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Production: Part 2

Updated: May 23, 2022

Modelling: Guinness Tap

This sixth asset for section 2 is the Guinness tap that will sit next to the Thatchers 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 Guinness tap I ran into one slight issue that compromised the quality of my unwrap. The issue was that after I had finished modeling the harp part of the tap, I realized that I had loads of over lapping geometry. The overlapping geometry was mostly edges and vertices so I did my best to tidy them up and get rid of any that weren't necessary. This helped a bit but unfortunately there is no telling how much of the model has extra edges and vertices, so I decided to spare myself some time and move on otherwise I would be stuck on this model for ages. How ever although the harp has its problems I still really like the model and I am very proud of how it looks.


Texturing: Guinness Tap

With the modeling complete for the Guinness 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 I was texturing the Guinness tap I had no trouble and I ran in to no problems that affected my workflow. I am really happy with the result I have gotten and I think this will make the model fit into the scene much better now it looks the part. There was one minor detail that I had to leave out and that was a second image texture of a harp that was meant to sit at the front of the tap. The reasons I left it out was because for some reason the image had really bad resolution so leaving it out was the best option. Overall I am very pleased with this asset.


Modeling: The Pumps

The seventh asset for section 2 is the Pumps that will sit next to the Guinness tap at the right 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 pumps I faced only one small problem that I was able to solve fairly easily. The problems was that when I was trying to make the wherry badge, I was so stuck on making it look even and symmetrical as when I was moving the vertices around on one sides they would never look identical therefore not being perfectly in line. To solve this is decide to only model half of the badge then I used a mirror modifier to guarantee that it was symmetrical and perfectly in line. Everything else about this model went smooth and I am really happy with the result that I got.


Texturing: The Pumps

With the modeling complete for the Pumps, 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 pumps in substance painter I had a really good time piecing together all the different materials and images to make up this texture. I am really proud of how well it turned out and thanks to the research I have conducted I was able to use my knowledge to easily paint images on the badges like in the tutorial. Because I was following the work I had done in the research I was able to texture this model without any problems.


Modeling: Carling/Pravha Tap

The eighth asset for section 2 is the Carling/Pravha Tap that will sit next to the Pumps at the right 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 Carling/Pravha tap I had no trouble creating it from reference as it was a very easy shape to recreate. Because I had my reference up in blender I was able to quickly achieve a nice result which will be good enough to be textured and placed into the scene. I am happy with this asset and I am ready to move on to the last model of section 2.


Texturing: Carling/Pravha Tap

With the modeling complete for the Carling/Pravha 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 Carling/Pravha tap all turn out great and I am happy with the result. I ran into no problems as this was once again a easy texture due to my smart materials and my Photoshop logos. One thing I did discover is an easier way to make the image textures glow as shown in the video, I will be changing some of the previous texture so they to look as good as this one.


Modeling: The Woodies Tap

The last asset for section 2 is the Woodies Tap that will sit next to the Carling/Pravha tap at the right 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 Woodies tap I once again had no trouble creating it from reference as it was a very easy shape to recreate. Because I had my reference up in blender I was able to quickly achieve a nice result which will be good enough to be textured and placed into the scene. I am happy with this asset and I am ready to texture this model and finish up with section 2.


Texturing: The Woodies Tap

With the modeling complete for the Woodies 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 this asset I had no trouble in achieving a solid result as by now I have textured a lot of models in this style and I have gained a level of confidence where I can quickly and efficiently finish my textures. I have no problems to report and I am happy to say that with this model textured I am ready to move on to section 3, the final section.

Section 2: Evaluation

Below is an image of what section 2 looks like all finished and assembled:

Before I move on to section 3 of the production phase, I am going to take some time to evaluate and review the work I have done across section 2. I think that all the work I have done so far in this section is very good and I am happy with the results I have been getting. There are a few of the models that I would definitely go back and tweak to give them more detail which as a result would increase the quality of the texturing. The models I would want to change are the taps that are very plain and were modeled with not much consideration as to where the detail would be held, these taps are the John Smiths Tap, the Aspall Tap and the Thatchers Tap. The reason I would change these models is because they could look better if I had given them a more higher poly version that could hold more detail which could always be baked down if needed. Overall however I am very happy with some of the models I have made, like the pumps for example as they look amazing now they are textured and If I could have gotten all the taps to look that good then I would have been extremally proud. Either way I am still happy with what I have got as it is still really well made.




Section 3: Surrounding Details

The third section is all about how I have made the surrounding assets to the 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.


Modeling: The Wall

This first asset for section 3 is the wall that will sit behind the bar and to the left to create that look of a Diorama. I will leave a video below showing and discussing how I went about making it in blender.

Problem Solving

When modeling the wall asset I only faced a small problem and that was when I shaded smooth the shading wasn't very good and this meant my texture was also going to be stretched. To fix this issue I simply added some loop cut to help support certain areas of the mesh that needed some extra geometry. I am really happy with this asset and I feel it will work well in the scene.


Texturing: The Wall

With the modeling complete for The Wall, 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 wall asset I found that I was able to quickly and effectively produce a good looking texture thanks to the smart materials that I had made all the way back in the section one stage of the production. I simply just tweaked the textures that I had already made to fit this model and because of this I ran into no problems. Overall I am happy with this texture and this asset as a whole.


