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FMP: Texture [5]

Fire place, Sofa, Chair

for the fireplace, I had to go with a bit of a different texture since the look of the fireplace gave off more of a marble feeling to it. Which still could fit the scene when done right, But just to be certain I also tried a version with wood (Left image)which just seemed too dark and did not feel right to me. So I ended up making a lighter marble version as shown in the image on the right. and then I used the Golden Smart material for some of the details in the fireplace.

Then for the sofa, I used the textile material that I had already made as a base but also decided to add another textile material on top of that textile material that would show more of the ‘sewing’ work that would have gone into the sofa. And then I used the wood material for the frame of the sofa.

And lastly, I made the texture for the Chair that would go next to the sofa in the scene. For this I just reused the textures of the sofa and changed the lightness of it a bit.

Chair Texture
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FMP: Texture [4]

Bookshelf, Coffee table and Wall Lanterns

Now in this session I started off with the bookshelf, which when I modeled it I added the Staircase to it since these two things should be together. So while doing the bookshelf I also will be doing the Staircase

For these assets it is quite nicely split into two segments; A more wooden vibe that goes all over the bookshelf, and a more metallic vibe that goes over the stairs. I already had quite a few smart materials set for this to create my bookshelf and staircase.

When starting off with the bookshelf I had a weird stretched texture that happened when I applied the wood material. So for this, I had to go back into Maya and fix this in the model and in the UVs. after finishing I went back into substance and applied the textures.

Finished bookshelf

After the bookshelf I did the coffee table which was super easy since it only needed like one texture as shown in the image below:

And then I did the Wall lanterns’ texture, Which had quite a bit of Metallic textures. For this one, I only needed to research how to create damaged glass to make it to where it would be translucent. and I had one of the biggest struggles picking out the right color for the lantern which in the end I stuck with a darker color since the references had that as well.

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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;

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FMP: Comfy Chair

Almost finished with all of the models I created the Comfy chair would go together with the sofa around the fireplace. Since I had already done the sofa I knew how to start with the comfy armchair. Below you can see some process images of the chair that I have modeled to fit in my scene.

final model wireframe
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FMP: Balcony

I want to finish my scene by zooming out through the balcony door and going a bit farther away as we see the old room only now through an open door. For this, I decided to also create a fitting balcony door that would go with the aesthetic. I used reference footage from Artstation as shown below:

And created the balcony that I wanted for my scene based on these references:

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FMP: Piano

For the piano, I had decided to do an upright piano so that I could place it against the wall. I have to say I have been doing the piano for a few weeks now since everytime I worked on it I was not happy at all with the design I had chosen or it just did not work for me in maya. In total I think I restarted doing the piano 5 times to get a different result out of it. This is the case with a few more of my models aswell but the piano was the most difficult one so far.

During this process u see in these images u can see a few changes going through the process but in the end I ended up with a somewhat more simpeler design since it fits better with some other elements in my decor. The whole study room and all its assets have different types of designs going through the room pointing towards the protagonist being a traveler and likes to get all these different items from different art forms. But although the assets show a bit of different aesthetic. placed in the room together it still gives a bit of a cohesive style which leans towards victorian times.

Final piano