Wednesday, 1 April 2015

First Texturing Task - Virtual Bedroom Even Has a Charmander!!!

So my lovely people it has certainly been a while since I have last posted but I can promise nothing interesting has happened in my life to shock anyone... I just spend it doing uni work and listening to music... and eating Doritos. No seriously it's been a busy time.

So as you probably seen on my Facebook (for those that know me personally) you have most likely seen me post some rendered graphics of my current bedroom that I am living in at the moment. Well modelling it was not a problem but texturing for the first time was probably the biggest pain in the ass any game designer will come across.

How texturing works for dummies:

Firstly you model your object, you then select an object modifier called UMV Unwrap - once you do this you have to open up the UV window and select an option to called flatten mapping. This then flattens the entire object for each and every polly that is present in the object. Then us poor game designers have to sit there and play around and stick all the edges back together while screaming from the core of our hearts. We then render a UV template after complaining a dozen times as we definitely didn't sign up for this amount of torment. I joke we all love unwrapping UV's (sarcasm). 

After we done that balls- ache of a task we then do the more fun part, we get the rendered UV template and then we basically stick images or paint the texture according to the green lines which is the flattened version of the object via photoshop.

We then go to the material editor in 3DS Max and slap the material on the object and prey we didn't screw it up. Although satisfying once done.

An example of a UV diffuse - Charmander is looking flat as usual...



Now imagine having to do that for about 20- 30 objects in your room and the more complicated the shape of the object, the more of an ass ache the designer is going to have texturing it.


Now to get the atmosphere of a room lighting and shadowing is very essential to the room otherwise it will just look plain, my room needed to have an obviously bright coloured light with soft edge shadows (my shadows went wrong but meh) to get the effect of the room being lit at night time.

But here is my room! It is missing some objects that are present in the real life version but i had to make do with what time frame I had between learning how to texture and actually making the room itself. I tried to give it that lived in feel so i made the duvet a big janky cause we all know there is no such thing as I totally straight and flat duvet. Well in my room anyways...


See a cute digital Charmander just for you fabulous geeks
Oops there he is again... something real about this one..



I made sure to try and get the textures as accurate as possible along with making sure I get the bedroom with a sense of personality by adding the photos, leaving some objects hanging off other objects (the laptop) and giving things weird angles. 

 I shall be trying to post more frequently if my time constraints don't stop me from doing so anyhoo thanks for reading :3, peace.



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