WEEK 5 SPACESHIP texture AND CAVE SCENE

First I imported the model into sp and baked the maps at the same time.

I experimented with different textures, but went for a more real-life colour, as I wanted my model to look more realistic!

I used PS to create some text on the aircraft, which I imported into SP for texturing.

In order to make my ‘scientific mechanism’ more realistic and characteristic, I went to the Internet to find a lot of reference pictures, so as to design the form of the mechanism again.

I used the ‘rope plugin’ in c4d to create a number of transmission lines around the mechanism.

This is the whole process of making the ‘Scientific Mechanism’. Firstly, I create the basic form in Maya, and then I use ‘Boolean operations’ to cut the two objects. At the same time, I need to adjust the symmetry of the points and lines, so I will delete the other half of the object first, and then use the ‘special copy’ to finish it after I finish the half.

The most annoying thing is that every time I make a boolean cut, the lines of the model get messed up and I need to spend a lot of time sorting out the wiring and using multicuts to get it to have perfect wiring. This also makes it easier for me to subsequently unroll the UVs and get the materials on to save a lot of time.

After importing inside SP, I need to bake this model for mapping so that I can generate curvature and so on. So I can go ahead and add dirty marks and gullies, which is also for my model to be more realistic.

At first I used red lights for the energy transmission tubes of the ‘science machines’, but I thought that the colour didn’t look that coherent, so I went back to SP and adjusted the colour to lime green, which would give my whole scene a more scientific look.

I downloaded an asset from the internet which is allowing me to better add fog to the scene to simulate a real cave scene.

On top of that, I need to make the scene outside the cave, and this time I’m going to use c4d to model it first, because I want to use the volumetric mesh feature inside c4d, which might help me to simulate irregular forms better.

But I ran into a problem, c4d’s volumetric mesh generates a messy model uv, causing me to be unable to import it into sp to make a texture, so I chose to go with a different approach, which is to use maya to make the model, I went straight to the beginning by creating a base square, and stretching and adjusting the model section by section by expanding the surface.

Finally add some brushes with zb appropriately for more of a stone effect

I’m still using sp to make the maps.

After creating the terrain, I imported the models all into ue5 and used the bridge assets to build the surroundings.

Above is how I built the scenario, I found a reference image and used assets from inside bridge.

Because it’s a spaceship flying from the sea, the surroundings are still the ocean, I used the water plugin inside ue5 to add the ocean material.

Finally I need to add the level sequence and set up my shots, And I used post-processing volume to give my scene tonal and exposure harmony

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