I have made some coding progress. I have been updating and adapting my ship movement to be more boat realistic. I have made it so the boat is no longer able to move side to side using arrow keys as it was not a realistic movement for a boat. I also made it so you now control the boat by changing direction of the mouse. You were able to look 360 really fast. I now changed it so you can only look left and right. This is because the camera is in a 3rd person view and it is not needed to look in the other directions. I had set the turning movement to be extremely slow this is to also add realism to the movement.
My next steps are to Make it so you can get ‘out’ of the boat and move the character about. I have found a resource which will help me achieve this. The college will not let me unpack the standard assets so I am limited from certain things like adding real water. I am going to focus on the two separate movements the player and ship movement before I then proceed to work on other goals like an upgrade system.
For part of our group synoptic project we have to do a blockout which is basically a plan of everything and where everything will be going this is to establish a sense of scale and be able to pickup on some potential errors that may be an issue in the later version. This is also a great time to focus on level design.
I started off by making the low poly island in Maya using the triangulate tool to make it a cube into triangles, first off I made the cube and made it substantially bigger than the starting cube (*25) I then inserted edge loops and found a number I was happy with. I then proceeded to use the triangulate feature. This halves the quads into tris. Using the soft select feature on Maya I selected a certain vert and pulled it up making it land that is rising out of the ocean. I done the same process for the waves but I did not make the difference as high as the island and I went down in a wave formation
This gif displays the basic movement I have currently got. However we aim to make it a lot bigger where you start off in a boat and you are able to leave it at the islands and walk. This is just some movement, I would like to improve on it by making the mouse steer it but this is just the beginning.
My friend Callum is a contributor for a community. They requested that he make a temporary traffic light, he needed some help so I took it upon myself to build the head of the traffic light for him. There were easy parts and hard parts. The base of it the rectangle it all connects too was quite easy. It is a simple shape I then added indents to equally divide the 3 lights on the traffic light.
Making the cover for the light was difficult to get the right shape. I started off with a cylinder and move the vertexes to get the right shape. I then smoothed it so it did not have straight edges and it was actually rounded. In order to make this work I needed to crease certain edges or it would morph into itself and it quite simply just broke. After this I then added in some edge-loops and moved them where I needed as one crease was not enough to do what I needed. Once I was happy with the shape I then duplicated it 2 times and then positioned them in the center of the 2 indents where it was perfectly in the middle.
For the light part of it this was quite difficult to get this to look right too. I got a sphere and stole a lot of the faces off it. This was all I needed I then got the smooth tool and pulled it out until I was satisfied with it. It took some manual vertex moving to get it too look right. It took some time to scale it to the right size and get it to fit into the cover. I had to manually move it and scale it to make it look right.
After I had modeled it and was satisfied I then added the colours to it to make it perfectly clear what it was. It looks a lot better with some colours to it. There was supposed to be a trailer for it to go onto but that was modeled by someone else.
Next steps to this could be making it light up and make the light have an effect on the environment around it. From this perhaps I could make it change colour as this will be quite a cool feature to have. I have all the components to make a traffic light so from this I could make a full sized one not just a temporary one. Maybe make it have 2 sets of lights on it and have them change alternatively.
For our imagined worlds project We had a book shelf and many books to fill them however we did not have an open book. I thought it would be useful to have this to fill some space in our world even if it was only once or twice on a shelf or table. I then proceeded to make an open book. I started off with a primitive cube and then made it into the book cover which I wanted to be a hard shell. I then extruded up twice where the pages would be and made it the right scale.
I then used the smooth and crease tool to achieve the curved pages which I think looks really good and I am quite happy with the shape I achieved. However unfortunately this item did not get used as the deadline came too quick I feel it was a nice little model I had made and it shows my ability to use different features which vary from the standard beveling like many other people use.
My next steps for this model is to perhaps texture it and make it look a bit better. But for the model itself I am quite happy with it and do not feel like I need to change it but UV unwrapping it and texturing it will definitely make it look a lot better if it had a nice decorative texture on it.
For the imagined world I was the one in charge of making the room this meant that I designed the layout, I decided that I wanted to have 2 windows evenly spread from the door, the windows were to match the style/ genre of the building. I wanted there to be a cross in the window this was commonly found in old style windows. I wanted it to be round.
