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FMP

Week5: Material Mapping — Fighting Area

This week I continued working on the textures for the battle area, which is very important as the final battle scene between the two protagonists, and I made sure that each texture echoed the style of the corridor textures, and as before I started by gathering a lot of references, mainly from the mine, and the launching silo textures.

In the production of material mapping, the main use of metal as well as stone wall materials, want to make the whole scene looks very solid, plus some old details, such as: scratches, edge wear, so that the whole scene style looks harmonious and unified.

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FMP

Week4:Texture mapping

This week my job was to create a material mapping for the corridor part, the utility is substance painter, for the style of the corridor mapping I looked for a lot of references and picked some films like: the opposite sex, star wars. The main material of the corridor is metal, with some old and sci-fi elements.

We end up rendering in UE5 with 2K parameters, so the accuracy of the mapping requirements are relatively high, most of the mapping is 2K mapping, and 4k mapping is used in some close-ups, and I try to use a variety of texture overlays as well as masks in the texture, to ensure that the texture details are real and rich.

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FMP

Week3:Model uv

This week is mainly for the corridor model and battle area model made in the previous two weeks for the creation of uv’s, because this time in the creation of the project, we have reached a consensus to use UE5 for the final rendering, so our production of uv’s is very different from the previous rendering in maya, first of all, I deleted most of the back of the model, in order to reduce the calculations in UE5, and second, for the texture, I zoomed in on the texture that would have close-up portions of the main scene, and the rest of the uv’s were placed in the same uv, to make sure that the uv space is of the same size, and that not a pixel grid will be wasted.

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FMP

Week2:Scene modelling— Fighting scenes

The second week’s main task was to create the most important battle scene in the film, where the fight between the monsters and the mechs takes place, so this scene was crucial.

Similarly, we first designed the design of the battle scene, confirming the scale and size, and we strictly agreed on the style so that it could blend perfectly with the corridor.

In terms of design, the battle scene is more like a mine shaft with a high depth, and I added a lot of props to the scene when modelling to enrich the details.

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FMP

Week1: Scene modelling

This week began to produce works at graduation, in the preliminary stage, I am mainly responsible for the scene of the model production, in the first week I mainly produce the film in the fight scene between the little monster and the soldiers, the corridor, the production tool for MAYA.

First of all, we will first draw up the design to determine its style, the scale and size of the corridor according to different angles, and how to lay the complicated pipes in the corridor.

In the modelling process, we mainly used inorganic modelling and learned to use two modelling plug-ins in MATYA – cable and plugls, one is specially designed for making complex pipes, and the other one adds details to objects, such as bumps, buttons and so on.