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*Update* 04/09/11, Added missing 'Tea Tray' component and tri count.
This is an optimised, higher poly version of a tea set I made earlier in the year for the 'Mansion' environment and can be seen here > [link], around the 32 second mark.
The tea set was modified to proper scale and reoptimised to be used, like the Clock, for high end video game cutscene / environment or CG animation. Initially I tried to keep everything as low poly as possible, but found that the normal maps would give me weird glitching on the rims of the cups. I then went and tweaked each of the objects to be roughly proportionate with each other and modified the shapes if needed. From there, I made a duplicate and upscaled the poly count using the smooth function in Maya. I then optimised that mesh, deleting unrequired edge loops that didn't add anything to the shape. I unwrapped the mesh before duplicating it again and optimising it for sculpting purposes, by adding additional edge loops to allow for 'squarer' ends when smoothed.
I began sculpting the meshes and ran into some problems I had encountered before with meshes sticking through one another. I got around this by importing the handles and other parts separately, sculpting the details and exporting to be baked.
The texturing stage was an area which I wanted to improve on drastically, I used the feedback from the Clock to help make the changes. I wanted to use a floral design for the tea set and after a lot of looking around found a nice design by ~flashtuchka. To compliment the blue floral design I used a gold-orange colour for the rims and the bases. I created some mockup designs before finding the one I liked and set about texturing the teacup to that design. It was a long process of back and forthing between model and texture, but eventually I completed it and now use that process of texturing as standard.
Lighting and shaders was another area that benefitted greatly from this project. I went back and gave the clock a complete overhaul with these new found techniques. I'm glad I pushed on when I initially had issues with lighting, because now I'm a better artist because of it. I had issues lighting using a Blinn shader and it was only when a friend had tweaked an earlier model for me, that I realised I could make it incredibly realistic using a Mia material. I used a Blinn for the main textures and used it's nodes to plug into areas of the Mia material. From there I set about tweaking the lighting.
Anyway, here's the final result and around three weeks work. Enjoy!
Used Maya, Mental Ray, Photoshop, XNormal, Roadkill and TopoGun.
I used the floral pattern by ~flashtuchka
Special thanks to =xQUATROx, *yangtianli and *Ark-Kaos for their valuable feedback.
Gold and Blue Flower Tea Set © DR Spaceman, 2011
This is an optimised, higher poly version of a tea set I made earlier in the year for the 'Mansion' environment and can be seen here > [link], around the 32 second mark.
The tea set was modified to proper scale and reoptimised to be used, like the Clock, for high end video game cutscene / environment or CG animation. Initially I tried to keep everything as low poly as possible, but found that the normal maps would give me weird glitching on the rims of the cups. I then went and tweaked each of the objects to be roughly proportionate with each other and modified the shapes if needed. From there, I made a duplicate and upscaled the poly count using the smooth function in Maya. I then optimised that mesh, deleting unrequired edge loops that didn't add anything to the shape. I unwrapped the mesh before duplicating it again and optimising it for sculpting purposes, by adding additional edge loops to allow for 'squarer' ends when smoothed.
I began sculpting the meshes and ran into some problems I had encountered before with meshes sticking through one another. I got around this by importing the handles and other parts separately, sculpting the details and exporting to be baked.
The texturing stage was an area which I wanted to improve on drastically, I used the feedback from the Clock to help make the changes. I wanted to use a floral design for the tea set and after a lot of looking around found a nice design by ~flashtuchka. To compliment the blue floral design I used a gold-orange colour for the rims and the bases. I created some mockup designs before finding the one I liked and set about texturing the teacup to that design. It was a long process of back and forthing between model and texture, but eventually I completed it and now use that process of texturing as standard.
Lighting and shaders was another area that benefitted greatly from this project. I went back and gave the clock a complete overhaul with these new found techniques. I'm glad I pushed on when I initially had issues with lighting, because now I'm a better artist because of it. I had issues lighting using a Blinn shader and it was only when a friend had tweaked an earlier model for me, that I realised I could make it incredibly realistic using a Mia material. I used a Blinn for the main textures and used it's nodes to plug into areas of the Mia material. From there I set about tweaking the lighting.
Anyway, here's the final result and around three weeks work. Enjoy!
Used Maya, Mental Ray, Photoshop, XNormal, Roadkill and TopoGun.
I used the floral pattern by ~flashtuchka
Special thanks to =xQUATROx, *yangtianli and *Ark-Kaos for their valuable feedback.
Gold and Blue Flower Tea Set © DR Spaceman, 2011
Image size
1870x2219px 2.96 MB
© 2011 - 2024 DRSpaceman
Comments79
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Looks almost real