About Me

Showing posts with label maya. Show all posts
Showing posts with label maya. Show all posts

Wednesday, 18 March 2015

M4A1 3D Model





Good Afternoon,

Sorry for the lack of posts over the last couple of days, but its been with good reason. I've been finishing the M4A1 high poly model. So here it is! took some doing to finish, the upper and lower receiver were pretty difficult to make as there's a lot of shapes and transitions from round curved surfaces to flat harder shapes. I've modelled all the visible moving parts and plan to rig them up so its a completely functional and animation ready model. It was all made in Maya and rendered in Marmoset tool bag, great program for setting up nice renders quickly, if you dont have it I highly recommend it.

Next I'll be on to the slightly more boring task of re-topologising the highpoly down to a low poly model and then Uving. Once that's ready I'll make another update post and then be moving on to the fun part of Normal mapping and texturing. Like I said before I will be releasing this model for free with all the texture work and hopefully rigged, so If your making a game and in need of some guns stay tuned as I'll be uploading it in the near future.
As for other work I've been working on a Orc head sculpt too, I like to switch my personal work up to keep things fresh, I find sculpting is far more pleasant and less taxing on your mind to do, modelling can be very technical and frustrating at times but I still enjoy it. I also have some more sketch work to post, character ideas and some other project in mind for after this M4A1 is complete. 

Anyway hope you like it, if your interested leave a comment, follow me for more CG related work and all that good stuff, and if you want a Free M4A1 model complete with textures then stay tuned, its on it's way. :)

Jamie

Monday, 9 March 2015

M4 AR Highpoly Progress



Good afternoon! Sorry for the lack of posts in the last couple of days I've been away from my PC, but I'm back now :) So the M4 project, The high poly is still in progress, I want it to be as accurate as possible so I'm building every piece. Luckily I don't have to use to many references from Google, images on funny perspectives as I have some primary research of my own. I have a M4 airsoft CQB rifle which is to scale, this makes modelling far more relaxing, If I'm unsure on the flow or shape of a certain piece then I can look at my G&G rifle.  

More progress will follow soon, I also have a couple of other projects in the pipeline which I'll be posting very shortly, so if your interested in CG art then follow my blog for more updates!

Jamie




Monday, 23 February 2015

Free 3D M4 attachments, Gun models (Progress)


Good evening,

Just a quick update on the M4 models that I'll soon be uploading. So far I've made Magpul style mags standard 30 round and extended version, 5.56 rounds broken into bullet and jacket, 2 silencers and magpul assists. More pieces will follow soon, hopefully I'll add texture variations/different camos (woodland, desert tan etc). I think I'll also break the files up for easy download (Mags and bullets in one, silencers in another and so forth so people can pick and choose.)

Not sure where I'll put the files for download yet, possibly my deviant art but I'll update you with that when the models are complete. If your interested in the files then keep an eye on my blog and I'll have them available soon, also if you have any requests then leave a comment I'd be happy to help :)




Sunday, 8 February 2015

SWAT Lowpoly M84 Flash Bang







So here's one of my more recent pieces of work, an M84 Flashbang. As I had done a lot of concept work recently I thought it was time I got back to making some game props and continue to practise my texturing and the general pipeline to keep it fresh in my mind. I wanted to make something interesting rather than say a barrel or a crate etc. So with the recent releases of games like COD Advanced Warfare and in particular the Beta for Battlefield Hardline (this is where the SWAT idea came from) I decided to make a first person prop. I went with the Flash bang because its got a really interesting shape with the holes punched out in the body of the grenade. So first things first always get plenty of reference before you start, so I looked at plenty of images to understand how the grenade works and how its all put together as well as the texturing which was important later on. With that sorted I was ready to start modelling.

Low and Highpoly Mesh
Here's both the low and high poly models I made, I didn't actually do any sculpting on this one. First I modelled the High poly version in Maya as it's really easy to reverse engineer it into a low poly model as you can see on the left. As I said at the start I wasn't going to decimate the low poly to far as the idea is this is a first person mesh, although it could be decimated further for the 3rd person model, but the poly count isn't to bad especially with all those holes in the body. 



