Posts

Manhole Cover

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Although we were pretty much finished with our scene, I noticed that the floors outside seemed quite plain, and so asked if I should add something like a manhole cover or drain. A drain would have probably more time consuming and difficult to implement as it would need to cut into the ground. I instead opted for the manhole cover, which could be simply modelled using a plane. I had a clear reference for the type of manhole cover I wanted to make, and began development in photoshop, creating the arc shapes, text, circles and ridge. Using this I was hoping I could use it as a alpha to generate height in Substance painter. I plugged this alpha into a channel and it successfully provided me with the height information I needed. However, I also wanted edgeware inbetween  the shapes, but for edgeware I required a curvature map. To bake a curvature map I also needed a normal map. I was able to find a website in which I could convert my alpha to a normal map, then after inserting ...

Lamp

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We were done modelling almost everything that we need inside the scene, though we wanted to add some additional light sources around the rooms, in which would be used to cast interesting shadows. This meant that I’d now move onto modelling a lamp. From the references I had I combined elements from both. I originally wanted to model the version with of which I’d need to scult some areas around the base. However, my pen stopped working and so I wasn’t able to successfully sculpt, as sculpting with a mouse was extremely tedious. I choose to use the base of the second example, of which could be modelled in Maya alongside the rest of the object. I choose to leave a lot of the details to the high poly, and even some for substance painter, such as the grooves that decorated the length of the neck of the lamp. The UV and texturing stage was fairly simple, as there wasn’t much paint or damage needed for this object in comparison to other objects in the room. Though I had to alter i...

Prop Assortment

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In addition to the books we needed to fill the scene with a range of miscellaneous art supplies. I had already modelled a large quantity of these, but since I would be using a texture atlas again, we opted to choose a select few that could be easily placed around the room. Since I modelled many assets as only high poly previously for the pile, because they’d be brought to lower poly when in decimation master, I needed to create a few more low polys. When done I was able to move onto UVs which was a pretty basic process although time consuming because I was working with quite a few assets. I also had to take into consideration where the texture seams would be, so that I could cut off certain textures where I wished a different one to begin. Creating the texture atlas was pretty easy, as I already had most of the materials and decals made back when I was creating the piles. I was able to package all of the ones that I required successfully onto a 1k texture. When I applied this t...

Books

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Although I have already created the piles that were to clutter up the room, there were still many spaces on both the floors and various shelves. These areas were too small to dedicate creating another pile for. Instead, we opted to fill these games with books and individual misc art supplies. I started with the books, although I did not have to start from scratch. Another group member had already modelled a couple of books, which gave me a started point. The shape was there, however I thought that the models were unnecessarily high poly for such a small asset, so I got to bringing the poly count down. After this I needed to UV. Though this time it would be slightly different. The best way to create textures for a variety of books without using a large amount of materials was to instead create a texture atlas. The solid square shapes of the books would also make this incredibly efficient to package within the atlas. In Photoshop I was able to package 8 book covers onto this atlas,...

Easel

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I did not create the easel from scratch, as another group member had started it and had to divert their efforts onto lighting the scene instead. I was left with a mesh and substance painter file, however a large amount of it had to be reworked. A lot of the measurements and proportions of the model were incorrect, and I set out to correct this. I was provided the correct measurements from another group member, in which they had measured and collected references first hand. The adjustments included lengthening certain areas, making some beams thinner and others thicker. The model itself had a tri count of over 4,000. I was able to bring it down to 2,000 tris by deleting unnecessary bevels and surfaces that were lost inside the model itself. Doing this would mean I would also have to completely redo the UV’s. I was able to pack them in a way that all beams were going the same direction, so this would mean when applying a wood texture the wood grain would always lead in the right direc...

Pile3

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The third pile was to use the same method as the previous 2. This time the area from the reference I had to try and replicate was the clutter on the table, mainly consisting of a lot of bowls and trays that were used for mixing paints.  Inside the unreal scene we already had a placeholder pile, which only consisted of plain cubes. However the tendrils that covered the room were traveling through and on top of this pile. This meant that I would have to grab both the tendrils and table from the unreal scene, so that I could arrange the assets with the tendrils in consideration. The tendrils rested on top of the pile quite high up, so this meant that I would have to bring this pile fairly high to meet them. I decided that the plane that I usually use underneath the assets would be essential, and this time it was the first step I did. I brought it to an elevation that almost met with the tendrils, and placed assets on top of this so that they would cover most of the plane, but ...

Radiator2

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Before moving onto the third pile, we had received feedback multiple times on the project, which called out our placeholder second radiator. This was deemed a higher priority than the third pile, so I instead worked on this new radiator. I started by modelling in Maya. It was a fairly basic shaped radiator, the main challenge was with the groves that dipped into the radiator. I thought they were too deep to simply by added by height information in substance. Instead, after making the groves the harder part was arranging the edges so that I kept everything as quads, aswell as dropped the poly count, as the geometry got further out from the grooves. I was able to eventually do this, and this would help me when laying out the UV’s. When it came to the UV stage, I was able to create seams and divide up the UV shells nicely. I was again able to achieve the 10.24 texel density with some stacked shells, primarily in the legs of the radiator. I could also drop the size and texel de...