Week 7 & 8

 AI STANDARD SURFACE- SETTING UP A SCENE


 I watched the internal tutorials for Arnold PBR shader which was done by richard. The first step was to set up a scene by importing the meet mat assest and HDR background image which was provided by richard. Assigning AI Standard Surface Shader Material and by using skydome light assigning the background Image to it . The Image down below represents the rendered Image.




                                                                         Setting Up a Scene For Material Testing





AI STANDARD SURFACE- BASE LAYER



I have created a base layer on the meet mat assest by using Ai standard surface material Attributes in that we have base attribute increase the weight and change the base colour by using paint filler. The paint filler can get the colour code from any image, so as in the video I used a bumble bee image from internet and I got the colour code for the base layer. The below image represents the base layer of the model,



                                                                

                                                                           Creating a AI Standard Surface Base Layer



AI STANDARD SURFACE- BASE LAYER METALNESS


I have created a base layer on the meet mat assest by using Ai standard surface material Attributes in that we have base attribute increase the weight, change the base colour, Decrease the roughness and Increasethe metalness attribute. The below image represents the base layer metalness of the model,





                                                           Creating a AI Standard Surface Base layer Metalness


AI STANDARD SURFACE- SPECULAR LAYER


I have created a specular layer which is present in the Ai standard surface material Attributes in that we have specular Attribute increase the weight, change the specular colour, play with roughness and Anisotropy. The below Image Represents the specular layer of the model, 








                                                                         Creating a AI Standard Surface Specular Layer


AI STANDARD SURFACE -TRANSMISSION LAYER



I have created a transmission layer which is present in the AI standard surface material attributes in that we have Transmission attribute once you increase the weight, change the colour, increase  IOR   and     Anisotropy. The below Image Represents the Transmission layer of the model,







                                                                      Creating a AI Standard Surface Transmission Layer



AI STANDARD SURFACE - SUB SURFACE SCATTERING



I have created a sub surface  layer which is present in the AI standard surface material attributes in that we have sub surface attribute once you increase the weight, change both base colour and sub surface colour, increase the  Anisotropy and select the type to random walk. The below Image Represents the Transmission layer of the model,







                                                              Creating a AI Standard Surface Sub Surafce Scattering



AI STANDARD SURFACE - COAT LAYER



I have created a coat layer which is present in the AI standard surface material attributes in that we have coat layer attribute once you increase the weight, change both base colour and coat colour, increase the  Anisotropy, increase the IOR TO 1, bring down the roughness to 0 and change the value of rotation. The below Image Represents the Transmission layer of the model,








                                                                           Creating a AI Standard Surface Coat Layer



AI STANDARAD SURFACE- SHEEN LAYER


I have created a sheen layer which is present in the AI standard surface material attributes in that we have sheen layer attribute once you increase the weight, change Sheen colour and base colour increase the  Anisotropy and increase the roughness. The below Image Represents the sheen layer of the model,






                                                                              Creating a AI Standard Surface Sheen Layer


AI STANDARD SURFACE - EMMISSION LAYER




I have Created emmision layer which is present in the AI standard surface material attributes in that we have Emmission layer attribute once you increase the weight, change the colour and reduce the intensity of the skydome light, so that you can see the light illuminating from the model. The below Image Represents the Emmission layer of the model,






                                          
                                                                       Creating a AI Standard Surface Emmission layer



AI STANDARD SURFACE - THIN FILM LAYER



I have Created Thin film layer which is present in the AI standard surface material attributes in that we have Thin Film layer attribute once you increase the weight of thin film layer and IOR  you can see that the object is becoming transperent, its allowing light inside its mesh. The below image represents the thin film layer of the model,




                                                                   Creating a  AI Standard Surface Thin Film Layer                      


TEXTURING WORKSHOP- LOW POLY MODEL



I have done a texturing workshop in substance painter which was done by richard.This texturing barrel was complicated for me because I haven't used substance painter before\but I followed each step in order to achieve it. The first step is to import the assest which was given to substance painter as a fbx file. Second step was baking height maps in substance painter by opening the baking mesh maps by selecting height maps,  I have created detailing on the barrel by using height maps. Third step was to create a base colour for the barrel, so we have to bake mesh maps to normals. And I have created rust texture on the barrel by using fill layers. The below Image Represents the texturing of barrel,








                             
                               The first Image Represents the low poly model Is Imported to the substance painter




                                                     The Second Image Represents The barrel after baking height maps                    





                                                        The Third Image Represents The Base colour of the model





                                                       The final Image Represents the  Detailing Rust for the model











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