Wednesday, November 29, 2017

Game Environment Scene Part 4: Finished Model and UVs


I got all of my UVs finished for my model, with a few things being added to the model. I decided not to do the extra brick thing for the corners of the building as that would end up taking a lot more geometry and time that I need. I also ran into a huge roadblock during my work, which was Maya finally crashing for the first time ever for me, so I ended up losing a lot of progress and resulting in much not being able to be finished. I plan on using as much time as possible to get back to where I got to over the break. Over the break I was able to completely finish my model, but due to that crash, I don't have too much done since last time.


I got the top railing in, which ended up taking quite awhile to get each one evenly spaced (I ended up having to use a calculator and using a math problem to find the exact halfway point between two different poles, which ended up taking quite awhile due to all the poles needed). Now, in the actual game, there are cross-hatches that fill in each space like this:


Due to my crash with Maya, I ended up not having time to get those in again, which I plan to implement once I have more time. Thankfully I have all of my UVs done, so texturing should be a piece of cake. Despite my model still needing some texture, I plan on putting it into Unity just to see how it compares in size against my other group members' buildings to see if it needs an increase or decrease in size. I also finished the tower, but ended up leaving out some of the circular railings as I could not find an easy way to implement that in a way where it was even all the way around. Also, I didn't want my tri-count to be too high.


Wednesday, November 15, 2017

Game Environment Scene Part 3: More Modeling


I managed to get most of my models and UVs done since my last post, and now I'm in the process of texturing and painting for my models. Also, I plan on doing a few more small adjustments to my models themselves since I'm not completely satisfied with them right now. I may possibly add some extra "bricks" to get the bricks into my photo that are shown in the image below, but I'm going to test out bump maps first.


My tri count right now is just a little over 2000, which is pretty good, but I'd like to keep it as low as possible. Below are a few textures that I've selected for my building specifically, with some others within our group being shared. I also plan on getting some brushes to add a few extra details to textures that may be a little bland without extra detail.



Over Thanksgiving Break, I'm not going to be doing a whole lot, but I want to utilize any free time that I have to work on this project, and, if I'm lucky, get my model finished and textured, with a little small details thrown in for good measure. Also, I finally adjusted the top of the lighthouse to fit the original model a lot more, which already looks much better.





Wednesday, November 8, 2017

Game Environment Scene Part 2: Beginning of Models and References


For this part, I was tasked with beginning my modeling process. To really start this process, I had to get reference, and most of the images online didn't have good angles or looks at the building I am modeling, so I had to actually go in-game to gather reference.


I ended up taking a bunch of different screenshots in-game using the spectator mode that Overwatch has to get all angles of the lighthouse that I plan on modeling. Also, the spectator mode within the game allows me to look fully vertical downards, so I utilized this to get the texture of the roof tiling on the building, and I have plans to get the textures for the walls.


I plan on getting a lot more modeling and UVing done after this point, but I felt like I was struggling a bit to really figure out how to model certain things, such as the doorways into the lighthouse as well as the edges and bevels. I will most likely looks up some tutorials and ask for help to help me figure these problems out. Overall, I just hope to get my problems sorted out so I can utilize my time more efficiently.

Wednesday, November 1, 2017

Game Environment Scene Part 1: The Blocking


For this project, we are tasked with modeling a few buildings from a choice of three different games, those being Legend of Zelda: Breath of the Wild, Last of Us, and Overwatch. We are able to be in a group of three for this project. My group and I all agreed on doing a few buildings from the map Ilios from Overwatch since the buildings stand out with lots of bright colors and they seem much easier to model over more complex buildings that would be present in the Last of Us.


I chose to model the lighthouse on Ilios, one of the main capture points on one of the versions of the map. I wanted to model this since it is a main point of interest on the map and doesn't seem to hard to model.

For our scene, we plan on having that building, as well as two buildings chosen by my group members, and if everything works out right, we'll model the giant pit in the center that is one main part of another version of the map.