Error – Camping Bed Textures | Development

As I was applying the textures to my camping bed model, I began to see a few problems occur. Firstly, the texturing of the fabric had a few normal issues, leading to the creation of random line and the stretching of my materials. Because this did not resemble what I had created in substance painter, I began to troubleshoot the issue but had very little luck in finding a solution.

Screen Shot 2018-04-11 at 15.10.38
My model in Substance Painter
Camping Bed2
My model once rendered out in Blender

On showing my tutor, he assured me that the problem lied with the normal map of my model, so in an attempt to save the piece, I re-unwrapped the UVs, exported the mesh as an OBJ and repainted it in Substance Painter. This still proved to have some issues, so I repeated the process three more times, each time the final outcome showed an improvement.

Eventually I managed to export a version I was happy with, however, some issues are still evident in my final output. Despite these errors, I feel that the product still looks as desired, and the minor issues can be incorporated into the image by stating they are part of the ware and tare of that piece of outdoor furniture.

If I had time, I would have liked to either remodel the part of the mesh that was creating these problems, in order to gain a smoother finish or edit the issues out in photoshop.

 

Creating my Environment – Attempt 1 | Development

As I had little to no experience with what was necessary to create a realistic looking outdoor environment, I chose to search the Blender community for tips and tricks on how to get the look I wanted. In doing so, I found a tutorial uploaded by CG Geek on youtube.

In this tutorial, I learnt about many new features and techniques, including:

  • Sculpting planes to replicate a terrain.
  • Using separate layers to append asset packs into a blender file.
  • Using weight painting to add a vertex group for a particle system.
  • In-depth information about how to alter a particle system to simulate grass.
  • Uploading an HDR for environment lighting.
  • Using the node system to alter and layer texture images.

Unfortunately, I did not complete this tutorial in full because despite hoping to work with HDR environment lighting more, I was not happy with the results I was getting. Here are some examples of my best outcomes:

Image 1

untitled

With this HDR I felt that it was far too dark. The texture of the bushes began to lose detail, and despite this being rather accurate for the scenario, I did not want this to affect the visibility of my asset textures.

Image 2

 

 

 

untitled1 2

This HDR was far too bright for my liking, and although it lit the scene well, it began to look unnatural. I feared that this bright lighting would also cause my textures to lose detail, as the exposure on the leaves was rather high, and as a few of my items were reflective, this did not seem like the best HDR to use.

Image 3

untitled1

 

While I liked this image the most, I wanted to use the HDR as an environment, not just lighting, and despite altering the effect multiple time, I could not match the two.

You can view my attempt in the timelapse liked below.


 

Sources:

– CG Geek (2018). Create a Forest in Blender in 1 Hour.

Available at: https://www.youtube.com/watch?v=DtC4-mwPRww [Accessed 27 Apr. 2018].

Texture Painting my Assets | Development

The following images showcase the textures, masks, paint and grunge filters I used for each asset. Each of the textures have been altered in their roughness or colour to fit the asset. Some parts of the models were textured the same, despite being separated in export.

Campfire:

 

Camping Bed:

Screen Shot 2018-04-27 at 10.43.01

Camping Chair:

Screen Shot 2018-04-27 at 11.00.06

Camping Table:

Cooler:

Cutlery and Crockery:
Screen Shot 2018-04-27 at 10.55.38

Flask:

Screen Shot 2018-04-27 at 10.31.00

Kitchen Roll:

Lantern:

 

Saucepan:

Tent:

Tinned Food:

Screen Shot 2018-04-27 at 10.36.47

Add-ons | Research

Screen Shot 2018-04-27 at 10.05.38

In the User Preferences, Bender has an option for its users to turn certain Add-ons on or off. Add-ons are there to extend Blender’s functionality, so I relied on the advice of other users to decide what Add-ons to use. I only ended up enabling two add-ons while creating this project, however I was interested to explore the features available.

Node Wrangler

Screen Shot 2018-04-27 at 10.08.09

This add-on allowed me to select a node in the node editor, and see the effects it had on my work.

Image Plane

Screen Shot 2018-04-27 at 10.07.56

I discovered this while completing one of Blender Guru’s tutorials, as it required me to import an image as a plane to create the background of my work.

Auto Tile Size

Screen Shot 2018-04-27 at 15.09.38

 

This ensured I had the correct tile size when rendering out on either GPU or CPU.

HDRI Haven | Research

What is HDRI?

 “High-dynamic-range imaging is a high dynamic range technique used in imaging and photography to reproduce a greater dynamic range of luminosity than is possible with standard digital imaging or photographic techniques.”

– (Wikipedia, 2018)

These images can be used in 3D modelling software to light scenes.

HDRI Haven

When creating my final scene, I wanted to experiment with using HDRI environment maps to light my scene. While I was familiar with the lighting features in Blender I had never used an HDRI image, so I set to finding images I could experiment with. ‘HDRI Haven’ was suggested to me by a tutor, but it was also mentioned several times during my research, so I searched their website for some appropriate maps to use in my scene. The following are examples I thought would fit well.

Each image had a different effect on my environment, here are some rendered examples of this lighting change.

 


Source

– Zaal, G. (2018). HDRI Haven. [online] HDRI Haven. Available at: https://hdrihaven.com [Accessed 27 Apr. 2018].

– Wikipedia. (2018). High-dynamic-range imaging. [online] Available at: https://en.wikipedia.org/wiki/High-dynamic-range_imaging [Accessed 27 Apr. 2018].