Sunday, May 14, 2017

Final Game Scene

Here are the models that I made for this project:

Core:

Flagpole(1)


Flagpole(2)


Fountain


Orb


Potted Plant


Well


Here are the screenshots we have of our models in unity.



Software used:

Modeling/UVing: Maya
Baking/Texturing: Substance painter


Here is our Unity walk through:




For this assignment my group and I had to pick a video game and model the buildings that are in the game. We chose a game called Hero's of the Storm which is a top down real time strategy game. As a group we needed to model ten props and five buildings. We then needed to texture them and import them into a game engine called unity.

During this project I was not expecting to be modeling as many snakes as I did. My organic models aren't the best, but when I finally made a pretty decent snake head I started duplicating it in different projects so I didn't have to keep modeling new snakes.

Monday, May 8, 2017

Game Progress 6

This week I worked on UVing the Props that I have made. In this project we are only allowed one 2048x2048 UV map for the ten props that we have to do as a group. So I was dedicated to sorting out all of the props UVs. I had my group members use the 1x1 UV space to UV their objects. Then I just scaled all of the UV shells so that they would fit on one UV map.

Here is all of the UV’s of my props.





Here is the single UV map of all the props.



What I’m doing this week is texturing. Once all of the props are finished being texture by the person who built them we are going to combine all of the maps in photoshop so that there is only one map for each of the textures that are needed.

Once that is done we will throw the models in unity to create the map. We intend to use terrain to make the map look more realistic. We also intend to use particle effects and sounds so that it almost seems like a real game. We will also be making adjustment to make sure that or scale is correct throughout the whole map.

Monday, May 1, 2017

Game Progress 5

This week I have come to the conclusion that I am going to try and paint the detail of the snakes in substance painter. I have also finished modeling the rest of the assets that was assigned to complete. I have also finished up a majority of the UVing that needs to be done on most of the models. It also turned out that my group member Eric had made an extra model that was a mistake but could still be used as a prop.

Here is a picture of the fancy orb.


Here is a picture of the well.


Here is a picture of the flag poll.


Here is a picture of the fountain.


Here is some of my UVing.



What I have to work on this week is getting all of the UVing done. The only things that still need to be UV’d are the fountain and my core. But that's it. Once those are finished I will create color maps for all of the models and texture them in substance painter. This will all be done by Monday of next week and if there are any problem we should be able to fix them by Wednesday when the project is due.

Monday, April 24, 2017

Game Progress 4

This week I have finished up some of the props that I need to complete. The props that I have completed modeling are the flagpole and and the potted plant. I have also done some work on the third prop that I need to complete which is the “fancy orb.”’  

Here is the flag pol



Here is the finished potted plant


This week will be the last week that I will be adding detail to the Core’s high poly model. What I have started working on is the “fancy orb,” which is almost done. What I will also start working on this week is the well. These models will be completed by the end of the week. I will also attempt to finish up the rest of my props once the well and the orb are done.

Here is what I've done so far on the “fancy orb.” 


One of the things that I need to figure out for the week is how to make the face of the snakes. I didn't realize how many snakes were incorporated into the buildings. So the biggest decision will be weather to paint or bake the detail for the snakes faces. I hope it will make them look good.

Sunday, April 16, 2017

Game Progress 3

Throughout this project I will be working on the the building that I have to do which is the core. So far I have built the low poly of the core but I will be working on the highpoly through the modeling process of this assignment.

This is what I have done to the low poly model of the core.



This is what I have so far with the high poly model of the core.



The next thing that I worked on was one of the props that I had to do. The one that i started was the flag pole. So far I have been trying my best to keep the poly count below 3000 tries.

This is what I have done with the flag.



For this week I intend to finish working on the flagpole and set up the UV. I also need to build and UV my second prop, which is the potted plant, by the end of this week. I will also continue work on the High poly model of the core and hopefully have that done by the end of next week. What I will need to look into is how to UV the snake because that will be the toughest part.

