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Showing posts from October, 2024

Weekly Blog 5 : Decals 【CAGD 495】

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  This week, I was challenging Substance Designer and Decals. I am a beginner in using Substance Designer and studying with a tutorial, so it took a long time to generate this simple map. The hardest part is to delete the circle which is the border of the clip. To solve this problem, I prepared other circles and attached them to the other channel of the blend node. After making a pattern, I created normal, 2 base color, and opacity (gray scale) output nodes and exported them to Photoshop. After exporting to Photoshop, I merged 2 base color maps and created 1 base color map. I had already decided one base color will be the top and the display style will be overlayed. I think this process was successful and could express cracks that are a little bit burning and shining.  Inside of Unreal Engine, I created decals with attaching base map, Opacity map, normal map, and emission map. There was no plan to put an emission map. But I attached it because the whole scene is in low light intensity

Weekly Blog 7 : Juke Box

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       For this week, I was modeling a retro Jukebox. My plan was to model more than 3 models, so it did not reach my goal. The reason is that I did not understand the structure of the Jukebox well and the shape is complicated to model.      The key technique for this week is a combination of different objects/meshes. If all meshes are connected in a complicated shape object, there’re lots of edges and faces. I modeled each piece in separate objects. Other tube was created by a sweep tool. But the image above is created by duplicated faces from the body of Jukebox. The reason why I chose this process is because I wanted to make a border natural. If every vertex on the mesh border is not matching, holes can be seen from the gap and need extra faces. For menu pads, they are almost separate objects, pole structure and blade structure objects are all separated. I am planning to add an emission map, so there's mesh on the back of them and a part of the base of the menu pad.  For the wir

Weekly Blog 4 : Texturing Bridge [CAGD 495]

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  This week, I was working on texturing the bridge. I was especially focusing on the height and normal map. While I was modeling bricks, I had a problem that the borders of UV shells are emphasized and can see the mesh borders. This problem happened because of the “height to normal” filter. I was generating bricks with a height map and tried to make it normal. However, we will export and render in Unreal Engine, so I noticed that it is not necessary to export everything in a normal map and deleted that filter. To avoid that problem, I also changed the texture layer for the top of the pillar. The side texture was fine but it is Tri-planar projection, but the top should be planar projection. For the metal part, I used both a metal edge generator and roughness grunge map to express a more realistic surface.  For the brick on the road, first, I generated it in Substance Sampler and exported it to the painter. While I painted them by selecting polygons, the borders of crossing points looked

Weekly Blog 6 : Kitchen

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  For this week, I was working on Kitchen stuff. To refer to the opinion in the class meeting, I started to create props and kitchen appliances. To be honest, also this week, I could not do good work for modeling. It reached the quota for this week, but I was planning to do more because the work for last week did not reach the quota. Next week, I’ll do the Jukebox, coffee machine, and stove (if possible). I am planning to use Zbrush for Jukebox to model a metallic detail on it. For the refrigerator, The player will not see top, below, and inside, so I omitted to create them in detail. Polycount is about 1000 and not heavy. To refer to the advice in another class (495), I separated meshes and could decrease the amount of polygons and the curve of nobs looks good. On top of nob, these two images are about comparison of converting and remeshing. The player won't watch carefully at this point, so I made it in small amount of polygons. For the sink, I was careful about its height. To ma