Almost finished! Below are two renders which will be the two shots used in my final hand in. The quality still needs to be beefed up, lighting needs fixing and shadows need softening. The apple I think looks a little wooden and I will be looking into that. My pears don’t have the same realism as they did in Mudbox for some reason, im hopping to fix that. My orange looks a little dry like the grapes as well but the banana im really happy with it. Still need to change the bananas so they aren’t all identical. The glass bottle looks really good, there will be some nice costics on the wall behind it. Overall it could be better, im happy with it as far as my skills and experience goes. Does it look real? No, it doesn’t. There is still working to be done and time left so we will see but I will still be proud of the work maybe just not impressed.
This is the same lighting in both renders, its funny how different things look in different light. I need to fix the shadows, I think that’s whats taking the ‘real’ out of it. Still more work to be done so we will see!
The first stage for me was lighting. Seeing how the shapes and shadows worked, finding lighting systems I liked and the feel of the image. This was helped along by Vince in rendering class, exploring different ways to light a room from the inside and out. Creating a Physical sun and bringing the light into a room with a Portal light really had an awesome effect. This was something I would later use with costics from a additional spotlight. The image below in only at the first stage, so there are no costics or much quality, but I was exploring the time of day I wanted it to be as well as where reflections and shadows would fall.
Internal lighting is all different. I feel its kind of no rules lighting because who’s to say where lights are. The Sun is always in the sky but inside lights can be anywhere! Figuring this is a fruit bowl in a kitchen there would most likely be some kind of over head light. Kitchens don’t often have lamps or anything too out there. So this was made to explore two spotlights above. I really like the shadows and intensity of it.
This is still early in the works, lights are still tinkered with once there is textures and colour added to the scene.
Below are some photos taken by me of the fruits we need to texture. I took my own photos so I could see and feel the different fruits, I felt Google images weren’t good or real enough. I did use Google as well but these were my main inspiration.
These are some yummy Bananas I bought to eat and research. Studying the bumps, colours and imperfections was very important to my final textures.
This Red Delicious apple was interesting to find how many other colours are really here. Shades of green and yellow were used when making my final texture. As well as the obvious shades of red.
In the risk of sounding stupid I didn’t know there were other Pears other than this kind. When looking at other class mates textures there were some pears that were new to me. This I feel is the classic Pear!
The following are some texture swatches I created to help give my fruit that randomness of nature. Being honest I am writing this blog after ive finished my fruit textures and will admit that I really didn’t use these in the end. The reasons for this may be my lack of knowledge and skill in Photoshop or my techniques in Mudbox, but whenever I ued them I did not get the desired effect and ended up using the Photoshop brushes and Mudbox Stamps and Stencils. Here they are and a brief reasoning why I made them to begin with.
The first swatch I took a photo from an apple and brought it into Photoshop. Finding an interesting area on the apple I then cropped out a square and started to tinker with different filters. This was to create a stencil to use in Mudbox for the random dots on an apple. It looked terrible so it wasnt used for the final apple texture.
Second is a up close photo of a Orange skin, same idea of cropping a part of it to show up close the dents and spots on an Orange. This would have then be used as a stamp or even a stencil in Mudbox. Again no luck and Mudbox’s default ones worked a lot better.
The last one I had high hopes for, it’s from a Pear. Up close I loved the scratches in the skin and the imperfections. This didn’t come through as much as id liked and filters in Photoshop didn’t help. This was going to help make a bumps for both my apples and pears but it didn’t make the final cut.
In my last post I spoke about sculpting in Mudbox, so there is a need to give its painting tools a mention. Mudbox’s painting is just like the sculpting, with layers, stamps and stencils. This isn’t the best example above on my painting skills but hopefully you get the idea. More Mudbox Painting will follow with fruit textures!
Painting in Mudbox is the same approach as Photoshop and real life painting. I start with a base layer giving it the general colour of the model and all layers above that give detail and character. The great thing about Mudbox is that it saves all your painted layers into a separate file ready to fiddle with in Photoshop or bring straight into Maya. This gives options to correct errors, improve things or make general changes. I’m a big fan of Mudbox!
My first introduction to Mudbox was this tree stump, sounds silly but a stump was fun to sculpt. Mudbox is a 3D sculpting and painting program allowing you to paint or sculpt directly onto a 3D model. Very useful and a huge time saver! In this class we mostly looked at the sculpting tools. The program works a lot like a mix of Photoshop and Maya, the layers and creativity of Photoshop with the freedom of 3D in Maya.
Starting in this case with a boring blank stump we upped the detail level so we had more polygons to work with. Starting with one layer, a base shape, we begun to sculpt the stump. Tools like Sculpt, Smooth, Grab, Pinch and Wax in action with Stamps and Stencils we easy to use and follow, you could even create your own Stamps and Stencils like making brushes in Photoshop. We then started to give our stump imperfections, life and style. Using another layer above this one we were able to give it more personality and explore the limits of our model. The convenience of layers lets you delete mistakes or even blend layers that you might want to tone down. Moving up in layers we also gave our stump veins and then detail in another layer again. This is all to build a model, where its skin and texture tells a story on who it is and here its been.
The tree stump I ended up with looks like something out of a haunted forest and I really like that about it.
Mudbox then has a menu to export your maps so you can plug them back into old faithful Maya and your ready to bring it to life!
Towards the beginning of the term we were introduced to and explored the program UV Layout. This is an alternative to using the UV mapping tools in Maya. It’s a totally different approach and I must say an easier one. Although it’s always daunting learing and exploring a new program it proved to be quite user-friendly. Although there was and still is some getting use to and I am b y no means an expert I did find it easy to cut and put together a UV map.
Using the ant model we started in class I continued this at home. It may seem like a cheeky thing but it was the most complicated model I had. Using the short cuts and instruction we were given in class I dissected the ant into a nice flat easy to work with UV map. UV Layout works in 3 different viewports short cut key 1. is UV space 2. is editing view and 3. is 3D view. The ease of UV layout may lay within the moving back and forth between these views so simply. I also found when cutting seems around the ant interactively was a snap, even the more complicated parts of the ant, such as under his back shell and above his legs were little problem. Once I was done cutting up the ant you could change to UV space and see the map. Using the bloat tool and smoothing out your maps you could take the next step. Pressing ‘T’ applys a texture like a checker or a numbered grid so you can see where distortion is and move the UVs around to make it nice and even. Next its time for MudBox!
Doing all this in Maya is a bit of a head ache so this is an easier solution or maybe a user-friendly solution. However and this might be because im only a novice but i like doing things on one or as few different programs if possible. I realise this is hard to do if not impossible but it feels like another step for something to go wrong, or maybe im just an old man. UV Layout is something id like to learn further and it does make texturing a less overwhelming and more interesting speciality!