XB2001 - Team Prototype - Blog Post 1 - Progress Diary
01/11/2017 - Today I modelled a sci-fi themed sword, a crate, a heavy weapon and some doors, though I am happy with the visual representations below, these models are not properly unwrapped and details have been modelled into them which can be painted on instead, I plan on rectifying these issues.
I am happy with this design though not so much with the addition of light at the bottom, I would rather the light be scattered across the sword, emanating from hieroglyphics and indentations within the blade.
Again I am happy with the below renders though darkness is hiding some imperfections such as dents in the blade, I plan on remaking this model, keeping the geometry as simple as possible before painting on details such as the hieroglyphics.
I am not overly fond of this crate model, I am planning on creating 2 or 3 new crate models.
I am not sure if the below model will make it into the prototype, I created it simply to see if I could model a door in correlation with a sci-fi theme, it would definitely need more surface modelling if it was to make it to the prototype, as it is very simple in its current state.
I decided to make alterations to the sword model, I added alphas to the grip with emissive values and painted on emission to the indents in the blade of the sword, each part of the model has been unwrapped separately and has it’s own 2048x2048 texture, resulting in a high-quality visual outcome. The emissive colours which are currently red can easily be set to any other colour if need be.
I will now go on to alter other models previously featured in this blog post.
I decided to make a new sci-fi themed crate and abandon my last effort for the time being at least, I took advantage of Substance Painters hard surface stamps when texturing this model, I am happy with the result.
I have created a crate similar to the first in shape, though with a more effective use of a polycount with most of the detail implemented in Substance Painter.
Below is a barrel prop I made, I plan on making another variation of this asset type.
Below are renders of my heavy weapon model, an alternate weapon for the player to wield in our prototype, it is a hammer type heavy weapon with thrusters at its rear.
Today I researched into other possible props I could create for our prototype, I have decided to dedicate today to the creation of a sci-fi themed billboard, a teleporter, a computer system and I am also going to experiment with the creation of artificial trees using paint effects in Maya.
Below are some images of assets available to purchase at www.assetstore.unity3d.com that I will be using for inspiration.
I created the trees below using paint effects in Maya, I simply used a default tree brush which I used to create 2 different trees, before exporting them into Substance Painter where I altered the textures to appear artificial, my goal here was to create a textures that would make the trees look artificial and man-made, fitting with the sci-fi theme we are going for.
Teleport/Jump Pad - Inspired by my reference images, could be used if the player needs to be teleported.
Sidebar - After some discussion with my teammates, it has become apparent that I must divert from my current plan as there is a need for me to create a shield model for the player character to use, and market stalls to be featured within the game environment. I will prioritize the creation of these assets, starting with the shield.
Below are some images I will use for inspiration in the creation of this asset.
Using the above reference images as inspiration, I decided to create a 1 handed shield, once again featuring emission as is a common theme with all of the assets I am creating for our prototype. The shield features a solid metal inner with painted on decals and some circular lighting on the outer edges as well as a sort of holographic shield extension with opacity. I am happy with this outcome.
I am fairly happy with the stalls below, though upon conversing with my team, we have decided it is best I add some form of lighting to these models. I would also like to work on creating street lights for our prototype once I am done with the stalls.
Below are some images my team and I have gathered which I will use for inspiration in the creation of the lighting for our scene.
Following yesterdays feedback, I have begun to create lighting for our prototype and the stall models.
Stall 3 w/ added lighting
Now that I am happy with the stall models, I will move on to creating street lighting for our prototype.
25/11/2017 - Today I am going to make a fairly random assortment of assets to add variation to our prototype.
Pallets - Second Variation
After discussing my current progress with my tutor and my team, it has become apparent to me that they are more than satisfied with the number of models I have created and the detail which has gone into each in individual model. The next main step for me to take is to begin importing assets into our prototype, which I will be able to do as soon as Dom has finalized the creation of the environment to at least some extent.
Whilst waiting to move onto the next necessary stage I am going to create some smaller props, Alex has instructed me with the task of creating smaller prop assets that can be featured in the market area of our prototype, first I will create various batteries, inspired by the below Sketchfab upload.
Batteries by Grzegorz Kozłowski on Sketchfab
Finished Batteries - 3 variations, fairly simple, created for the purpose of being displayed on the surface of the stall models within open crates.
When texturing the crate assets I came across a brick wall of sorts, there is a fair range of hard surfaces available within Substance Painter, though often I require a simple shape which I would assume would be included within the program and it is not. To overcome this obstacle I decided to learn how to create my own hard surface stamps, this was a fairly lengthy process as I went in with very limited knowledge, but I am now comfortable with saying I can now quite efficiently produce a vast array of hard surfaces which will be very useful in any future projects I undertake.
Below is a hard surface stamp I created, a simple bevelled rectangle which I have used in the texturing process of the open crate models.
2 variations, created to contain small assets such as batteries and beverages.
A simple model, created to contain beverages I have yet to model, will most likely be located on the bar stall which I will also be modelling a chair for. The texture below will appear more metallic in UE4.
2 variations, bottled and canned alcohol.The canned beverage design has been inspired by the below image sourced from the following article, entitled “ A Brewery Founded By MIT Geeks Releases a New Sci-Fi Rock Album on Beer Cans”.
http://crushbrew.com/a-brewery-founded-by-mit-geeks-releases-a-new-sci-fi-rock-album-on-beer-cans
I really like the aesthetic featured in both of these beverage variations.
Fairly simple model, I purposely avoided overly smoothing this model as it could have quite easily exceeded an efficient polycount. I feel I have applied an aesthetically pleasing texture to this model, that does not appear too dissimilar to my other assets.
The last thing I have been instructed to model is a semi-circular bar, keeping with the sci-fi theme.
I will create something similar to the image below, which is an image taken from the game Mass Effect Andromeda.
Loosely based on the above image, effective use of emission and minor hard surface detail has resulted in an attractive looking asset.
I have now created all necessary assets for this project, I have handed the majority of the models to Dom as FBX files and he has placed them within the level he has created, I have also created materials within UE4, ready for me to export and import into our prototype. I will be applying textures once Alex has received the main level from Dom and implemented his mechanics and animations into the project within UE4.