Wednesday, December 6, 2017

Game Environment Update #5


The project that our group has decided to work on is the buildings from the game Overwatch in the map Dorado. We have decided to work on the buildings at the fountain plaza where I would work on the bell tower while my teammates work on other buildings of their choosing.


What had inspired me to work on the bell tower is because it was the tallest building in the plaza. I also loved the simplicity of it and how it was not complicated to make compared to my teammate’s other projects. It also represents the theme of the Dorado map which is supposed to take place in Mexico.



The software that was used for this project was Maya, Photoshop, and Unity. May was used to model the buildings that we have chosen, Photoshop was used to create the textures and bump maps, and Unity was used to put all of our projects together and create a game environment.  



The process of creating this project felt it went smoothly. When it came to gathering reference Elijah was in charge of taking screenshots of our buildings since he was the only one that owned the game. Once we got an idea of what to make the blocking scene felt incredibly simple to make thanks to Elijah.



Once we have decided which buildings to work on we went our separate ways for now and worked on our buildings in Maya. Every now and then when we meet in class we go over our projects and make any recommendations on what to change.





The UV’ing part of the project was still a difficult process to go through mostly because all of the UVs that are identically to each other has to line up with each other. This was also the first time where I was required to fit all the UVs in 1-2 maps instead of multiple. Texturing was pretty simple for the most part since for my model it required very little of it.




When it comes to our group collaboration we did a good job communicating with each other. Whenever we needed help with something we usually talk with each other to figure it out. We had no trouble communicating with each other whenever it comes to work deadlines and we managed our time productively. We have set a deadline for when we are supposed to have a certain part of the project to be finished.



Tuesday, November 28, 2017

Game Environment Update #4

I have started on texturing the bottom half of the tower in which I consider to be the hardest parts since it requires me to put fake doors and windows at the base of it. Sadly I am behind because of technical issues during break so I plan to finish up the texturing this week as soon as I can. So far I have no issues when it comes to texturing.

Upper_Half
Bottom_Half

My only main issue is questions that I should have asked when I was in class. There was times where I would get stuck on how to texture certain parts in the UV. Eventually I did figure it out but I would have progressed much farther if I simply just asked those questions.




What me and my group plan to do for the following week is to put our buildings into Unity and customize the environment in Unity as well. We might possibly finish it this week so we could start asking for improvements on our scene on Monday.

Wednesday, November 15, 2017

GameEnvironment Update #3



I have finished the UV's that I needed to do for my building. It was a bit difficult at first because for the primitives that were shaped like pyramids it was hard to get all side to be UV'ed. The hardest part was to try to fit all of the UV's into two boxes.



I was not used to that since I regular work in different sections of the UV's but in the end I had managed to do it. I sticked the columns together since they were going to be the same texture anyways.


What I plan to do for the next week is to finish up texturing the building and basically finish the project. After doing some of the texturing in class I have come to realise how difficult it can be to texture in doors and a window. You have to find the right angle and make sure that the texture lines up properly with your building.




Wednesday, October 18, 2017

Diner Update #3

Diner Update #3

Currently in the dining project I am almost done with Modeling and texturing my scene. I am almost done finishing my ceiling lamps and now the only thing that is left is the bar table and the walls. 



 Currently I am almost reaching the limit on the many polys that I am suppose to have so there might have to be some cuts in order to make the environment more realistic and less block like. A example of this is would be removing the glass cup in order to fit in the bar table. I also had to simplify my bar shelf because if I were to to the hold design of it there was no way that my wall and bar table model would fit the poly count.



What I plan to finish in the next few days is all of my modeling, UVing, texturing, and my lighting. I plan to finish the walls first, try to make my bar table as accurate as possible to the original picture, and put all my focus on lighting up the scene.

Target Picture

Wednesday, October 11, 2017

Blocking Update #2




So far I have completed the chairs, glass cups, stool model, and currently finishing up the table. I decided to make the table and the chair my top priority to model first and do the rest later since their is a majority of them. Usually I take a break by modeling simple things like a glass cup for example to make the scene more lively and less dull to look at. I decided to take a few objects out of the scene because that will go over my poly limit.

