YaorongYANG@GA
2015年1月5日星期一
2014年12月11日星期四
a traditional Chinese inn from My Won Swordsman
Hello everyone, this is my buiiding in Unreal 4, It comes from a Chinese comedy called "My Own Swordsman"
I don't spend much time on the texture so they may look strange.
this is the original one:
2014年6月23日星期一
how I build my toy
Toy
1, create the basic object of the toy.
2, cutting UVs.
3, open fur at the top tool bar and chose
duckling for the rabbit.
4, use Inclination, Polar and Roll change
the direction of the fur, use length to change hair’s length, density to change
the density. Keep changing until it looks like the original one.
6, build the glass eyes and red ear.
9, create lights.
10, check rendering settings and render,
done.
how I build my pod racer
Pod racer
2, rendering settings – environment –
create sky Shader, Maya will create a sky Shader sphere, link its color to the
background image as the background.
3, build basic module based on the
references.
4, build the metal material: create a aistandard
texture ball, change the diffuse color to brown, and the diffuse weight to 0.1;
change the specular weight to 0.9 and change its color too; reflection weight
to 1 and open enable internal reflection; load a bump map.
5, create other textures with different
datas.
6, assign the material to the polygons.
7, add lights.
8, Check rendering settings and render,
done.
how I build my table
Table
1, create the basic module of the table,
the table lamp, the cans, the books and the wall, this should be easy.
2, cutting UVs and export them.
3, use Photo Shop to create the texture
map.
4, chose Arnold – light –skydome light and
change its color to dark blue to simulate night sky light.
5, create an aistandard texture ball in Hypershade,
link it to the table texture.
6, change the data of the texture ball till
it looks like a wood stuff.
7, repeat step 6 to the rest objects but
with different data.
8, create a point light, move it till it
match the table lamp, change the color and tencety till it looks like a table
lamp
11, test rendering and change
12, till the final rendering.
how I build my shark
Shark:
1, this is the basic module we built with
lecture in class:
2, click make the selected
object live to make the original module as the outline of the new one
3, create a polygon plane and extrude it,
change the vertex, and build a new one with better quality and more detail. Or
we could click
and chose “quad draw”,
then change the transform constrains to the basic shark and draw a new one, I choose
the second way. (The picture showed the first way because I use my old picture,
I forgot to print a new picture for this step.)
4, it looks like this when this step
finished.
5, smooth it as the torn bike.
6, open window – UV texture editor to edit
the UV, then click create UVs – automatic mapping and Maya would create a UV
map about the shark
7, cutting UVs, chose the fins and the main
body and move them with
button, then chose the
rest small fragments and click
to cut them in single
face.
button, then chose the
rest small fragments and click
to cut them in single
face.
8, chose the part of the main body and use
these
two buttons to reunion
these fragment, do the same to the fins.
two buttons to reunion
these fragment, do the same to the fins.
9 finished UV.
10, on UV texture edit window, chose the
shark - polygon – UV snapshot, to export the image of UVs.
12, finished.
13, create a lambert, link the shark image
we built and the bump map to it, and assign it to the shark module.
14, mesh – mirror geometry, click the box
at the right of it then chose mirror direction to –x, apply, the other half of
the shark.
15, build the teeth and eye balls with
other polygons.
16, create a camera and set it and look
through it as the torn bike.
17, create lights, change the color to blue
to simulate underwater environment.
18, import a sea image to the rendering
camera as background.
19, check render settings, batch render, done
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