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Workflow Catch-up

Part
of my aim in this project is to push through my fears when it comes to the many stages of 3D modelling.

The problem I often face is when I don't know the best method to finalise something. I have always struggled to piece together the 'correct' procedure towards making a model game-engine ready. Beyond the creation of a model, in the software Maya, I have always felt unsure on the best approach to UV unwrapping and the last steps of completing a texture for a model.

In addition, the use of different software in my workflow (of which some I am more experienced at using then others), would lead to my biggest weakness...procrastination. I frequently find myself working way to long on a particular model or design and realise I'm prolonging finishing the model as I don't know how to fully complete it. Again, and againUnfortunately, this is fuelled with the fact I regularly choose new and challenging subjects with little or no reference to go by for aid!

So, to overcome this formidable hurdle, I first looked at tutorials. Numerous tutorials. It was actually from this, I realised that in order to overcome this grey area of texturing, I needed to learn to fail more. Every success begins with a failure. If I acknowledged this within my practises, before the next step or the next software, that I might fail, I will at least gain something from it. Either, succeed in my action or learn some useful information for the next time round. Additionally, I find this approach to working highly motivates me to come back and try, try and try again!




As a workflow test for the next stages of my project, I decided to texture one of my models using the software Maya, xNormal, Photoshop and Quixel. Above I have 'unwrapped' the UV's of a door in Maya, that will be on-board the boat in-game. This is a good example to illustrate my fear of failure. After this stage, I was always uncertain of the best practise for grouping and exporting. Should I leave the door handles separate for a later animation? I would ask questions like this, worry, ask questions, procrastinate by doing other work and not get anywhere. All I had to do was take a chance and try it out. The more you play around, the more you learn. It's that simple!




Here I am creating a mask layer, with a brush in Quixel (plug-in with Photoshop), to generate a rust effect. The white highlights I've painted onto the model of the door handle, are where it would get worn down the most and where rust would set in. I quite enjoyed experimenting with the material sets again to find the best steel textures. 


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I've had to catch up with the steps involved in the texturing process. However, as I brushed up and explored the features/tools I once used at Uni, it all began to come back to me. Here is the finished textured model front, back and sides within the Quixel 3DO viewer.


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I used the software xNormal to make the high to low poly sections that would be seen by the player, such as the main frame. Above is a side by side I compiled, of all the textures and applied materials to make the final texture to the right.


                                                                                                                                         Jason Bartlett ©

Here is a front and back render of the door in a day scene. I wanted to get a slight weathered look as though the door had been used regularly.


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In this image, I have placed the scene light above the door for an eerie night look. It is important for future models that I get the surface textures to work right for different scenes and the changing inputs of both natural and artificial lighting.


Thanks for reading :)

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