Friday, 11 April 2014

UDK

 The final step was importing everything into UDK. After importing each object and setting up materials so that I could apply the texture to them, I had to set up collision. Here are the collisions for each object that appears in the diorama.










Here is a screenshot of the digger and diorama displayed in the UDK game engine.

Diorama Texture

For the diorama, we were given the limitation of using one 1024 x 1024 diffuse texture. To make the diorama slightly easier to texture I chose to use four 512 x 512 textures instead of a single larger texture. This makes it possible to split up the scene into different parts to make texturing it slightly more simple.

This is the first 512 texture. This texture is used for the road. This texture was easy to make, using a photograph of a road which I then edited to make it tile correctly.

The second 512 texture includes a tiling path and kerb texture, as well as the texture for the digger bucket and the lower part of the traffic light.

The third texture includes the lamppost, the traffic cones and the top section of the traffic light.

The final texture features the plastic barriers and the sign.

This is the diorama with all four textures applied, displayed in Maya.


Diorama

Here is the Maya model of my diorama. My idea for the diorama was to create a small area of roadworks on one side of a road with my digger sat in the middle of it. The roadworks diorama contains 5 cones, 3 plastic barriers, 3 lampposts, a temporary traffic light, a sign and a digger bucket.


In total, my whole diorama came in at exactly 1000 tris.


Texturing Again

Here is the final diffuse texture for my digger. It is a single 1024 x 1024 texture.


Here is the 512 x 512 decal sheet I created for my digger.


This is the digger model with the final textures on it, displayed in Maya.




Friday, 21 March 2014

Texturing - Diffuse


Here is the latest version of the diffuse map for the digger. It looks fairly good at the minute although it still needs more work, namely the smaller details and more dirt on the lower section of the cab.

This is how the digger looks at present in Maya.


Texturing - Normal and Specular maps


Here is the normal map I created for the tracks. Below are the low poly track I baked the texture too and the high poly track design I baked from.




Here is the first version of the specular map I will use on the digger.

Friday, 14 March 2014

UV Mapping


Here is the final UV layout for my digger, set out with as little dead texture space as possible.

 

Below are a few shots of the digger with a UV spacing texture, showing that there is little to no stretching on the model.