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


1, create a skydome light and link it to the background we found on internet.

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 withbutton, then chose the rest small fragments and clickto cut them in single face.


8, chose the part of the main body and use thesetwo 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.


11, open the image with Photo Shop, and change the reference shark image to match the UVs. (I also downloaded the bump map of the shark and drew some scars on it.)

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