My timetable for the week was planned like this:
Monday 14-16: Unwrap
Tuesday 14-16: Get angry at the old unwrap and do it over
Wednesday 14-16: Argue with the tools but finally manage to get a good unwrap. Started texturing.
Thursday 14-16: Finish the diffuse, normalmap and specular map.
We were tasked with drawing two scenes, the first one of a house exterior with 2 point perspective.
The second one of a house interior, also with 2 point perspective. I felt I had to color the bottom one so you could actually see what the Hell it was.
Now I was ready to tackle the goblet head on! Firstly I had to decide on what it would actually look like when textured, so I drew a few examples of different variations just to get me started. I drew up 3 variations; Realistic, mechanical and one made completely out of bone. I decided to go with the realistic version.
I then unwrapped the goblet using the unwrapping tool from the Bonus Tools in Maya, which unwrapped the tree with little to no effort once it actually worked. I then cleaned up the UV, making sure I used as much of the texture space I could. I then textured it by creating a Diffuse, normalmap in CrazyBump and Specular in Photoshop.
Final textures
This is the final product with diffuse, normal and specular map + checkermap.
I also uploaded the model to a realtime render, which you can see by following this link:







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