Changing the textures of an existing 3D model within Substance Designer was really tricky for me. Initially, I spent a lot of time trying to figure out how to import the 3D object file into the 3D Substance Designer, there didn’t seem to be any options under the ‘File’ and ‘3D view’ sections to import .fbx or .obj files, until I realized that I was just required to drag and drop the downloaded file into the screen in order for it to load. I ended up working on the design graph before importing the 3D model into the scene, initially, the design I was creating was perfectly projecting itself onto both the 2D and 3D view, although importing the 3D model of the tree halfway through caused the design to stop displaying on the 3D view section of the workspace. I ended up creating a dirt-like design that only displayed through the 2D view.
In order to complete this assignment, I looked through a variety of youtube videos that I thought I could try and recreate. I made attempts in recreating a few longer tutorials, although found myself getting extremely lost at certain points, so I decided to watch through the reference provided in the week 9 homework posting for the Procedural Tree Bark by Adobe until I got a better general understanding of the functions and structures of each node in relation to how they contribute and influence the final output. After doing so, I took my try at recreating a stylized snow design by Poly Doorway: https://youtu.be/2TotJ5_JtL8?list=PL5WsVKipEuGzNYjOJAzLGDsyCHlAB7F3B
There were some aspects I decided not to include in my own design, and made a few changes as I went along with the video and experimented with the different functions that they brought into their own work.
For this assignment, I wanted to create a small diorama box inspired by nature. I downloaded a variety of 3D models from https://free3d.com/. I’m not entirely familiar with working within Unity, especially when it comes to retexturing or changing the visuals of pre-built models considering that I typically focused on the experience of sculpting 3D models in previous courses. That said, I struggled with applying photorealistic textures that I downloaded from freepbr.com. I found that I would be able to download and import the textures into the scene, as well as apply the textures onto the individual parts of each model, although the actual detailing wouldn’t apply in the official rendered sketch of the scene. I tried playing around with the lighting and material settings of each texture that I downloaded and imported, although they all seemed to have the same problem. I will have to look back and rework integrating the downloaded textures into the scenes, as the process in which I applied these textures aren’t functioning as intended.
In this scene, I tried to implement a variety of tree bark textures, rock textures, leaf textures and snow textures. I have included a few of the texture images below.
Using p5.js was a new experience for me, similarly to how I started out writing our shader codes in The Book of Shaders Editor, I had to visit a variety of sources to brush up on the basic concepts of creating code on p5.js and how to set up a sketch to be eligible to perform the tasks I require it to execute. I gained a lot of help from the p5.js reference to understand how to use a variety of the functions that were available to use.
For this work, I used a photo of a compilation of quick sketches from a different class and wanted to recolor and reconstruct the image so that it appears overly distorted. In order to do this, I repeatedly manipulated the pixels, changing their rgba values and utilizing shaping functions including sine, cosine, and square root.
For this week’s homework I downloaded a shoe model that I found on Turbosquid and imported into the substance designer.
I followed the instructions and first prepared my file in blender and then imported into substance designer. I did find unwrapping on blender a little difficult as I have never done it before.
In Substance designer, I was unable to import the fbx file directly but it worked when I dragged and dropped it.
For this week’s homework, I followed the class instructions, at first I couldn’t get the option render the pipeline assets even though I followed the directions and made sure to download the package, URP assets etc.
But after re-installing the editor it worked out. I really like the patterns and textures available at Free PBR. I tried creating a dining room setting.
Patterned BW Vinyl PBR Material
Scuffed Titanium PBR Metal Material
Bird Feathers 2 PBR Material
Worn Blue Burlap PBR Material
For this last assignment, I want to do something more artistic than the house demo we did during the class. So I came up with an idea of texturing a human figure or statue for this assignment. Then I found a man falling figure which I think I can make some artistic things from it. Since the assignment required me to do 2-3 texture separately for each part, so I came up with detaching body parts to make it like this human figure is falling apart into pieces. The texture choices are from my idea of combining traditional statue with technology. Although, the one I chose is not really traditional statue, I still want to do the experiment to see what’s gonna happen. Here are the outcomes:
I think the final results looks good at least it’s not ugly (personal opinion)
After finish creating and texturing my 3D model, I trying to render the texture. I encountered an issue that says error for rendering the color part. I tried to do some search online and solve it but it won’t work out for me. Besides, when I trying to apply my rendered curvature map, position and other map to the model it won’t showing up for me. It is all just black color on the model. I tried to solve this problem as well but I don’t know why it is happening.
Progress and graph screenshots:
Type 1: Adjust the level of smoothness and matallic to create a material which can reflect a photorealistic skybox.
Type 2: Using the shader graph in Unity to create a reflective effect.
Inspirations or Influences