I started the corridor by first creating it's walls, I started with one wall from a polygon cube and stretched it out as well as make it thinner and then duplicated to create the second wall. I also added some indented lines within the walls to make the wall look likes its built of panels. I then added a old rusty texture onto the walls to give this wear and tear ageing type feeling to the environment of the corridor.
I created the floor to get a basis for where things should be placed as well as also give the floor a panel texture, I model the floor from the same polygon as the wall but stretched out more to fit.
I created some ceiling connectors from a cube polygon and extruded the top face a few times to rotate them inwards, these were to give the corridor more character rather than just a flat ceiling on top.
I built the ceiling was done last since it would get in the way of modeling inside the corridor, but the ceiling was just made from duplicating the floor but I had to reapply the textures manually again for the panels effect of the corridor.
B) Texturing and Materials
Texturing with Materials -
There are different ways of texturing objects in Maya, this one consists of using and deciding on your own colours you pick, and applying them to your chosen objects. Below are the variety of materials you have at your display which contain their unique features. They also have special features such as glow which I applied to the wall lights.
Examples of using this texturing method:


Using Files for Textures -
This is for applying files and images you have gathered and placing them on your chosen objects. Getting files and textures makes more character to the objects since they wont just be a plain colour, they'll have variety and stand out by themselves.
Examples of using this method:
UV Mapping -
UV Mapping is a method that is built off from the previous method of using files for textures, the only difference is using for when using the UV Editor you can be more precise on how and where you want your file textures want to be placed and morphed. Rather than just the program placing down the texture with a random result.
Examples of using this method:
C) Textured Props
Sci-Fi weapon -
For texturing this prop it was done by using the texture materials. I used mainly Lambert material expect for the barrel of the gun which I used a Blin material to make it look metal and shiny, also changed the colours to match the sketch. For the orange part of the front on the gun I used the special effect of making part of it glow like I have done with other objects such as the wall light.
Toy Space Ship -
For texturing this space ship I used Lambert materials again since they don't have any shine to the material which helped make the space ship look plastic and toy-like.
Wooden Box -
For texturing the boxes I used the File and UV mapping method. I got a wooden box texture and positioned it to fit the box and place the wooden planks of the file to flow together and fit to make sense that it's a wooden box
D) Rendering
For looking at a rendered version of a still shot you can select this little clapper board icon to view it. Just make sure to turn off the gamma since when it comes to rendering in a video it won't be rendered with gamma on, so turn it off to fully understand how your scene will be lit.
Rendered stills of my Scene:












































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