A little Tip
If your new to Maya then here's how to start removing your loops to make a clean low poly. You cant just select a ring and hit delete as you still leave all the verts, in the end you'll be left with a mesh full of 5 sides and Ngons everywhere as well as a high poly count still. So to remove the loop and all the verts on the loop, double click to select the loop, hold control and right click then go to "edge loop utilities" then "to edge loop delete"

When I finished the Lowpoly it was on to Uv unwrapping the model and then moving onto setting up the normal maps.

With the High and Low poly meshes ready its time to make a base normal map.


For the Normal map I used Xnormal, it's a really awesome free program that's great for making maps. If you haven't used Xnormal before I suggest watching a video on the basics of how to use it but its fairly easy to use if you know your way around other 3d programs. For best normal map results its advised to make a cage as you can see above. I made my cage in Maya, and a Cage is basically a duplicate of your Lowpoly mesh that encompasses both your High and Lowpoly mesh but you want it to only just cover it. In some areas you may need to hand edit your cage for the best results. The cage helps to encapsulate and project the detail from the High to the Low, if you want to know more about how it works then this is a great video that really helped explain to me how it works. It can be frustrating when you first learn how to do it, but once it clicks its very satisfying.

https://www.youtube.com/watch?v=kGszEIT4Kww

A good starting point for making your cage as shown above is to select all your verts, then go to the move tool on the left change your movement to Normal mode and then pull the verts out on the N axis. This will scale it out in a uniformed way.


Normal Map
Here's the finished normal maps, to create all the bumps and cracks with in the normal map I used the Nvidia normal map creator plug in for Photoshop. This is an awesome plugin for Photoshop as you can convert your diffuse map into a Normal map. So with the first Normal map I made in Xnormal which is your base, I then converted the diffuse using the plug in and put this on top, set it to Overlay mode and you have your finished normal map with all that nice bump detail from the scratches that you painted in. You can also Filter > Sharpen this if the bump detail isn't strong enough.


 Diffuse Map
This is where most of the time is spent, making the diffuse is a long process but rewarding when its complete. I'll briefly explain the process I used to make this but if you'd like to learn more and how to make really cool textures then here's an awesome tutorial series on next gen asset creation and texturing that really helped me out. 
https://www.youtube.com/watch?v=oK0b2SUjhtU

So to start I made a lightmap. A light map is where you set some lights up in your Maya or 3s Max scene and then bake the lighting information into a flat image. In Maya I used the Transfer Maps in the rendering tab an then select the Shading map option. This is a great starting point as it makes your texture look less flat, its basically fake lighting information in your model but when its rendered in Marmoset or a games engine it just looks so much better as in real life even in really dark light items still catch some lighting bouncing around, this helps in those scenarios. I also masked off my UV islands and added a base colour for all the pieces in this case its mainly a very dark grey as I was going for a anodized finish. With this base layer it makes it easy to select areas of UV and edit the texture. I also made a brushed metal texture, dirt layer scratches etc, its a matter of building it up slowly. I try to build it up methodically so start with the metal, then overlay the base colour, then extra colour such as the blue paint, the graphics such as Swat etc, then the scratches and last the dirt. Duplicating parts of your texture and changing the blending modes can get you good unexpected results as well as editing the levels and brightness/contrast. 

Specular Map
Once I finished the Diffuse your on the home stretch, to make the Spec make it's very simple, I first flatten the Diffuse (Tip: save your diffuse.psd first with all the layers so you can edit them later if necessary) and dropped the saturation right down so your back to black and white. Then I adjusted the brightness and contrast to make a much stronger contrast in the darks and light.
I also made a cold to warm gradient from left to right as well as a multicolour gradient. both these layers were very low in intensity but it makes for some really nice lighting in the Spec as you revolve around the object. The blue to red gradient is very subtle, but the multicolour is slightly more visible, it adds a really nice finish to the texture when it passes through different light.

 Gloss Map
Finally the Gloss map is very simple, I just took the Spec map and in the curves adjustment increased it by 20%. 



With all that completed this was the final result. I was really happy with how this turned out especially the Spec map when lit in marmoset it rendered really nicely, I didn't want to just make a generic Flash bang as the standard army green is just a bit boring. So I went for a little more of a Sci-fi feel with the typeface although kept the original Flash bang design and I think it works, I think it would fit well in a modern SWAT FPS, COD SWAT edition perhaps instead of all this jet pack nonsense, but that's my opinion :).

If you like my work, CG art or want to learn more about it and how it's done then follow me fore new posts everyday ;)

Jamie