Categories
Advanced & Experimental Group

Weeks 10 & 11: Final Models Render with Studio Lighting in Maya (Wireframes, UV Maps, & Textures)

I expended this week setting my final models with a studio lighting scene in Maya to show topology, UVs, and textures.

Studio lighting set up in Maya

I took me a bit to be able to set this scene as it was preset with different colour space, so the scene was giving me error from start. I followed a video that the author of this scene made to explain how to configure the colour space to make it work.

After, I set everything up, I could start setting my models but, unfortunately, some textures were looking way different and with the time limit I have I just could not do anything about it. Therefore, I tried to match the textures such as possible to the originals and proceeded to render. I also rendered the topology and UVs of the models for the showreel breakdown.

Categories
Advanced & Experimental Group

Week 9: Hologram Base Textures in Substance Painter & Final Model Animation in Maya

This week I focused on finishing the textures of the hologram and refine its animation.

Hologram UVs correction and base texture

When I started to add the textures to the base of the hologram in Substance Painter, I noticed that my UVs were wrong as I sliced them in sections. Therefore, any time I tried to add a rust effect on edges, the programme was not detecting them and placed the textured in the middle. I then went back to Maya and redo the UV maps, but this time only cutting off the edge that was less visible, and unfolded the UV from that cut. Then, I updated the UVs in Substance Painter and added the rust effect in the edges.

Originally, I wanted to do the texture in bronze colour to follow the style of most of the objects in the master render. However, I then realised that this texture will not work as hit is too flat and yellowish so it does not really match with the blue hologram effect on top of it.

After testing the bronze texture, I decided to swap to a more reflective and metallic texture such as the copper texture, and then add the dirt and scratches masks I made for the previous bronze texture on top of the new texture.

After exporting the textures from Substance Painter, I created the shaders in Maya using the Substance plug-in, and linked each shader the the correspondent part of the hologram. After relinking textures in Maya, I noticed that the metallic textures looked too flat and they did not shine as a metallic surface would do in reality. Therefore, I checked the roughness map of the copper texture and reduced the ‘alpha gain’ till 0.5 (it was 1 before) and then changed the ‘color gain’ to a darker gray so the shadows had some contrast from black to gray (before they were white so they were not visible, hence the flat look). Then, I went to the ‘Lens Effect’ I added for the hologram and reduced the ‘threshold’ from 1 to 0.65 so it did not look that white/burnt shine on the surface of the metallic base.

After the textures were finally completed, I redid the animation of the spinning of the rings and the little satellites rotation on them with manual key framing.

Final hologram model with textures and animation
Categories
Advanced & Experimental Personal

Week 9: Environment UV Maps & Textures in Maya

This week, I finished all UV maps and textures of the whole scene so I could start next week with the lighting and camera movement to get it ready for rendering.

Trees and palm trees UV maps and textures

I reshaped all UVs branch by branch, cutting in the edge of each branch and unfolding them. Then I oriented them straight and adjusted the texel so the textures show with consistency. Then, I searched palm trees and trees bark textures in Quixel and linked them in the models in Maya. I used ‘base colour’, ‘normal map’ and ‘displacement’, ‘roughness’ for the specular, and ‘AO’ so the texture does not look flat. Also, in the ‘hypershade’, I went to the placer node of the textures and scaled them down to fit the model shape.

Pyramid UV maps and textures

The pyramid UVs took me a bit more time as it needs to be perfectly straight so the textures of the bricks do not look warped. I took my time to figure out how to dissect it in sections to avoid texture stretching issues. Then I linked bricks and destroyed rocks textures that I found in Quixel.

Ground and rocks UV maps and textures

The rocks were a little bit tricky as they were generated with the randomiser tool, so their topology is made by a lot of triangles and weird angles. The good thing about rocks is that their UV maps do not need to be straight or too perfect as they need to look organic. The ground was way easier as it is a plane so I did not have to retouch the UV. Again, the textures used for these, we’re dowloaded from Quixel.

Categories
Advanced & Experimental Group

Week 8: Hologram Reduction of Model Subdivisions in Maya, & Radio Textures in Substance Painter

This week I had to remodel the base of my hologram and make the hologram effect to test in in final scene, along with finishing the radio textures.

Hologram remodelling

After Martyna and Roos tested the hologram in the master render, they were having some issues with the hologram as it was too heavy for the scene. Then they figured that the particles used for the particle effect had too many subdivision and asked me to redo this with simple cubes instead (it will not have that polished effect, but it will lower the poly count of he model considerably). Apart from the particle effect, Roos also recommended me to delete any unnecessary subdivisions, so I deleted most of them from the constellations cylinders, from rings, rivets, and base of the hologram. After reducing the poly count, I also had to redo the hologram’s UV maps.