Wednesday, April 5, 2017

Game Scene: Asset List

For this assignment we are to create structures from a popular game. Our instructor gave us a list of three games that we could chose from. Once chosen we are to make all of our models in Maya and texture them in Substance Painter. Then we throw all of the models into unity and set up a scene as we need it.

The models that I will be making in our asset list are:

Main structures:
The Core
core.JPG


Props:
Flag pole
Large plant in pot
Fancy orb
yea.JPG
Well
Decorative flag
Food shack

The models that we will be making is from a game called Hero’s of the Storm. This game is a top down strategy game where characters fight using magic and combat. I have chosen the core to do because it is one of the more challenging buildings. The six props I have to make were chosen because they looked fun to build.

What I have planned to do for the first week is to finish the core. It is the most complex model I need to do. But it looks like a lot of fun. I hope to have the modeling and the UVing done by the end of the week.

Monday, April 3, 2017

Modular Hallway

In this assignment we were supposed to practice the use of modular modeling. The assignment asked us to make modular floors, ceilings, walls, trim sections, four way intersections, and corners. We were also supposed to create floaters to stamp normals onto our models to add detail.


    Image result for scifi hallway
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwmwXDmumKK9Dcc8-Hq0eYaIlyt4tjNqCrxlSu8wW8hAiMkMHKqldDwLGcWb-Jt5dAyPdMbRMDwziu_H4waKqPzrlodMIUrottgfxjasW4p1YwFgQDD6W994uYLSqp33XGNljP-vyEGuZA/s1600/hallway1.jpg

During the assignment my time management was less than poor so I only managed to get the modeling done for this assignment. I ran out of time to texture the assets that I created but those would be done in substance. I never got the ability to import any of my models into unity so i couldnt create the video for this assignment.


This is one of the four way intersections I created. 


Sunday, March 19, 2017

Tower

In this assignment we had to make a tower that is to be used in a video game that uses a top down view. We needed to construct a high and low poly model for the tower that we chose. The low poly model would be used for the unity engine.

The high poly model would be used for baking detail into the low poly model. All of the baking and texturing would be done in the software substance painter. After all of the textures are baked out they are applied to the model in unity. In substance painter they are reapplied and exported to sketchfab.  

When building the low poly model I had a problem keeping below the maximum tri count. I had a choice of putting in a door or the spikes on the sides. I figured since this is a top down game I'd put the spikes on the model instead of the door.


I tried to bake the door into the model but the door doesn't show up on some of the maps for some reason. I also finally learned how to used ID maps in substance painter to create separate textures on the color maps. This made baking textures a whole lot easier.

   

Friday, March 10, 2017

Blacksmith Scene

In this assignment the task that we were assigned to complete was to create a blacksmith scene. We were to use an object list that was given to us in class and create all of the models. Each week we had to have three of the objects completed. Each object had to have a high and low poly model created for baking maps onto the low poly model. Each week we also needed to bake the ambient occlusion and normal maps for each object.

During this assignment we learned how to use a new software for creating and baking textures on our models called substance painter. We also learned how to use level of detail with one of our models. We then would use the game engine Unity to bring all of our assets together.


Object list:
Barrel
Stool

Bucket with Handle

Wagon Wheel

Anvil

Sword

Hammer

Horseshoe

Brick Furnace/Forge
Covered Structure
Wood Stump
Ground



The problems that I encountered during this assignment showed up at the end when creating many of the textures in substance painter. I didn't have much of a problem painting them onto the model. It was when I exported the textures for my models that I ended up exporting the textures for each material that was added to the models. This left me with sometime twenty texture maps for one model(usually the more complex models).

I unfortunately had no time to fix this and made it impossible to put my scene into unity. The way that I would fix this in the future is create an ID map so that I can apply multiple textures to my objects. This way the textures that I apply to the models in painter won't affect the whole model just the part that the color identifies with.

Needless to say I have a lot of learning to do in substance painter.