Sunday, 11 March 2018

Rendering Method

Following my Presentation to my tutors, Chris mentioned using Real time Rendering Methods to show off the models I am making for the project. This would mean that less time would be taken to render the assets, but where I am still able to maintain the quality that I am looking to achieve.

This will require more research into doing this and does not eliminate the need for final renders. However, it ensures that I can lessen the time spent rendering, as this was something that I had allowed a lot of time for in my project milestones.

Next Step

I would like to research into tools for real time rendering, like Marmoset Toolbag and SketchFab, taking some assets that I used for testing and making an informed decision about using this method and whether it can be in lieu of renders in my portfolio

Friday, 9 March 2018

Update on Deliverable

In preparation for the Final Project presentation, I pooled my renders and tests together to evaluate where I was in my project, and what still needed to be completed.

I have undertaken tests in Modelling, PBR texturing and Sculpting, to the point where I am comfortable about where these stages belong in my pipeline as well as how they differ to the traditional methods taught in my previous two years of 3D Modelling for games.

Looking at my milestones, I had planned, by this stage in the project, to be undertaking the PBR texturing phase, but have yet to begin this. Instead, I am still in the modelling phase, modelling my final deliverable.

For my final deliverable, I wanted to showcase the skills I had learned throughout the project, while displaying an understanding of how these methods are different to traditional methods. It is for this reason that I am working to remake my assets from the 3D Modular assets module from my second year. I feel that this allows me to demonstrate how I have improved my skills in this year, as well as providing me with the opportunity to use all these skills and display in my portfolio.


Thursday, 22 February 2018

Retopology

In my research into retopology methods, I found that there are more ways than using 3DS Max and the freeform tools.

ZBrush and Mudbox

ZBrush and Mudbox have automatic Retopology functions that can retopologise a sculpted object with customisation options to maintain certain topology in key areas of a model. For example, a face may need more focused topology than the body of a character. ZBrush has the option to PolyPaint to define areas that need double the amount of polys.

The problems I've found with this method is that the topology is still automated and the topology still has room for optimisation.

3DS Max Freeform tools

I found 3DS Max freeform tools ensured that I had more control over topology, but it was a very manual, time consuming method. However, it is still a viable method, but for my project, it would need to be taken into consideration the amount of time this method takes.



Retopolgised Version of sculpt

Baked Normal Map on retopologised model

Sources

Knowledge.autodesk.com. (2016). Freeform Tab 3ds Max [online] Available at: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-2D8C6EFA-6073-4CCF-ABE7-E87FF6F0ADA0-htm.html [Accessed 8 Feb. 2018].

Mudbox Help (2014) [online] Available at: http://download.autodesk.com/global/docs/mudbox2014/en_us/index.html?url=files/GUID-3F981486-5AAD-44BA-B1B3-84B19DA50C1E.htm,topicNumber=d30e29698 [Accessed 7 Feb. 2018].

Friday, 2 February 2018

Modeling/Sculpting Stage

The first stage in my pipeline is the Modelling and sculpting stage. My initial research tested some modelling techniques, but as per my feedback, I looked at modelling a small asset to determine the order in which I would geometry model, and sculpt.

Because I chose, also, to reevaluate the Software I used for Sculpting, I have tested a few assets, rather than just one asset, to get an idea for the advantages and disadvantages of sculpting certain things. For example, Hard Surface Modelling in 3DS Max can require a lot of polys to avoid the default "sharp" edges, but is generally easier to accomplish compared to sculpting flat surfaces in ZBrush.


Softer Edges in 3DS Max using Turbosmooth
Kukri Knife modelled in 3DS Max to test Hard Surface Modelling Techniques 
Sculpt of Mountain in ZBrush, ready for retopology
Pillar 3D Modelled in 3DS Max, then sculpted in ZBrush, and textured and baked in Substance Painter

My tests aimed to:

  • Determine which methods in the modelling stage would be the most efficient
  • Which methods would also allow me to produce a quality of work that is portfolio-ready. 


The Kukri Knife took significantly longer to model in 3DS Max, but produced a model that needed no retopology and came in at a lower poly count than any of the ZBrush sculpts I produced.

The mountain used ZBrush entirely to model, handling retopology after the sculpting process. I found this process the most time consuming, but could understand the necessity of it for sculpting organic modelling in a short amount of time.

