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. 

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. 

Thursday 1 September 2016

Quixel DDO work on the Rolleiflex model



Was very eager to get do the texture with Quixel DDO. This is the first past without any tweaking. Some imperfections on the buttons below. Will have to investigate the cause.



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

Rolleiflex - Completed with the modelling and UV layout.




I think I am done with the modelling. The UV layout is largely done but I need to work on optimising the space usage. 

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.

Rolleiflex classic camera




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.