This mini brief, I am a signed to model my guitar with less than 128 polys. The aim was to create something personal to you; in my case, I was told to model my Sigma Guitar what I played every now and then for a hobby.
since I was limited to a number of polys that I could work with, the guitar seems to be very basic and blocky, Because the guitar strings were cylinders and cylinders has a lot of poly count due to the smooth curveI had no choice on not adding these strings onto my guitar.
My guitar dimensions were
23.5 cm wide
4 cm height 2.5
It is important for my guitar to have the right dimensions just in case I wanted to import into UE4.
While creating the guitar, I found it easy to model in Low polys. I also found it when I model in low poly it makes my guitar seem ugly and not realistic. Texturing the model may block out the pointed shapes and edges of my guitar. For my future experiments, I do more experimentation with low poly models.
This page will show you How I have imported the texture that we have taken when we was in a group at Hull University. I wanted to show you what more you could do with your textures ,how much detail you can get from just a 3D flat image. I will show you and tell you How I have created this.
I made the textures seamless with a size of 1024 x 1024 once I experimented with seamless texturing, I then moved on to importing my texture into Crazy bump. Crazy Bump is a favourite texture program I like to use before importing the textures into Unreal . The crazy bump basically bumps my textures to be more realistic like adding depth to the texture and shading.
The picture below will show you a rough idea how I created my material in blueprint and Crazy bump.
This map is a blend of 3 grey scale materials. Roughness map / Heigh map / AO map. In photoshop u can copy and paste the mask into each channel independantly R G and B. You can also add a 4th in the alpha channel
These textures show you a comeuppance 512×512 and 4096×4096. The texture are seamless to fit around most models or Can be used for painting landscapes in a game engine.
The Seamless Metal texture was taken just outside of my college,The picture was taken from an electric box.
This texture was taken outside of the college, The Normal is a 512×512 and 1024×1024 is seamless.
This Texture is a concrete Tile from one of the footpaths near Queens Gardens HULL.
PBR stands for :Physically Based Rendering.
The picture above shows you a material with PBR enabled and disabled. The difference about PBR is that it allows you to crate physical based rendering on your mesh. The shader allows you to create realistic textures onto your mesh to give it a better look then just normal Flat texture.
You will see PBR used in most modern games but for some early access games they stick to basic textures that they took with there Phones or cameras from home. A great example for this is 7 Days To Die.