Tuesday, 5 May 2020

Research - Helpful Links



I was trying to find a way to get my temple archways to look correct as quickly as possible. I didn't
have time to use a full model sheet and use the edit poly tool to create the bend in the archways so I
looked online to see if there were any alternatives. The first video I found was about using the Path
Deform tool and it looked fairly easy to follow and the results in the video looked very good. 




I tried to follow along to the video tutorial but i couldn't seem to get the path deform to work, it was
actually not easy to get the shape of the arch using the line tool. 




I then found this tutorial that uses the Bend modifier, i have used this tool before on a tank track so i
understood how to use a very basic version of it. It was also a very quick and simple video showing
what each section of the Bend tool does and how you might apply that to a basic box. 




As you can see from this video screenshot, they have managed to get a box to bend in a very rough
archway shape. To negate the roughness of the box I added a bunch of sides to it in order to gain
more polys to help make the bend look as smooth as possible. 




This image is of the final archway shape that i made using the Bend modifier, i think it looks pretty
good, i'm happy with the shape of it and how it looks very smooth in the actual bend at the top. The
only thing I would change is to maybe try and make it a bit thinner in the opening as it looks very wide. 




This video is a tutorial on how to mode a diamond shape in 3ds max. I was very interested in this
video because one of the light designs for my temple makes use of a giant gem on top of a platform. I
had already taken images of diamond shaped gems that i had around the house to use as a reference
for the concept art but i was unsure of how to actually model the gem. 




The results in the video looked very similar to my reference work so i was happy i had found the
tutorial, this was when we had started to use Mudbox and i found out that you want to keep everything
is quads and that was a major problem for this gem model. I looked at the video and it turns out that a
lot of the vertices on the model were triangles and that wouldn't work. In the end i didn't manage to
even start the model as an attempt to see if i could, my 3ds max and computer both messed up and
that prevented me from doing this. 


https://www.youtube.com/watch?v=yTF3pUpa__Y - 02/02/20 - 3DS Max lighting tutorial


This video is a basic run through on how to use the lights in 3ds max and how each of them functions
and reacts to objects. My understanding of lighting is very very basic and i didnt feel confident that I
could get the temple interior to look good. What I like about this video is how they go into detail about
the basic light in 3ds max, other tutorials I found make use of vray light and I don't have access to
those so it's not very helpful. 




This is a screenshot from the video and it shows how good the lighting they have managed to create
using the standard lights. If i could get something to look like that then i would be happy and would
feel more confident in my abilities.




This video was just to help me work out the scale for Unreal Engine to 3Ds Max, this was important
because i need to add some models to the unreal sci-fi room. It's very easy to follow and I have used
it in previous assignments so I know that it works. 




Because all three of my characters have some form of cloth/fabric on them i need to be able to get
that to not only function like cloth should but also to add detail to it so it fits the theme of the room. To
help with this i found a tutorial online that goes into detail on how to make torn fabric, it looks very
complicated but the end results are really good. I recognize some of the stuff used in the video, such
as how they applied some hair to the edges to make it look rough and frayed. 




This is the finished result in the video, it looks very good and I can definitely see where this would be
helpful on my temple guard model. I tested a completely different way of getting holes in cloth and it
was just about deleting vertices, it worked but it looked very obvious and not good at all. 




You can see the holes I made in the basic plane, it works to make room for it to go over the
character's head but as i said it looks bad. The bonus to this method is that it's very easy and it's
hard to mess up as it is only one step. 

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