3d modelling – texturing

For this part of the task I took my model I previously designed and produced and reorganised the UV map before exporting it into Adobe Substance Painter. Substance Painter is a software that allows you to draw directly onto the model the desired texture you want to add.

The first thing I did was UV map my model. I started by opening the UV editor in MAYA and selecting the faces i wanted to map first. To me the front of the main seection of the shield seemed like a good place to start. Once selected, I went to the UV planar option box and projected the face I selected and layed it out on my map. I did this for the front and back of the shield.

For the side edges of my model I went to UV, automatic and stitched these bits together. After that I layed out all the UVs in an organised way by going to the layout optoins under the modify tab, setting the padding option to 10 each to space them out evenly and selecting those settings giving me this nice map for that part of my object.

I checked what the model would look like with the textures added and I was happy with the result so I moved on to the rest of the model.

After going over the processes with the rest of the sheild and the sword on the side I was able to create a decent UV map after unfolding and stitching together everything correctly and clicking the layout option again to lay everything out evenly.

Once the UV map was completed I exported the shield file as a .obj file from MAYA so that I could open it in Substance Painter (SB). SB allows us to draw or drag textures directly onto the model intuitively.

At the bottom you can see the textures I selected for my model. I select those textures and drag them onto the surface I wash to apply that texture to.

You can add transparency effects onto the textures as well, which is what I did with the window on the sheild. This is the final textured design I came up with.

Here is the sketchfab link to the project

https://blogs.ulster.ac.uk/b00845295/wp-admin/edit.php?s&post_status=all&post_type=post&action=-1&m=0&cat=2&filter_action=Filter&paged=1&action2=-1

3d modelling-building the model

Here is where I start building the first models of the sword and shield. I have documented the processes and methods I used to make the models the way I designed them into 3D.

Shield

The first thing I did way insert a basic cube and stretch it in scale to make it the size I desired based off the designs I created.

After this I added a bevel to the edges of the object then made another smaller object to place on top to get the two sections of the shield from the designs.

The next thing I did was take the multi-cut tool to create a shape in the middle of the top section of the shield in order to add the window. To remove the shape I selected face mode and clicked on the faces I wanted to remove and deleted them on both sides. Once I fixed the shape of the bevels I selected the edges of the gap and used the bridge tool to contect the gaps in the window space together.

Next I added a small cube object into the window gap. I turned this into a window looking object by selecting it, right-clicking and selecting “assign new material”. I selected the blinn option so the objects texture shines in the light. I then changed it to a blue colour and lowered the opacity to make it look like a glass screen.

The final details I added to the sheild were small sphere objects to act as rivets in the metal to make it look more realistic as well as the reinforeced pannels I added to my original designs. I then added some colour by assigning new materials again to give me the bases of what I want the final design to look like.

Sword

For the sword I used a lot of cylinder objects to make the handle as it was easier to manipulte them into the shapes and designs i desired for this part of the object. By copying and pasting the objects I created I was able to ensure all of them were uniform with each other.

Next I made the blade by creating a cube object, shaping it into a large rectangle, selecting one of the edges and changing the scale of that edge to make it look sharp like a blade. I then took the multi-cut tool and shaped the rest of the blade to match my design.

I finally added colour to the sword and for extra detail gave some parts of the blade a matte finish and some a shiny to show the sharper or metal bits more clearly in the design.

Here is the finished designs.