Skip to main content

Synoptic Project Update

Since the last post the group has managed to fix the communication issues we had by coming together and having a group meeting in which we discussed the issues we have been having as a group and making sure we sorted them as soon as possible because we are not that far away from the deadline for this project so this is the time where we can't really have anyone doing just nothing as we need to get the environment done. We made sure everyone has a job to do.

My personal update is that after we had the team meeting I have managed to figure out what is needing to be done and what I personally have to do in this project, so now that I know what I need to do I have sorted the issue of me feeling like I was getting left behind as some of the group continued to just do the project themselves instead of communicating with the rest of us to get this fixed.

I have still been modeling a few models to go into the environment in which yesterday and today I have been working on some machinery for the project just so we can fill some space that may be left empty in the environment.

I still feel like we need to have more meetings between the group just so everyone is constantly up to date with everything that the group has done and wants to be done because sometimes the project has changed and we haven't really told everyone else.

Comments

Popular posts from this blog

Sculpting a Character in Mudbox

So today I have been using Mudbox to sculpt a character. The character itself is a turtle with its shell on. So to start off I decided to work on his skin first and within this I was using two main tools the first being the imprint tool and the second being the smooth tool. I started off with a stamp that comes with Mudbox and I would just stamp the area I needed to give it a bumpy area on the skin. I would then smooth off the more harsh areas so it doesn't have any major jagged lines on it. After doing this for a while I started to notice that it was giving off quite a stone texture to the skin which I started to like after a while. However when it came to the feet I changed it up a little as I smoothed the toes a lot more than the other parts of the body which makes them stand out more and when it comes to texturing this guy I can add more detail to it by changing some of the colours around. Next I started on sculpting on the shell which I made look very unique as I made some v...

9 Week project Update 02/03/2017

So I have both my high poly and my low poly models finished and today I spent my morning UV unwrapping the sword in which I have had a few issues especially with some of the poly because they are in awkward on the model so trying to stitch them up so it comes out right has taken more time than expected. This is the UV mid way through unwrapping the model:   This is the UV finished: Next week I need to have the high poly baked onto the low poly and hopefully will move onto texturing the model. Next part I did was to UV unwrap the sheathe for the dagger which was a lot more simple and a lot easier to do after finishing the dagger UV.

Bump, Normal & Displacement Mapping

Bump Maps A Bump map is an older type of map that create fake detail by giving an illusion of depth on the surface of a model using a very simple lighting trick. You don't get any additional resolution added to a model as a result of bump mapping. Bump maps are typically greyscale images that are limited to 8-bits of colour information. This tells the 3D software whether it is up or down. Bump maps are great for creating tiny details on a model such as wrinkles on skin and because the detail they create is fake the silhouette of the geometry that the bump map is applied to will always be unaffected by the map. Normal Maps Normal maps can be referred to as a newer better type of bump map, as with bump maps what you need to know is that the detail they create is fake and there is no additional resolution added to the geometry. A normal map creates the illusion of depth detail on the surface like a bump map however it does it differently. A normal map uses RGB information that ...