29/11/17 UV editing and texturing Models Today's session focused on finishing off the environment level and its assets. Completing the last of models and laying the environment out getting it ready to be textured and eventually exported into a game engine for rendering. There were some late changes to the environments shape. This was the original shape for the environment, the blocout image above. The original shape was kept until problems began to occur with the layout and size of the floor and wall panels causing large gaps in the walls. It was then decided to go with a square shaped room than the existing shape, with the intent of quickly resolving the large gaps between the panels on the edges of the room. This did work more successfully. Although there were still gaps, the gaps could be filled by using a smoothed rectangle, which worked well with the environment. The next phase was to add the UV edited assets to the new shaped ...
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22/11/17 Asset development and UV editor Today's session was a continuation of asset development and Uv texturing. The focus today was on the creation of doors and walls. The walls have been created by another member of the group and shared together in order to keep the environment in uniform, basing the design from a mood boards already created. Fig 11 - Space station interior - https://www.pinterest.co.uk/stewartmarr/space-station-interior/ Fig 12 - Space station interior - https://www.pinterest.co.uk/stewartmarr/space-station-interior/ Fig 13 - Space station interior - https://www.pinterest.co.uk/stewartmarr/space-station-interior/ Fig 14 - Space station interior - https://www.pinterest.co.uk/stewartmarr/space-station-interior/ The walls panels will go around the room and the corridors leading to each member of the groups section. Design for the doors was based from the corridor panel design to keep in uniform but also from a mood board created som...
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21/11/17 Asset Construction - Continued Continuing work on asset construction for elements in the laboratory environment, a model bed, window and overhead work station have been constructed. The bed construction was done using a box, and looking at bed sizes online and appropriately scaling to purpose. Then smoothing off the edges using the edge loop tool and smooth object option to take away the sharpness of the edges to look more soft. A base, then mattress and pillow were created, with a small pillar underneath the base for the bed to sit on. Window The window design was loosely based off a similar design from Star Wars. Which can be seen in this mood board created below. Fig 10 - Laboratory Window https://www.pinterest.co.uk/stewartmarr/laboratory-window/ Using a cylinder, and using measurements gained from google searches for similar style windows in order to keep in scale, the cylinder was manipulated and scaled. The window ...
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15/11/17 Modelling Assets With the block out of the environment now complete, the next step was to begin developing and creating assets for the space station environment with more detail. First step was to build the assets to scale. This was done with the aide of a model human in Maya. From this, getting a good idea of size of the assets in relation to the model. The first asset built was a locker for the laboratory. This was done by starting with a cube and manipulating it, by adding edge loops and extruding elements to form the vents on the door for example and smoothing the overall shape of the object so it does not look as sharp on the edges. Then adding smaller shapes, such as the door handle and hinges to the locker more realistic. Other assets built in the session were, a lab chair, computer monitor and keyboard, table/ desk, cabinet draws, and lab capsules and beakers. Like the locker, these were created using simple shapes such as squar...