For the next part of my B2 project I will be showcasing how I have used my references and mood boards from the research, to produce a selection of models that will bring my pub scene to life. I will be documenting my workflow routine using videos and I shall keep you posted on problem solving after every video. When problem solving I will discuss what went wrong and I will explain how I fixed the problem and how I made the further improvements necessary to achieve a nice piece of work. The first section will be all about how I made the bar this can be found below.
Section 1: The Bar
This first section is all about how I have made the actual bar for my scene. I will leave a selection of videos below that all showcase how I have made a certain asset and I will discuss any problems I faced and how I resolved them using my research.
Modelling: Stone Step
This first asset for section 1 is a small stone step that acts as the base for the bar. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When making this asset in Blender I found that I didn't run into many problems as I was lucky enough to have found a great tutorial to follow. Because I had spent some extra time during my research looking into how I could go about solving problems, I didn't find myself struggling whilst I was making my asset. I did however run into some performance issue with my computer due to the fact that I was running lots of different modifiers at once, that were heavily changing my model to the point where I was getting a lot of crashes. This unfortunately wasn't really a problem I could solve or prevent but by taking my time and slowing down the speed that I was working at, gave my computer a chance to catch up and eventually I succeeded in making my model. I am very proud of the model and I am very happy with the result.
Texturing: Stone Step
With the modeling complete for the stone step, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When texturing this model in substance I ran into very little problems as I had a very extensive tutorial to follow from my research. The tutorial was all about how make and texture some stylized rocks which is very similar to my model that I made. Because of the model I made being very similar to the model in the tutorial I was able to create my texture mostly by copying and following the tutorial. However I ran into a slight problem when I finished following the tutorial as I noticed that my asset didn't look as good as the one from the video, once all the texturing was complete. To solve this I spent some extra time messing around and experimenting with the generators from each of the fill layers, and I eventually got a better result that suited my model better. This was a simple fix and spending that extra time tweaking the setting for the texture really paid of and I am very happy with the result.
Modelling: Bar Middle
The second asset for section 1 is the middle part of the bar that sits just above the stone step. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When making this asset in blender I found that the method I used above was very easy to use and was very helpful as it gave me the shape that I wanted for my model. However when using the knife tool to create the ridged edges on my model, it impact the topology of the model and meant that I had to be more careful that I didn't end up with any engons. This was more of a inconvenience than a problem but never the less it was solved easily by spending some extra time to ensure the topology of the model was clean and caused no issues. Overall I am very happy with how the model turn out.
Texturing: Bar Middle
With the modeling complete for the Bar middle, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When texturing this asset in substance I ran into no problems at all thanks to a awesome YouTube tutorial that I had found in my research. The video taught me how to make a stylized wood texture that can be saved and tweaked into a smart material. This was really useful as it means that all my wood texturing can be done of the smart material. I am very happy with this find and it means that I can save allot of time on texturing which gives me more time to spend on modeling.
Modeling: Bar Top
The third asset for section 1 is the top part of the bar that sits just above the middle of the bar. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When making this asset in blender I ran into no problems as this was a very low detailed asset that need more detail and attention in substance that it did in blender. I am however still happy with the model as it works well and does its job.
Texturing: Bar Top
With the modeling complete for the Bar top, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When texturing this asset in substance painter all went really well and the result I got was very good. The main reason for the result being so good is because I once again used the tutorial from last time to make my stylized wood texture even better. This was achieved by changing the roughness to make a glossier finish. I did have a slight problem when changing the roughness to get the glossy look as when my roughness went down the model became way to glossy to the point that it became really bright but this was solved by setting the value slightly higher so it was still glossy but also had some roughness as well. Overall I am really happy with this texture.
Modeling: Wood Pillar
The fourth asset for section 1 is a wooden pillar that acts like a support holding the ceiling and attaching to the stone step. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When making this asset in blender I ran into no problems as this was a very low detailed asset that need more detail and attention in substance that it did in blender. I am however still happy with the model as it works well and does its job. This asset is also to be considered a place holder and was mainly used to see if the scene would work with it in.
Texturing: Wood Pillar
With the modeling complete for the wood pillar, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When texturing this asset in substance painter everything worked out really well as I was just re-using my smart material to texture this model. Because I was using the smart material that I am already familiar with using, it meant I had no problems when creating the textures. I had a easy time deciding on the colors for this texture as I had my reference imagery besides me the whole time which made for easy problem solving because if I was ever unsure or puzzled on what to do I would just look at my research. Overall I am very happy with the result of this texture.
Modeling: Wooden Rail
The final asset for section 1 is a wooden rail that surrounds the top of the bar acting as a arm rest and a support to the wooden pillar. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When modeling this asset I only ran into one small issue and that was that the hole I had made for the wooden pillar was having some issue regarding its polygons. I had to be careful when cutting the whole as I found myself making no room for me to attach the sides of the whole to the rest of the mesh without making some engons. This meant that in order for me to solve my problem I needed to add some more geometry in the surrounding area to make the engons become triangles or squares which would fixe my issue. Once the engons were gone my model was complete and I am very happy with the result of it.
Texturing: Wooden Rail
With the modeling complete for the wood rail, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When texturing this asset in substance painter everything worked out really well as I was just re-using my smart material to texture this model. Because I was using the smart material that I am already familiar with using, it meant I had no problems when creating the textures. I had a easy time deciding on the colors for this texture as I had my reference imagery besides me the whole time which made for easy problem solving because if I was ever unsure or puzzled on what to do I would just look at my research. Overall I am very happy with the result of this texture.
