Hello. It’s time for an update on my sci-fi crate, so here we go!
The inspiration for my crate is all from the Halo and Portal games. Well for shape and model I was looking more at the Portal’s “companion cube” as I hope you can tell from the rough and hard edges I have in my crate. When it comes to texture mostly of what I aimed for is from Halo I would say, as the crate I am trying to create is a bit more serious than those from the Portal’s series.
So for the diffuse map (the map that holds all colours, icons and so on. think of it as a textured piece of paper that is wrapped around your model.) I chose the materials metal, rubber and carbon fibre as they are rough and almost industrial, just like the Spartan suit from halo is. For getting the right appearance of the materials I will have to use a specular map to get the reflection and normal map for the texture of it but that’s for next week. As the Spartan suit’s is themed with one high saturated colours of either green, red or blue I thought my crate would have one of these as colour theme. I chose red simply because I think it looks better than the others. (And maybe a little because I didn’t wanted to do blue just because “sci-fi” is supposed to be “blue”, wanted to try if I could make it work with red.)
The colours I used (well, it was only red) I made pretty hard saturated. The colour is distinct and even darkened a bit to compensate for the brighter metal scratches and polished parts inside the spheres. The rubber I made with zero saturation as to make contrast with the redness so they are basically all dark grey. To give them a little bit of wear and tear to fit the rest of the texture I highlighted the edges as when rubber or plastic gets damage they tend to brighten a bit. It also adds a bit to contrast so the grey parts aren’t all grey and boring.
The colour I use is warm. As sci-fi tend to have a bluish tone to it, it is often a cold felling in a sci-fi image overall and as I stated before I wanted to see if I could do the opposite of the “stereotypes” of sci-fi. My crate also have a dirty look to it, it looks like it have been out in the sun and hot weather for ages, maybe in a dessert. At least it doesn’t look like a new, directly from factory crate for sure.
This is my crate with an “UV-checker” I got from Nataska, our 3D teacher. It is used when doing the UV map. By using this it is much easier to see how large or small the resolutions on the different parts of the UV map are. This is all so that your crate won’t look blurry on some spots as they have too few pixels, while some will have “too many”. You would want a diffuse that is as even as possible. You can also use it to see so that there aren’t any big distortions on your texture and if there are you might need to re-cut your UV-map and relax the tensions creating those distortions and warps.
For my crate I chose to use the same area of the UV map several times so that my result would be of higher resolution in the texture as we were limited to 512px X 512px for this assignment. For my crate that is symmetrical in all dimensions this isn’t a big of a problem as the symmetry already is obvious and the details are so small they are hard to see if being repeated compared to an unsymmetrical crate of a different material (like if you see the same planks of a wooden box being repeated they are much easier to spot). Also, this crate has six sides, and no matter how you try to look at it you will only see a maximum of three sides at the same time, so why don’t repeat the texture on those sides that you can’t see at the same time? This saves both time in creating all of the maps, but the crate also gets a higher resolution by reusing the space on the UV-map.
This is how my final diffuse map turned out. As you can see I reused a lot of space. If I haven’t done this the resolution would have been around 6 times smaller than what I managed to do now. But as I said before, this only works for a few types of situations such as mine.
This is how my crate looks in the Unreal Engine (using UDK). Note that this is only with a diffuse map. The specular map and the normal map will be made next week, and hopefully this crate will look much nicer than it does right now.
That’s it for now!
Hare gött!
-Lui