards to completing my Pitch Document.
x

Sunday, 14 October 2012

Beginner Lightmapping in UDK

Sounds difficult - it isn't really.
Sounds awkward - that it is. 
You've just got the hang of unwrapping UV's in Maya for texturing your model, which you're then going to import into UDK for a nice imaginative and professional scene. Then you learn about lightmapping. Lightmapping is what allows for proper lighting and shadow upon externally inserted models in a UDK scene, for those who don't know that. Bear in mind, I'm writing as if addressing a complete novice to the Unreal Engine and its scary interface. I was a complete novice not so long ago - I could probably still claim that title now, but, as stated previously, I'm a fast learner. Yes, I'm definitely an amateur. -Ahem- I digress. 

So not only do you need to unwrap the texture UV in Maya, you have to create a second UV for the same model, which will be created as the lightmap. It has to be unwrapped properly, with each shell in its own unique space - generally with about 2-4 pixels between each shell if you are working on a grid equal to the UDK grid. Well, that worked for me.

Anyway, all of this means that an imported, fully textured model will be lighted correctly, shadows being cast in the right manner according the direction of the light baked in the UDK scene.

To anyone completely new to this, it may feel complicated, but as long as you follow the right steps and look up tutorials (there are plenty out there!), then you'll get there.

Just to finish up, here's the result of my lightmapping project for uni. In the end I came out with some pretty cool shadows I think. I'm not saying its perfect, but nothing and no one is. For a first attempt, it's satisfactory.  (It features the two low poly models I posted not too long ago, in fact)

 


'Til next time xx