Final model

03/07/2013

 
The model is now complete. Here is a 360 turnaround for it. 
 

texturing part 2

03/07/2013

 
Now that I have the main texture made on photoshop, the next thing to do is to add the details to the bump map. 
What the bump map does is make things either stick out or invert into the model. Things that are black invert and things that are white are going to pop up. 

So to start, I copied one of the flaking texture layers from the textures folder and inverted it, so the whites and blacks will switch over and things will pop up when I update the maya file. I also need to make the text pop up too, so I copied the text layer and made it white so it will pop up. 
The next thing to make is the door under the hatch. I used some ruler guidelines to make the box where I'm going to make the door. Then, on a new layer, I got the brush tool and by pressing shift while moving the mouse, created straight lines down the guidelines. I also did the same for the mini sign that sits on the door, but I wanted the outline of that to pop out, so I did the outlines in white and the detail inside in black.
Furthermore, I found a logo that occasionally goes on post boxes, pulled it away so it sat on a transparent layer and feathered the outlines a bit so they weren't so harsh. I want that to pop out, so I made sure it was white. 
In addition, I added a little rectangle for the lock, drawing a little keyhole in black. 
I updated the maya file, but the texture was way too harsh, so I lowered the opacity of the layers a bit, and it sorted the problem. 
I did exactly the same thing for the roof and the hatch, making sure the insides of the hatch are still smooth by deleting any texture that falls on that piece of geometry in photoshop. I then updated the maya file to see how it's looking so far.  
The last thing to do is add some refined detail to the texture in the SpecularColour folder. I copied all the leaking and the rust into there, and focused on the rust first, turning it all into black by lowering the saturation and lightness. I also made the background a bit lighter so it shows up better on the model. 
I then updated the maya file and I'm pretty pleased with the result. The model is now complete!
 

texturing part 1

03/06/2013

 
Now that the UV Mapping has been done, it's time to add the texture. This post box is going to be old and worn down, so I'll be adding some pretty worn out rusty textures to this later on. 
The first thing I have to do however, is create a .psd file of the UV Map so I can work on the textures in photoshop. So I created a new PSD Network, doubled the size of the image and made it so Maya would send the Colour, Bump and SpeculaColour folders to photoshop. 
The first thing I was going to work on was adding the base texture, so that's working in the colour folder. I changed the base colour to a red and begun to add some textures, scaling them down to fit the map of the main body of the post box and changing it's layer options and opacity in order for it to come out red. I also added a bit of rust detail with the brush tool on a separate layer, lowering the opacity of that down too so it wouldn't be so striking against the red and become more subtle. 
I then began to bring in more textures, changing the levels layer and building up a set of layers to create my desired texture. I was checking my progress in Maya as I went along by simply saving the photoshop file and then asking Maya to update the PSD Network. 
I did pretty much the same thing for the top of the post box and the hatch, copying some of the textures that I used on the main body and altering layer options until I was happy. 
I then updated Maya again, and I noticed a few problems with the texture. There was a strange pattern on one side of the post box, so I went back into my UV Map in photoshop and found out what was wrong. There were some textures that were overlapping when I had copied them and forgot to scale them. I sorted that out, updated Maya and the strange pattern had disappeared. 
I can also add some detail with lettering and having the words "POST OFFICE" going across the front. To do this, I simply added some text on the UV Map and through duplicating layers, changing opacity, rubbing out parts of the words to make it look worn out and match the old, rusty style I'm going for, I managed to successfully add the text onto the main body of the post box. 
 

UV mapping

03/01/2013

 
The next stage was to add a UV Mapping reference in order to make sure that when we apply the texture, it flows properly and there are no strange overlapping areas. 
The first thing I did however, before I applied the UV map reference was to delete the edges on the bottom of the post box because they're not needed and wont be seen. It also keeps the poly count lower too. 
I then assigned a new material to the post box called "Blinn", clicked a checkered box next to 'colour', hit file and uploaded the UV map reference to the post box. 
The texture was completely distorted, so I had to into "Create UV's" in the menu and hit "Cylindrical Mapping". I also set the "Projection Horizontal Sweep" to 360 degrees instead of 180 degrees. 
I then opened the UV Texture Editor and scaled it down so I had room for the other parts of the post box I'll be fixing the texture for. 
The top of the post box was the next bit to sort out as it's very stretched out. In the Faces option, I selected the faces on the top of the post box, added a "Planar Mapping" to it. and made sure the width and the height were the same. Again, in the UV Texture Editor, I scaled it down so the size of the squares on the top were roughly the same as the rest of the post box, and put it to the side so there's still space to add more. 
I also added a Planar Mapping to the face at the bottom, even though it's not going to be shown just to make sure everything is clean and neat. I also scaled that one down and put it near the bottom of the UV Map to save some space. 
The next thing to work on was the hatch. I selected it and assigned a new material like before, adding the UV Map Reference to it. 
On the UV Texture Editor, there was a few bits of geometry that popped up that weren't needed, so I zoomed in on them and deleted them. The next thing to do to clean up the UV Map was to start connecting some of the edges to each other. The front needed to be connected to the top, and the top needed to be connected to the sides, so the UV Map follows fluidly across these faces. 
In order to do this, I had to find which edges connected with each piece of geometry. In the UV Texture Editor, the pieces of geometry are all over the place. To find which edges corresponds to one another, in the Edge Tool option, I selected an edge and had a look at the other pieces of geometry where an edge is also highlighted. When the said piece of geometry is found, I moved it towards it's matching edge, scaled accordingly so the two pieces matched up, and then sewed the two bits together. 
With this done, the UV Mapping is practically done. The last thing to do is a bit of clean up by selecting the rest of the unused faces into one and dragging them into the space of the hatch, and then moving it and scaling it to fit on the UV Map, making sure it doesn't overlap with any other bits of geometry. 
 

    Modelling a post box

    The tutorial I'll be following is modelling and texturing a traditional UK post box, aiming to keep it as low poly as possible. 

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