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FMP: Texture [3]

This Texture session I done the Violin, Chessboard and the Globe

Starting off with the violin which is one of the main pieces of my scene, I used the wood smart material for different elements in the object. There are 4 different types of wood in the violin there are 2 on the violin itself (one wood color and one black wood) and then for the bow and for the stand of the violin.

The more difficult part of the violin was the textures for the snares and for the string of the bow. I used a gradient and matched it repeatedly so that it would look like separate strings on the bow and I moved it a bit and changed the color for the texture of the snares which should look differently.

Then After the Violin, I started working on the chessboard. For the chess pieces, I just used the wood smart material and gave it a black color and a creamy white color. Then For the board part, I found a checkerboard image on the internet and had the image traced in Illustrator to get rid of the grainy part. Then I applied it to a specific part of the chessboard and also applied a wood texture over the whole entirety and masked out a specific part.

Lastly in this session, I started to do the globe, the globe had the side of metallic for the stands and wood for the stand platform, which I decided would be quite the same as the gold and wood I had done with the Desk (as seen in the image below).

And then I had to do the map for the globe. For this I went online and found a good shape of a map, I also put this in Illustrator just as I did with the checkerboard and image traced this which made the earth image look a bit more abstract and blobby. Then I imported that image into Substance Painter and put the map image over the sphere. I added some scratches and damage to the globe to cover up different bits and make it look more realistic.

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FMP: Texture [2]

Now I had done the textures for the Piano, Piano Chair and the desk chair

These 3 assets were easier to texture due to the fact of what I already had textured. A lot in my scene had a wooden aesthetic over it so it will be a lot of using the same material over and over again to make everything fit in style. In the end I thing I only need like 7 Main components material and then play around with these.

The piano could get quite the same feel of wood as that the desk had gotten, the thing I needed to add was this more plasticy material in black and in white that would fit the piano keys. (Also for this wooden texture I went back into substance painter on a later stage to make the grains of the wood smaller to make it a bit more realistic).

Then after finishing the piano I also created the Piano chair texture which to match up with the pianos texture.

And then lastly in this session, I created the Desk Chair Texture to go with the desk. I used the wood smart material but then made it insignificantly darker to match more with the style. And used the textile material that I had also used for the mannequins texture

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FMP: Texture

First I started with the texture of the Desk, the Mannequin and the Birdcage

Starting off with the desk I took a long time to create the wooden texture that I could afterward also create a smart material from and use the wood on different types of assets and then go back into the material and change certain things so the wood would not be exactly the same.

For the desk it also needed golden handles which was a more simpeler material that I had made but still was also usefull for other assets so added that to my list of smart materials to use in later stages. (I later went back into this material to change the thickness of the stripes of the wood since it made the whole desk look small).

Finished Material

After The Desk I decided to create the Birdcage since this would be made out of the same materials used as in the desk. The gold for the outlines and the Wood for the panel that would go against the wall. I only needed to look back in to the material and changes a few things.

Birdcage

And lastly in this session I had created the texture for the Mannequin, which was a different type of material since the mannequin would be more of a textile approach and for the bottom part it would be a metallic black. You can see what I was trying to achieve in the reference image, yet it is a bit different since I want all my assets to look quite older and look as they were standing there for a good while.

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FMP: Colorpallet

Now it was time to start doing all the textures for the assets I had created. I wanted all of the assets to have that wooden color to them so they would all fit in the same space but not let all of them have exactly the same color since that would look rather odd. For this I choose a few of my reference images and used the idea of these colors on the textures I would create for the models.

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FMP: Block out with assets

While creating all the models for my final product I added all the assets in the block-out scene that I had created in a separate folder. Below you can see a few of the steps taken while placing the assets in the Maya scene.

When I had finished all the modeled assets I still needed to create the walls. At first glance, I thought about just downloading walls that would fit my scene. But after looking for a bit I did not seem to find the right assets for the scene so decided to create the inside walls myself. As shown below;