The method used for the pillar involved geometry modelling in 3DS Max, then sculpting onto this primitive mesh in ZBrush. The high poly model was then baked onto the original, low poly mesh using Substance Painter, reducing the poly count to under 1000 polys.

This method ensured that the geometry was never dramatically warped during the sculpting stage, but it would depend on the complexity of the geometry being produced in the final product.

Next Step

These tests helped me to determine a workflow for this stage of the pipeline, so I would, therefore, like to stress test it. I have found that sculpting from scratch in ZBrush is not advisable with my current level of skill, and so these further tests will focus primarily on the Geometry modeling (3DS Max ) >Sculpting (ZBrush) > Baking/Retopology (Substance Painter)

There are also different methods of retopology, using different software, which I feel i can test in more depth, dedicating a post to just the findings from that.

Thursday, 1 February 2018

Sculpting Program

By undertaking this testing phase again, it gave me a chance to further investigate which of the two sculpting programs to use. Whereas I previously only had access to Autodesk Mudbox, now I had the chance to use ZBrush and compare the two.

Mudbox definitely used a more familiar layout that I was accustomed to, being part of the Autodesk Software. This meant there were a lot of shared traits with 3DS Max, and I had also learned my way around the software during the first few weeks of my project.

However, while ZBrush lacked this familiarity, it made up for this in the intricacy that it allowed one to sculpt. An array of brushes were available with precise settings for each brush, and any deformations and modifications one wished to make on the model.

Setting up Reference images was intuitive, integrated into the scene so that the sculpting was easily comparable to the source images at any point during the sculpt. This is in contrast to the limited projection settings provided by Mudbox.

In terms of learning this new software, ZBrush was the more popular among 3D Modelling forums and websites. The tutorials available were more in depth and plentiful, especially on Lynda.com, my preferred means of tutorials.

Next Step

The test that I want to undertake makes use of the sculpting software, so after learning it, I would like like test some assets out in it to determine this area of the workflow I am wanting to follow. By doing this, I hope to assess whether it is preferable to sculpt from scratch in ZBrush, then retopologise, or to create a poly model in 3DS Max, then sculpt in ZBrush and return to 3DS Max to retopologise. 

The method of retopology also needs addressing, as many programs are capable of doing it, but I need to figure out which is the most efficient, effective and professionally used, if applicable.

Sources

Munoz, P. (2018). Learning ZBrushCore. [online] Lynda.com - from LinkedIn. Available at: https://www.lynda.com/ZBrush-tutorials/Welcome/648907/690587-4.html?autoplay=true [Accessed 1 Feb. 2018].

Tuesday, 19 December 2017

Feedback

Having received my feedback on my Project proposal, I have had to change some elements of my milestones, though there aren't any major setbacks.

Firstly, I may need to reconsider my final artifact, which I had felt may be over-scoped. Whereas my final artifact idea makes use of the hard surface modelling techniques, there is very little room for any organic modelling, which is cited as a requirement in a lot of job advertisements and so I would like to display this in my portfolio.

My feedback details a process I had not documented, using re topology tools and so I plan to use an asset I have previously modelled to take it through this pipeline as suggested. Any models used in the tests can be documented in my portfolio if they are to a high enough standard and, as suggested, could define what the final product would be, and its limitations a bit better.

Although I had considered using high poly sculpting to low poly sculpting, I thought I may be able to bake to a lower poly mesh, but had not accounted for any new geometry said sculpting creates, so this is a valuable method to be reiterating.

Sunday, 17 December 2017

Modelling Update

I've been looking at building an environment using Modular assets.

My first iteration of this was to build the modular assets so that they could be used to construct buildings for a town, or small city. The kind of environment seen in towns with pedestrian roads. I researched the different elements of buildings, and worked on splitting the buildings into ground floor models, and upper stories, so that a level designer could construct them at their ease to produce a wide variety of types, while still maintaining a consistent style.

The tests I produced demonstrate the ways that the buildings could be split up to be modular. This also provides me with a sense of the scale of the project. For example, how many polys the individual assets will be and how much they will amount to. This data was taken from sources
Modular Roofs. I researched into different types, and worked on fitting them together

Very primitive examples of working out the pieces I could produce for the building

Storefront that uses tileable ground floor and windows



Experiment with using textures to pull out geometry for the model