Modeling: The Shelfs

The second asset for section 3 is the Shelf that will sit behind the bar and will connect to the wall at the back of the scene. I will leave a video below showing and discussing how I went about making it in blender.

Problem Solving

When modeling this asset I ran into no problems as this was a very basic model that just required basic blender tools to make. I really like this asset and I think that It will provide a great addition to the scene.


Texturing: The Shelfs

With the modeling complete for The shelf, 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 shelf asset I found that I was able to quickly and effectively produce a good looking texture thanks to the smart materials that I had made all the way back in the section one stage of the production. I simply just tweaked the textures that I had already made to fit this model and because of this I ran into no problems. Overall I am happy with this texture and this asset as a whole.


Modeling: The Floor Tiles

The Third asset for section 3 is the Floor Tiles that will be placed on the floor of the scene to make the diorama look more realistic. I will leave a video below showing and discussing how I went about making it in blender.

Problem Solving

When modeling this asset I ran into no problems as this was a very basic model that just required basic blender tools to make. I really like this asset and I think that It will provide a great addition to the scene.


Texturing: The Floor Tiles

With the modeling complete for The Floor Tiles, 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 floor tiles I had no problems when making its material as I have a good amount of experience with making my own custom textures. I am really proud of the stylized stone material that I made as I think it looks really good and I would love to use this again in the future. Overall I am very happy as I didn't run into any issues or problems while texturing this asset.


Modeling: The Lamps

The fourth asset for section 3 is the Lamps that will be attached to the wooden pole asset that we made in section 1. I will leave a video below showing and discussing how I went about making it in blender.

Problem Solving

When modeling the lamp asset I had no problems when creating its shape and structure from reference as I had a good photo from my research that I decided to use. I am very happy with the result of the model and I think it will look awesome when textured. I did find a small problem once I had finished the model, this was that the underside of the lamp shade only had one set of faces which means its orientation could only be up or down not both. To fix this I added some extra faces on the underside so that both up and down would be blue when I checked their faces orientation. Overall I really enjoyed making this model and I think it looks super cool.


Texturing: The Lamps

With the modeling complete for The Lamps, 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 lamp asset I found that I was able to quickly and effectively produce a good looking texture thanks to the smart materials that I had made all the way back in the section two stage of the production. I simply just tweaked the textures that I had already made to fit this model and because of this I ran into no problems. Overall I am happy with this texture and this asset as a whole.


Modeling: The Cash Register

The fifth asset for section 3 is The cash register that will sit on top of the shelf and will be surrounded by bottles. I will leave a video below showing and discussing how I went about making it in blender.

Problem Solving

When modeling the cash register I ran into no problems as this was a simple asset to make. The only slight issue was that I didn't have a reference image for the back of the cash register so I wasn't to sure want the stand looked like. However my using my imagination and looking closely at the front of the reference I was able to create a solid stand to hold the screen.


Texturing: The Cash Register

With the modeling complete for The cash register, 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 shelf asset I found that I was able to quickly and effectively produce a good looking texture thanks to the smart materials that I had made all the way back in the section two stage of the production. I simply just tweaked the textures that I had already made to fit this model and because of this I ran into no problems. Overall I am happy with this texture and this asset as a whole.


Modeling: The Bottles

The last asset for section 3 is The bottles that will sit on top of the shelf and will add a range of color to the scene. I will leave a video below showing and discussing how I went about making it in blender.

Problem Solving

When modeling the the bottles all went smoothly and I ran into no issues thanks to some videos in my research problem solving. I was able to successfully make each bottle with struggling or running into issues due to these videos and I am very happy with the result that I got. This being the last asset I had to model I am very proud of how well it turn out, and I think this asset was a good one to end it on.


Texturing: The Bottles

With the modeling complete for The cash register, 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 bottles I only had on slight issue and that is that some times the labels would be shiny and metallic like the bottle textures. To fix this I simply turned of the metallic channel on the labels and left them to just be s base color and this fixed the issue. Other than that small mistake everything went really well and I am so glad that I used that tutorial from my research as it has helped me with so many aspects of this project. The tutorial I am speaking about is the substance painter video that explains and teachers how to use image textures. Overall I am really happy with the results of these bottle textures and I think their addition to the scene will be very nice.




Section 2: Evaluation

Below is an image of what section 3 looks like all finished and assembled:

Now that the last section has been complete we are now at the stage where we have a finished product that just needs lighting and rendering which will be covered in the Post Production. For now though I want to spend a bit of time evaluating my section 3. To start of I feel strongly that this section was very important as it has included all of the foundations to make the scene look like a Diorama, which is the main point of this project. Making these assets look there best was very important as these assets hold a key role in determining how well the scene works when put together. I am very pleased with all of the model's in this section and I am even more happy with the results of all the texturing that has been done, as they blend in and fit the assets from the other two sections well. One of my biggest worries with this project was that I wouldn't be able to make all of my models look as if they where textured the same way and that they all fit into the stylized art style that I have been going for. I am glad to say that the style has been carried through all the way to section 3 and I have consistently been able to produce textures that are in the stylized style. Overall I am very happy with section 3 but also the production as a whole and I am very proud of the scene that I have created.





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