Hello Polycount,
I'm a hobbyist really interested in playing aroung with Maya. I've started plans to make a virtual yacht and pier for a really special friend of mine but I would really want to get it done right in a proper way without misconceptions.
I've been poking my nose into tutorials and decided to do a test on a wooden plank. I just wanted to know if i did it right and understoof what it means to create a 3d model that works and can be rendered out not just in maya but perhaps unreal engine as I plan to do my lightings there
The link below shows 5 screen shots of my maya and photo shop.
http://imgur.com/a/gKzTKI started by creating the form of the plank and hardening its edges by inserting edge loops. I made sure that everything of the plank would be quads as I heard lighting doesn't work well with none 4 sided polygons.
After which I planar mapped each face of the plank and sew them back together with their corresponding edges so the texture would flow to all faces properly.
I then created a texture map in photoshop and soften the potential areas with seams using a healing brush. I exported it as a tga and created a grey scale as a bump map.
Which resulted to the fully colored plank in the 2nd picture. Apologizes for their mis aligned chronology I'm not sure why it turned out this way.
I really would like to know if I'm on the right track when it comes to modelling and if this piece is functional to be used to construct the Pier I have in mind. Really appreciate the time the community takes to look into this and thanks you for all feed backs!
Also I would like to know, when models are made there is a 1,2,3 option to smooth them. If Say I have a cake and I insert edge loops to give it shape. Must I move the vertices to resemble its form in (3 button's softness) or is 3 indeed the final render and what is expected to be seen in rendering
Replies
- but if you use support loops like this, you might as well soften all edges - you'll get nice soft highlights on them instead
- when doing textures, you need to leave padding/bleed around your UV borders, so you need to extend the wood texture by 8-16 pixels around the edges. With this you'll prevent the white around it from bleeding in the edges when you zoom out
- you can simplify the texturing a lot if you create a single, full wood texture, tile-able, and just apply it on all planks, then add variations by scaling the UV's (or rotating them, etc)
Last thing just to check as written in my original post did I understand the workflow of modelling correctly or is there something I might have missed