Tuesday 22 April 2014

Trash Asset Creation


Images, Textures, Sketches and Writing to come

This was the first of our industry standard tests for asset creation. This involved given guideline which we had to strictly follow, such as a polygon count, texture size and lighting condition.

We had 500 Triangles and a 1024x1024 diffuse map.

Here we had to create a realistic pile of rubbish on an overcast day, so the lighting is even around the object. This means it can fit into multiple different scenes and conditions.



Using reference images and conditions, and following the brief of using a box and a trash bag, I created the low polygon model in Maya, which was a challenge as you had to keep track of the polygon count and have everything looking as smooth as possible. I learned a lot about keeping optimizing the mesh, creating triangle and deleting unseen faces, as well as what object to make separate, all to save polygons.





A big challenge came in creating the textures. I used a whole load of images to create this in Photoshop. Such as cardboard and bin bag textures, water stains, cigarette packets, tape and fruit box labels.



After creating the diffuse texture I baked an Ambient Occlusion map for my model and added it to the diffuse texture, however this turned out to be a bit strong.


This model I am very happy with, I feel the diffuse texture and model went very well. The main things that lets it down is the Ambient Occlusion baking.



I learn a lot doing this, a lot of it was ground I hadn't really covered to this extent before. Of course I have done texturing and modelling but not to strict guide lines, or to this standard.


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