Friday 8 May 2015

3D Ship Asset - Part 2

By James Ball


Just a quick thing I forgot to mention in the previous post before we begin. The wings of the 3D Model are different to the wings in the model sheet. Yes I know this and my reasoning behind this is simple. Balance, the ship looked to off balance with its wings that far back in the 3D view. Okay, back to it.


In this post I will discuss a little bit about what I went through during the UV Unwrapping, Texturing, Lighting, Rendering and Exporting Stages of my 3D Ship Asset.

UV Unwrapping
To prepare my model for UV Unwrapping, I first broke my ship into separate objects so that it would be easier to work with later on down the track. In the end after about 8 hours of work I ended up with 7 separate UV Maps and various off shoots to work with.


Texturing
Then it came time to do the Texturing. I spent about 2 and a half days or about 26 hours computer time on the texturing and if I had more time I could easily add in more detail or more of a story if you would to the weathering process. But I didn’t have any more time and I had to stick with what I currently got, which all in all is really not that bad I feel.

Back Thruster
Left Thruster
 Right Thruster
Cock Pit
Left Wing
Right Wing
Main Body

Lighting
When it came down to the lighting, I decided to play it safe and go with a slightly modified 3 point lighting set up and add a bounce light underneath the ship as well. In order of brightness I will start with the rim light which in the case of this scene acted as the sun. This light was very bright and was in fact a light yellow tinted free spotlight to save on render time. The second brightest light was the Main Light or the light behind the camera that had a tint of Blue as if it was artificial light coming from a window of another ship and the third light was the Bounce Light to take out the harsh shadows on the right hand side.





Rendering and Exporting
I used the Mental Ray Plugin for 3DS Max and rendered the final animation out into 240 individual Targa Files at the resolution of 1024px wide by 720 high, ready for use in Premiere Pro. Once I was in Premiere Pro, I placed the files into the time line and set it so each image was set to 1 frame. I then exported tho movie out as a H.264 MP4 file with audio turned off, frame rate set to 24 frames Per Second and 720P HD.

Please enjoy the final result.


I hope that you enjoyed Part 2 and I hope to see you soon in the future. Feel free to leave any questions/comments in the comments section below. :D

As always, this is James Ball signing out.

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