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.
Wednesday, October 25, 2017
Wednesday, October 18, 2017
The Dining Project Part 3: UVing, Lighting, and some more Modeling
For this part of the project, I was tasked with adding in some lighting into my scene, as well as finishing up some models and UVs so I could then get started on the textures.
In terms of lighting, I was able to put in a few different types of lighting, and one of those was the hanging lights that you see here. Since this is a requirement for this project, this was my first priority. What I did is used simple cones and cylinders to represent the light shade and the cable, and a sphere with certain statistics to make a "glowing" light bulb. I used spot lights to achieve the light that it shines down onto the bar and tables.
I also made some small little lights to go on some parts of the shelving behind the bar as another accent and light fixture in the scene. As seen in the first picture, they came out quite well and don't take away from the scene.
Finally, I was able to get windows put into the right wall of my scene, allowing for natural light to enter my scene as well. I put in a sort of skybox as well to add a more natural look for the outside. I ended up using the glass preset for my windows and then messing with those settings for a bit after many failed attempts of recreating a glass texture.
Overall, I feel the progress is going steadily, but I will be starting to pick up my pace since the due date is right around the corner. I did have a few different problems, with things such as lighting not showing up to lights not duplicating to mesh lights not working right. There were many times I had to take breaks due to the program being super finicky and glitchy at times, but hopefully things start to settle in fine again.
Wednesday, October 11, 2017
The Dining Project Part 2: Modeling and UVing
For this part, I was tasked with modeling and UVing the objects within my scene, and so far, there have been some good parts and some not so good parts. Overall, I feel like I've been getting some decent progress in.
I was able to get my bar all UV'ed (I didn't change it really from the blocking version since it still seemed to fit my scene well, so I only did minor touches to it). I simply used planar UVs and unfolded them by cutting a few corners on the sides.
I kept my shelving the same too as it fit well with my scene, but I do still have plans to add either a mirror or some form of beer dispenser in the middle in the big open part. The UVs went down normally as usual, with the process being the same as the bar UVs.
I managed to do the floors and walls of the cube and get them UV'ed, as well as the ceiling (not pictured) using the same process as my other UVs. I do have plans to go back in and work with them a little bit more if I do happen to add anything like windows or pillars and such.
I got my chairs modeled (it actually was quite simple to do) and now have the UVs to do on it. I experimented a little bit on different ways of UVing it, but I haven't been able to find a way yet.
Finally, I was able to make a stool (with a curved back rest to boot, using just a few edge loops). However, I have run into a problem that I've tried to address and that deals with the UVs. Since I used the extrude tool to make the actual seat part of the stool, the UVs come out very distorted and glitchy, so I may go back in and redo the model itself or find a way to UV it correctly.
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