Thursday, 1 October 2015

Test 1 - lightmaps

Developmental process
In the end the tutorial process worked. The lightmap/second UV s were generated through the process in Maya and were successful when imported into the unreal 4 engine, as you can see through the image above you, ( the shadows are in the right positions and the light is reflected off the object in the places expected). 


https://www.youtube.com/watch?v=-sJsR0y7R8U

This tutorial will show the process of how to create your lightmaps in Maya, once you have created and textured the object/s, then integrate those objects into engine to provide real life lighting on them.

Final pattern created on photoshop

Reference for floral patterns


Since my theme for this project was eastern/oriental based I wanted to stick to patterns that were mostly used in this region, e.g. floral patterns. 

For starting off developing this vase, from a cylinder, I wanted to slowly morph off the shape into something similar to what you see below. As you can see by the mid-stage the vase object was starting to take shape, I wanted to add in more geometry so that it gave the illusion of spherical roundness.

References

Here are some examples I took from various sites, for reference in the making of my vase, (For these particular two vases, I wanted to look at oriental patterning and various shapes).



In the previous post, on my jellyfish I asked the question "How would I create lightmaps in a 3D package and then apply it to a game engine". As I have never acquired this knowledge before, and the fact that I feel doing this would improve the look of my objects, giving them the correct shadows and lighting, I felt it was necessary to learn this process. 

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