They way I implemented this into the room was I used the difference feature on Maya to remove a hole in the wall where I wanted the window. I made the windows out of a cylinder but had set the poly count to be really low this made it into a hexagon. I was quite happy with this. I then added the cross section into the middle of the window.
I then unwrapped the model and exported it into an OBJ file. I then opened it in Maya and set it as a stone texture. This looked good but It didn’t have the sort of feel I was looking for I then separated the ‘bricks’ by hand drawing lines using a darker texture. I found out that there is a feature on Subs that allows you to draw perfectly straight lines.
If I was to go back and improve this model id ad bump maps and use normals to get a grove in between the bricks this is to give it some sort of separation. As for now I am happy with it.
I had gathered reference images for inspiration. I had heavily followed one which is clearly the dominant image on the slide above. I loved the style behind it and felt like it would match the theme for my imagined worlds project at the same time. This lead to me making my model based around the image in the middle.
I started by getting reference images, I then drew my work but it had been lost due to poor weather conditions. I made the low, I then made the high from this stage I then unwrapped the low poly one. I then put these uvs into substance painter, using masks and materials I textured the staff.
Textured using base materials in substance painter. Using the smart materials and masks. I had then tweaked each material use to get the colours I wanted.
I baked the high poly which was made from the low. The high poly differs from to the low in the handle and the top crystal. I achieved the high poly by using hard edges and smoothing the model to make it look more round where I wanted it.
My final model. These are my best renders with positioned light. There are renders with and without shadows hence the change in colour. Making this model was a struggle due to the awkward shapes this proved to be very tricky to unwrap. However after some perseverance I pulled it through and laid out the uvs. I had found more problems like the grain not matching and the uvs I have since found a way to fix this problem by changing some of the settings in the uv editor.
For my teams imagined world project we seem to be making haste. Progress seems to be going well Callum is doing some nice work with texturing and Dillon was focusing on some nic nacks Such as Cheese and a cheese knife. I have been making some small assets and doing some scene management we have decided to get some nice high detailed snippets of the scene in Maya rather than using unity I had added more items and made a cloth using the cloth feature in Maya. We then made the cloth into a solid this is so it was a fixed part of the scene it was easier said than done.
I made it come together as it was a bit too spread out for my liking there are still some gaps that need to be filled however we are now primarily focusing on texturing and UV unwrapping. We then need to focus on making some walls and giving it some structure.
We have been contentiously updating Trello this is so we can keep on top of our progress. Callum has been doing a lot of texturing, while me and Dillon have been making some more models which we are using to fill empty spaces in the scene. The only problem our group is currently facing is Oliver has been off for the second time in 1 week this has set the group back a little bit but we are coping okay.
As part of my imagined world project, I decided to make a low poly staff which corresponded with the wizard theme. I found some concept art on the internet and went of this for inspiration. I didn’t follow it from vertex to vertex but I followed it heavily.
I had used separate components for each piece so the handle was one cylinder The top and bottom crystal were separate and the golden part at the top which connects to the crystals is also another shape. I plan on importing my model to Substance painter and adding the textures this will refresh my knowledge on substance and will hopefully leave my model finished and ready for the game engine as I have been shy regarding to textures.
I had made a stool for the imagined world it was supposed to be a chair but I had really liked the style of a stool I had found on the internet so I decided to use this as inspiration as it matched the style we are going for. I thought it was quite old school and matched the theme we have. Its simple and elegant and has loads of potential, I am able to import it into mudbox and add loads of detail like chips knots and grooves. I will also add the grain. I plan on adding the grain texture in substance painter.
I have focused on my retopology for my model and made it all into quads/ squares. This was so when I import it into mudbox it will be able to subdivide the model more effectively. It made it easier and it imported better. I had originally used hard edges to try and keep the form of the model as I wanted to smooth it. This caused problems so I manually added more edge-loops to it and this imported fine the only problem is it will have a higher density of faces in these parts but that cant be helped.
As part of the imagined world project I made a bench unfortunately I did not get any reference images fr this one I went on a modelling tangent and made it. I tend to think the different components of an object should be a different shape. This makes it a lot easier. So for each slat is a different shape. I used this method for it all.
To give it an irregular look I made the slats wonky again as I did not want it to be perfect as it does not really suit the theme. For the low and high poly I have beveled around the edges but not all I selected what I wanted to bevel.