Sunday, 22 February 2015

Final Renders

Shot from middle right corner:
 Shot from top right corner:
 Shot frombottom right corner:
 Shot from the fireplace:

Almost done...

I forgot to mention I added a phong material to the texture of the leather armchairs to add a little realistic shine of the material. I lower the shine a reflection slightly though so none of the nearby objects were reflected in the armchair like a mirror.

Texture maps

The beer pump handle was made up of just block colours but the UV map helped a lot to make sure I knew where the black plastic starts and finishes on the cylinder:

 The chimney-piece has 2 modified textures that originate from CGtextures. I took the plaster texture and darkened it to a moody grey and took the brick work texture and darkened it whilst increasing the contrast. I added a bump map to this texture map as well:

The staff door has one modified texture on it which is the wood. Its a darker version of a texture taken from CGtextures. The 'staff only' sign and push pad are 100% mine.

Modified textures

Here I've listed all the textures that I modified from the textures from CGtextures:

This was modified from the fabric texture. I darkened it to black and grey scaled it to erase any colour. I'm going to use this with a bump map for the beer mats:

This is a smooth wood texture that I modified by tiling, clone stamping and changing the colour in Photoshop:

In this texture I've made a dark wood which can be used for a collection of different elements in the scene:

This is a modified version of the fabric texture but this time with a red tinge being the main modification. Made for the cushions in the chairs:

This is a modified leather texture. Compared to its original I followed the same procedure as the smooth wood:

 This is actually my own texture which is for the lemons in the bowls:

This modified plaster texture also followed the same process as the smooth wood and the modified leather texture:

This texture is the same as the one above but I've change the colour slightly. I feel this shade will work well for the walls.

More textures

All the texture in this post were taken and our owned by CGtextures (http://www.cgtextures.com/). I will edit and modify these in my final render but the originals below are not mine:

This leather texture can be modified for the armchairs:

This brickwork can be used for walls and maybe parts of the chimney piece:

 This fabric texture can be used for any fabirc/textile components in my scene once modified:

This plaster texture could be used for the walls and the wainscot:

These wood texture have a variety of smoothness and density to they can be used for the wooden components in my scene once modified:




Images all sampled from http://www.cgtextures.com/

Floorboard texturing

To look for a plank texture to modify I went to CGtextures (http://www.cgtextures.com/) which supplys free textures as long as you give credit. For modifications I darkened the texture, tiled it so the planks wouldn't be too big on the floor a messed around a little with the brightness and contrast (all done through Photoshop). When i applied it to the scene I also added a bump map to make each plank stand out a little more than the creases:

Original texture from http://www.cgtextures.com/:

Edited texture:

Sample in the scene:


Using Maya materials

Other objects in the scene that I textured using maya materials soley include the  metal bar on the bar,  the window, the bowls containing the lemons, the soda fount and parts of the beers pump. (The glasses and bottles are green because i have 'emit specular' setting un-checked on these screenshots:

The bar was just a simple dark brown phong material. I went for a quite dulled out colour, as to not draw too much attention to it:

For the bowl a good way to create a pottery shine in maya is to use the blinn material. I editing the settings as to not allow too much shine and so it looked like varnished painted pottery. I went for this blue colour just as little more variation to the colour of the 'woody' scene surrounding it:

 I applied a light grey metallic phong material to the pipework on the soda fount and the tap on the beer pump. The bottom of the soda fount, the tap of the soda fount and the drain of the beer pump are shaded with blinn materials of different shades of grey (with slightly different setting depending on there material). The soda fount's tips are shaded with black lamberts as its just made of plain, dulled out black plastic:

The window has a simple black phong material applied to it as it is made of metal:


Interior light texturing

For the interior lights I only needed to add the phong material texture to the metallic area. The bulb and lamp shade are transparent lambert that are just shaded with a block colour of creamy brown:

Without lighting:


With lighting:


Final Scene wireframes

Before I go on to texturing I though it would be important to show the wire-frames of my scene so far, as all the objects have been placed now in the scene:

Top

Front

Right


More UVs

Not every object in the scene actually required UV mapping because some details were more small and faded than others and some just worked fine with the standard UV map anyway. But here are the others parts of the scene where I had to design the UV maps:

Armchair middle UV map - For this part of the armchair i divided the object into to parts, the back and the bottom:

Armchair side UV map:

Armchair arm UV map:

Bar UV map:

Beer pump handle -The beer pump handle is metal at the top and bottom areas so this UV map will be handy when making the texture to indicate where these areas are:

Chimney-piece UV map - For this map I tried to concentrate mostly on the sides of the model that were going to be in the shots most. Everything off camera was on lower priority:

Cigar box lid UV map:

Cigar box UV map:

Floor UV map - The UV map was edited to allow maximum resolution for the only face actually in the scene:

Bar shelf UV map - Luckily this object can stay in straight mode so it was easier to map without causing distortion. The UV map is quite messy but a long as I remember what each piece is it should be fine:

Friday, 20 February 2015

Staff door and doorway UV maps

The staff door's UV map was quite easy to do baring in mind only one of its faces is showing in the scene and its still in straight mode. The push pad and sign are larger than the door because I'm not sure what textures to do for them yet whilst the door part will just be basic wood:



The doorway was a little more difficult as its in smooth mode but obviously I converted it to straight mode whilst making the UV map. But when you go back it can cause a lot of distortion. Luckily I plan to have this part of scene have a smooth and rather basic wood texture: