Monday, 10 October 2016
Monday, 3 October 2016
Exporting maps from Quixel for use in Maya Mental Ray
Having learnt how to use Quxiel NDO to create normal map and DDO to work on texture, I spent some time experimenting the export of various maps (Diffuse, Normal, Specular, Roughness) back to Maya for render in Mental Ray. This article has been very helpful: http://quixel.se/tutorial/suite-2-with-mila-in-mental-ray/.
Within Maya, the MILA material is used which is completely new to me. The render here is far from perfect but at least I am starting to get the hang on what the work flow is like.
Within Maya, the MILA material is used which is completely new to me. The render here is far from perfect but at least I am starting to get the hang on what the work flow is like.
Thursday, 15 September 2016
Here's where I am on my Rolleiflex project.
I have really enjoyed learning Quixel Suite's NDO, DDO and 3DO! This is where I got to so far. But I'm not done yet. Next thing to learn is how to bring the various maps back to Maya and render out with Mental Ray. Although there are a lot of improvements I can make, I'm happy with the results so far.
Tuesday, 6 September 2016
Thursday, 1 September 2016
Sunday, 28 August 2016
Thursday, 25 August 2016
Starting work with Quixel NDO
Because of my job hunt it took me a while to go through the Quixel NDO tutorial. Managed to finally go through it (for the second time) last evening and today marks the start of the actual application to the Rolleiflex model. What's done today: Covered the grooves around the various adjustment knobs and the calf leather base on the sides. I'm very pleased with the progress so far.
Friday, 22 July 2016
Preparing to brake normal map
The model is blown up' to prepare for the normal map baking. If this is not done, the there will be a lot of overlapping projection and the map will look terrible. I will be using XNormal to bake the map. The app provides an alternate way to do this which is to use 'Blockers'. But I think this should be more straight forward.
Thursday, 21 July 2016
Cleaned up the UVs and organised the namings
Took another few days to clean up the naming of the parts, and tidied up the UVs so that the 1:1 space is maximised. Working on hard surface objects like this I learnt that if the component has straight edges the UVs must be straight too. Otherwise the texture would not look right later. Now that this is done, it's time for me to get some revision on Quixel before working on it further.
Sunday, 17 July 2016
Friday, 15 July 2016
Thursday, 30 June 2016
Wednesday, 22 June 2016
Quixel Suite 2
Some months back I found this new texturing tool called Quixel Suite (http://quixel.se/), and I was impressed by what it can do and how easy it is to create realistic textures. Since then I had gone through the tutorials available on creating normals and textures (https://www.youtube.com/channel/UCNTZFGRsyqNtvI4T2syNkIw), and decided that I should set up a new project to apply what I have learnt. I felt that the Harley model is too complex and wanted to look for another subject that is both interesting in design, and varied in texture requirements (metal/ plastic/ leather/ glass). Hence the Rolleiflex classic camera below.
Wednesday, 4 May 2016
Thursday, 28 April 2016
Modelling done.
Completed the modelling. May add a bit more details in the engine compartment later, but for now, I think it's time to move on to UV. I recently discovered the amazing Quixel Suite which allows artist to create normal details and texture easily. So I'll be giving that a shot once I am done with the UVs.
Monday, 18 April 2016
Friday, 8 April 2016
Thursday, 31 March 2016
Tuesday, 22 March 2016
Tuesday, 15 March 2016
Wednesday, 2 March 2016
Friday, 5 February 2016
Sunday, 31 January 2016
Saturday, 30 January 2016
Thursday, 28 January 2016
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