Radio Textures

I also carried on with the radio textures this week so the CG lead could have most of the final objects with textures to test the illumination with them in the master render. In Substance Painter, I chose a wood texture for the base and main body of the radio and mixed it with some metallic textures to give that futuristic look to it. I also, found two pictures online about the channel dial of retro radios, so I created an alpha and a normal map version of these and added them to the radio. I made the normal map to add some texture to the typography in it and the alpha map to add some emission to the screen (focusing on the typography only) as if the radio was turned on.

In Maya, I linked all the textures as I did with my spaceship, by using the Substance plug-in to automatically link and group the different layers and maps into shaders. Then these shaders were connected to the correspondent parts of the radio. I also linked the channels screens to the radio and added a bit of emission (as previously mentioned) to give the feeling that the radio is turned on. However, after I uploaded this textured model to FTrack, Gonzalo mentioned that this emission was too bright and should be turned down slightly. Therefore, I corrected this and uploaded the final version to FTrack.

Radio model with emission levels too high in the middle channel screen
Final radio model with textures

References

Cobalt. Vintage radio dial (online). Available at: https://stock.adobe.com/gr_en/search?k=radio+dial&asset_id=55983088 [Accessed 3 June 2023]

Pilcher, G. Vintage radio dial face (online). Available at: https://id.pinterest.com/pin/740279257483290061/ [Accessed 3 June 2023]

Categories
Advanced & Experimental Group

Week 6: Spaceship UV Maps in Maya & Textures in Substance Painter

This week I focused on finishing my spaceship by editing the UV maps and creating the textures in Substance Painter.

UV Maps in Maya

Since I consider that my knowledge about tidying up UV maps was basic and my spaceship model had a lot of complex shapes and details, I decided to research about how to lay proper UV maps in complex objects. Therefore, I found the following tutorial which had a useful workflow to do proper UVs.

UV maps tutorial (On Mars 3D, 2021)

After this tutorial, I carried on to do my spaceship UV maps and get it ready for texturing in Substance Painter. Since there were lots of different parts of the spaceship that needed a lot of space in a UDIM, I decided to separate each part in a different UDIM to have the best resolution when adding textures. I also cut each section in pieces to then unfold them properly and use layout to spread them in the UDIM. Sometimes, some of the UVs were layout really mixed up and not properly oriented, like in the main body of the spaceship, so I manually corrected orientations and tidied them up (so they were also easier to spot when texturing separate sections).

Textures in Substance Painter

I wanted to achieve a realistic texture result with my spaceship, so I decided to use Substance Painter for this. Since I have never used this software before, I researched some tutorials in YouTube and also asked to Marianna and one of the technicians at uni for advice. I found the following tutorial that teaches the basics of Substance Painter.

Substance Painter beginners tutorial (Adobe Substance 3D, 2021)

I mostly used the preset textures for my base, such as copper, copper worn, chrome blue tint, and glass firm dirty. Then, from these base textures I started building up with fill layers, masks, and generators to add dirt, scratches, burns, and rusty borders. Once I was happy with the textures look, I baked them all.

However, I had some issues in the outer cover of the spaceship, since the UV maps were not unfolded properly, so they were overlapping and showing like stripy patches in some areas. Therefore, I went back to Maya and corrected the wings UVs, cutting the inside parts of each piece, unfolding them and then laying them out properly. Once this was corrected, I had to search for another tutorial as I was not sure how to update the UV maps in Substance without having to start from the beginning the whole process of texturing. Therefore, I found the following tutorial that has a really quick way to update this:

Updating UV maps in Substance Painter tutorial (On Mars 3D, 2020)

Once the textures were finished, I exported them and relinked them in Maya as shaders following this tutorial for a quicker way to relink all texture maps in Maya:

Exporting textures from Substance Painter to import and relink in Maya tutorial (What Make Art, 2022)

I also added some emission effect to the windows so it looks like there are lights on inside the spaceship.

Spaceship final model with textures – 360 render

References

Adobe Substance 3D (2021). Substance Painter 2021 Getting Started – Part 01 – Materials & masking (online). Available at: https://www.youtube.com/watch?v=_j27AS0VQOw [Accessed 20 May 2023]

On Marrs 3D (2020). Substance Painter – How to Update Models AFTER You Textured It! (online). Available at: https://www.youtube.com/watch?v=qjYzLgVOqrc [Accessed 21 May 2023]

On Mars 3D (2021). How to UV Map Complex Objects in Maya (online). Available at: https://www.youtube.com/watch?v=JiEQNDZapXs [Accessed 20 May 2023]

What Make Art (2022). Export Substance Painter Textures to Maya with Plugin Tutorial (online). Available at: https://www.youtube.com/watch?v=sCKc_6nTRPM&t=227s [Accessed 21 May 2023]