I didn't need to do any more research as I already had the previous research from the first time I had created my diorama. This was just a case of re-modelling the tree. The thing that I found most difficult was the leaves. With the previous diorama that is what I found most difficult as well. For some reason I could not find the right combination to make the alphas work properly with the tree. I find that they best way to create the willow leaves is to create planes which look and fold like willow leaves, then within that I would create the alpha texture so that they look individual, leaves. I layered the planes and changed the to make the branches look fuller. I then took the trunk of the tree into zbrush once I had arranged the alpha leaves so that I could add in more detail especially with the roots. With this I baked it out and created a normal and AO to give the illusion that the low poly is high poly. I unwrapped and textured it then imported it into UE4 and gave it a scene with some modular rocks I had made.
Wednesday, 27 May 2015
Diorama Part 2
I knew from my previous diorama hand in that I wasn't going to get a very good mark which is a shame really. I was hoping I'd do well enough, but at the same time I didn't get my hopes up. But with this second chance I was able to really get into the re make of it. I decided I wanted to re-do a tree however I just made a different type of tree. I created a small bonsai willow tree.
Wednesday, 20 May 2015
FMP this way!
So it’s gotten to that time of year now which it is where we
get so many months to do our own wonderful own project called an FMP (Final
Major Project), where we do whatever we want to do. For this I am pairing up
with a friend to create our own level and what comes with this is a new place
to keep track of all progress and updates to how everything is progressing.
Come on let’s go! Check it out!
Wednesday, 14 January 2015
Japanese Cherry Blossom Diorama
Once we had finished our Sidescroller project and presented
it, it was time to start another project. No rest for the wicked!
We were given a range of industrial briefs which we could
choose from. So I decided to pick the diorama brief. I had to create a small
diorama scene with a selection of small assets and one hero asset. For the
scene I must have included the following Hero Asset (prop or vehicle), terrain
piece and small props such as rocks and vegetation. We had 3 weeks to do this
project and theme was determined by myself. There was no concept needed but a
key image to work from at least.
The piece I decided to do was a Japanese Cherry Blossom
Tree. I wanted to do this as my diorama piece because I knew for my FMP that
was to come in the new year that I was going to work on a Japanese Garden. So I
wanted to practice my tree modelling and texturing.
This is the key image that I used that I wanted to re-create
for my diorama:
Key Image |
First of all I started researching Japanese trees. I didn’t
know exactly what type of tree I wanted to go for so I looked at a wide range
and then felt strongest about a Japanese cherry blossom tree. I felt this would
be good to practice. Once I had found my key image I went ahead and started to
model my tree. I modelled it using splines and then path deforming the cylinder
I created. I purposely went ahead and used a lot of tris first of all so I
could then merge all the branches together so it flowed nicely into each
branch. Once all the branches were merged I then went ahead and got rid some of
the tris that weren’t needed and got rid of any n-gons. I took this into zbrush
and worked into adding details such as bumps, folds and knots like a normal
tree. I then used an alpha brush to add some texture. I then decided to start
focusing up on the leaves. I created a high poly leaf which I then duplicated and
FDD modified to make it slightly different to the rest. I then created two
smaller high-poly branches in which I would then object paint the leaves on. I
used the rump object paint so that the leaves towards the end of the branch
would be smaller. Once I was happy with that I then went ahead and edited the
leaves separately, so that there was no negative space. Once I had done that I
then baked it down onto a plane so I could then use it for alphas later.
Once I have finished that I then went back to my main tree
and baked down the high to low poly. Once I had done that I then went ahead and
arranged my alpha branches on one singular low poly branch to then object paint
on my tree. Once I had roughly painted my alphas onto my tree I manually
rotated and moved them to fill in the space left.
I created my terrain by putting it into zbrush and then
baking it down.
Once done I took it then into Unreal and worked in a
particle system to create falling blossom. I took my plane of my blossom and
then created an alpha in which I then created a particle effect to create a
falling blossom.
Final UE4 screenshot |
Subscribe to:
Posts (Atom)