{"id":480,"date":"2009-03-04T17:57:02","date_gmt":"2009-03-04T16:57:02","guid":{"rendered":"http:\/\/raykit.co.uk\/blog\/?p=480"},"modified":"2011-02-10T03:54:35","modified_gmt":"2011-02-10T02:54:35","slug":"game-skip","status":"publish","type":"post","link":"https:\/\/raykit.co.uk\/blog\/2009\/03\/04\/game-skip\/","title":{"rendered":"Game &#8211; Skip"},"content":{"rendered":"<p><a title=\"3D Skip\" href=\"http:\/\/raykit.co.uk\/blog\/images\/raykitshum_3d_skip.jpg\"  rel=\"lightbox[roadtrip]\"><img decoding=\"async\" src=\"http:\/\/raykit.co.uk\/blog\/images\/_raykitshum_3d_skip.jpg\" alt=\"3D Skip\" \/><\/a><\/p>\n<p>Here&#8217;s my first attempt at low poly modeling and texturing. I&#8217;ve chosen an object that had fairly simple geometry, so I decided to model a rubbish skip as it&#8217;s very box-like in shape and had some interesting texture on it.<\/p>\n<p>In the modeling stage, I&#8217;ve tried to keep the poly count as low as possible but still retaining the basic shape. I&#8217;ve applied the unwrap UVW modifier to the object which took awhile to do and then exported the UVW template to photoshop ready to be textured.<\/p>\n<p>Beforing texturing, I&#8217;ve rendered an Ambient Occlusion map using Mental Ray renderer which helps bring out the shadows and gives depth to the map. This was applied as a layer in Photoshop which made it easier to texture as I could identify which area where sticking out and which were hidden in.<\/p>\n<p>All of the texture where done from scratch apart from the rust which was taken from a stock photo. I&#8217;ve emphasised the rust by duplicating the layer and added a motion blur underneath to give that drippy effect. I&#8217;ve greyscaled the diffuse map to create the specular map and altered the levels. The normal map was done using the Photoshop plug-in to add the bump effect.<\/p>\n<p>A few areas that I could improve on are the edges on the skip which could of been chamfered to give it a smoother finish, but as this was also my first time at unwrapping UVW I didn&#8217;t want to complicate things. Another area would be to add the extra poly to the inside bolts to make it stick out abit more.<\/p>\n<p>Overall I&#8217;m pleased with the result and I&#8217;ve learnt quite a few new techniques along the way.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Here&#8217;s my first attempt at low poly modeling and texturing. I&#8217;ve chosen an object that had fairly simple geometry, so I decided to model a rubbish skip as it&#8217;s very box-like in shape and had some interesting texture on it. In the modeling stage, I&#8217;ve tried to keep the poly count as low as possible [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[22,28],"tags":[62,23],"_links":{"self":[{"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/posts\/480"}],"collection":[{"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/comments?post=480"}],"version-history":[{"count":11,"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/posts\/480\/revisions"}],"predecessor-version":[{"id":1531,"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/posts\/480\/revisions\/1531"}],"wp:attachment":[{"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/media?parent=480"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/categories?post=480"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/raykit.co.uk\/blog\/wp-json\/wp\/v2\/tags?post=480"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}