Section 1: Evaluation
Below is an image of what section 1 looks like all finished and assembled:
Before I move on to section 2 of the production phase, I am going to take some time to evaluate and review the work I have done so far. I think that all the work I have done so far is very good and I am happy with the results I have been getting. There are a few things I would change about some of the models if I was to make them again, this being the bar middle and the wooden rail. The reason I would change these two models is because they could look better if I had given them a high poly version that had more detail that could then be baked down and used to give detail to the low poly. These changes would allow the models to better blend in with the stone step model which has lots more detail and looks really good. Overall however I am very happy with the models I have made so far as they look really nice when textured and I look forward to keeping up with the good work in section 2.
Section 2: Bar Taps
This second section is all about how I have made the bar taps for my scene. I will leave a selection of videos below that all showcase how I have made a certain asset and I will discuss any problems I faced and how I resolved them using my research.
Modeling: Moretti Tap
This first asset for section 2 is the Moretti tap that will sit on the far left of the bar. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When modeling the Moretti tap I used me references well and was able to produce a very tidy and optimized model that I am very proud of. In the process of making this model I did run in to some issues when trying to make the curved part of the pipe. I found it difficult to think of a way I could make the curve perfectly without making bad geometry. After asking some fellow student I got recommended a tool called a Bezier curve which was super easy to use and solved my problem instantly.
Texturing: Moretti Tap
With the modeling complete for the Moretti tap, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When texturing the Moretti tap all turned out really well and I am happy with how everything looks. I am really pleased with the new metal smart material I was able to create myself as it is goin to make my workflow loads quicker. When I was texturing the logos on this model I did run into a issue with the middle logo as I couldn't get it to stick onto the mesh properly as it would clip inside. To solve this problem I looked at the images settings and under projection option I was able to change the way it projected the image so instead of it being square in was cylindrical which fits my model better.
Modeling: Madri Tap
This second asset for section 2 is the Madri tap that will sit next to the Moretti tap at the left of the bar. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When modeling the Madri tap all went really well and I am really happy with the result that I got. I found it really easy to make this model thanks to my reference and I was really pleased with the result that I got from just copying the outline of the image. I also found that I ran into no problems or issue because my reference covered everything I needed to model and I never felt like I was missing some sort of detail.
Texturing: Madri Tap
With the modeling complete for the Madri tap, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When texturing the Madri tap in substance all worked out well and I was blown away with the result that I got. Thanks to the numerous tutorials that I had collected in my research, I had a really good pallet of videos that I used to effectively make my textures and produce a really clean result without taking up to much time. It is because of these videos that I have had no problems when making this texture and I am really pleased with how well I have made this asset come to life.
Modeling: John Smith Tap
This third asset for section 2 is the John Smith tap that will sit next to the Madri tap at the left of the bar. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When Modeling the John Smith tap I found that I didn't run into any problems but I did however find that the model I have made could have been allot better in places, for example the body of the tap. The reason I am not happy with the result is because the body of the tap turned out to be too chunky and this was just down to the technique I used to model it. Unfortunately I wont really have enough time to recreate this model as I have a schedule to stick to, but if I was to ever model this again I would definitely look at making the body more slim and sharp.
Texturing: John Smith Tap
With the modeling complete for the John Smiths tap, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When texturing the John Smiths Tap I ran into no problems as It was a fairly easy process that I took. I simply used my previously made stylized metal textures and just tweaked the color of them to match the reference for the John Smith tap. I did experiment and add a metal edge generator with a blur slope filter to achieve a worn look that still made the model look stylized. Overall I am happy with how the texturing has turned out.
Modeling: Aspall Tap
This fourth asset for section 2 is the Aspall tap that will sit next to the John Smiths tap at the left of the bar. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When modeling the Aspall tap all went really smooth and I faced no problems when modeling it it. I found that it was a simple shape to make as it is just a simplistic tap design that is just made up of a cylinder. I used very simple modeling techniques that I have used throughout this project such as loop cutting and dragging geometry to make smoother shapes. These techniques are what made making this asset so easy and is the main reasons as to why I encountered no problems or issues.
Texturing: Aspall Tap
With the modeling complete for the Aspall tap, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When Texturing the Aspall Tap I didn't have any problems as I just followed the same routine as the previous model that I textured. I think that this model could have used a bit more work and I feel that if it had some more detail on it then I would be able to texture it and make it look a lot more interesting.
Modeling: Thatchers Tap
This fifth asset for section 2 is the Thatchers tap that will sit next to the Aspall tap at the middle of the bar. I will leave a video below showing and discussing how I went about making it in blender.
Problem Solving
When modeling the Thatchers tap I was very successful at recreating the shape and scale of it from reference. I am happy with how I modeled it and I like how it looks now that it is finished. I found that because I modeled the shape of the tap so well from just a singular cube, I had no problems with the rest of the model and it all worked well and I was able to produce this asset effectively.
Texturing: Thatchers Tap
With the modeling complete for the Thatchers tap, its time to look at how I textured it in substance. I will leave a video below showing and discussing how I went about texturing it in substance painter.
Problem Solving
When texturing the Thatchers Tap I ran into no problems as It was a fairly easy process that I took. I simply used my previously made stylized metal textures and just tweaked the color of them to match the reference for the Thatchers tap. I did experiment and add a dirt generator with a blur slope filter to achieve a worn look that still made the model look stylized. Overall I am happy with how the texturing has turned out.
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