Object List
  • Stools
  • Chairs
  • Round and Square Tables
  • Salt and Pepper Shakers
  • Forks, Spoons, Plates
  • Glass Cups, Coffee Cups
  • 2 or 3 Different Wine Bottles
  • Ceiling Lights and Wall Lights
  • Mini Shelf Holding the Alcohol
  • Counter surrounding the Bar station
  • Paintings
  • Inner Walls
  • Outer Walls

Wednesday, October 4, 2017

Blocking

Blocking

For this project I decided to work on a diner called "Mustard" which is a British diner since the purpose of this project is to recreate a location of a diner. I chose this diner because of the colors that the diner has which makes it feel cozy. The layout of the diner is not tight spaced but not too open either and the chairs and tables are lined up parallel of each other plus the chair and table in the middle represent the divide between the two sides.

Object List
  • Stools
  • Chairs
  • Round and Square Tables
  • Salt and Pepper Shakers
  • Knives, Forks, Spoons, Plates
  • Glass Cup, Glass Beer Cup, Coffee Cups
  • Variety of Wine Bottles
  • Ceiling Lights and Wall Lights
  • Mini Shelf Holding the Alchohol
  • Counter surrounding the Bar station
  • Paintings
  • Inner Walls
  • Outer Walls

Monday, October 2, 2017

Grocery Shelf

Grocery Shelf


For this project, we had to use the skills that we learned from our previous assignments and make a grocery shelf. The purpose of the boxes is to refresh on how to UV and how to set up for a UV with Photoshop. The purpose of the jars is to go over the curves to and how to UV objects that are not as simple as the boxes. Finally, the purpose of the shelf is to see if we are able to do the measurements and put the parts in the correct distance where it would seem like it could be build-able in real life.


My major struggle in the project was at the part where jars needed to be modeled.  There was so many times where Maya would crash on me because I keep forgetting to delete the history from past objects which I eventually did. Another problem I had was texture glitches. A simple way to fix this is to keep importing your texture on the object until eventually it pops up. If this does not work then check on the Arnold Renderer and the texture should pop up there.

Monday, September 18, 2017

Table and Chair

Table and Chair 



For this project we have learned the importance of using measurements to create your objects as detailed as possible. It is important to realize that the more detailed your objects are, the more believable your object could be in architecture. The use of lighting was also covered in this project which gives us a better idea on how to approach a scene with good lighting. To accomplish this goal we modeled a chair and a table.


When it came to calculating the measurements of my chair I definitely had a hard time pinpointing my measurements where it was suppose to be and locking them. I eventually got the points that I needed to go into the right place when I was persistent enough to get them there. Another difficulty that I had was rearranging the size for the two small legs for my chair. I eventually figured it out by lowering the height of the leg, then move it to it's proper coordinates again and freezing it.

Monday, September 11, 2017

Pencil

Pencil


For this project, we had to create a pencil by using UV Editor, Photoshop, primitives, etc. This was definitely a big step from just using simple shapes to manipulating them and creating the textures. the point of this project is to make the pencil as realistic as possible and to teach us the difficulties that one has to endure in order to achieve it. 

I had a lot of trouble when it came to finally putting the textures on the triangle. Sometimes the texture won't register so in order to fix this I just went to my last save and hope that the texture works. I managed to get through all the textures by using this process but sadly I was unable to fix the texture for the eraser and some of the metal base of the pencil. For the last part which is imputing your name on the pencil, I also had trouble trying to get my name to show. What I did is go down to my UV editor and click the checkered box and click it again. This may have been a glitch in Maya but right after that my name suddenly just popped out. 

Sunday, August 27, 2017

Primitives

Primitives


For this project I had to use basic polygons provided by Maya to create my environment. The goal of this project is to help us become comfortable using Maya and to teach us that just by using simple shapes you could create a environment with a story to it.

I decided to create a graveyard because it was the most simplest approach and I had more room to add anything that I wanted into the graveyard. I was stuck between making it a graveyard with skeletons or a graveyard which is peaceful. I decided to go with the second option because I felt it described the mood that I was feeling the day I created this. I also love the symmetry of the graveyards and how it looks organized. In the end, I decided to add two fences to the scene because it looked too open for a close up shot.


I chose this camera angle as my final one because it makes the viewer feel as if they were in the graveyard themselves. In this angle you get a good view of the flowers, the tombstones, and the birds on the tree. The birds is especially the first thing that I wanted the viewers to see which is why I put it at a angle where it follows the rule of thirds.

When it came to rendering I had a lot of problems with the lighting. There was at times when I convert it to JPEG and it looked a bit darker than it was intended. I fixed this issue by putting a lot more lighting than needed be and it fixed the problem. I also had trouble moving items at first but then realized that I could just simply group them and move them easily on the intended spot I wanted them on.

Monday, April 10, 2017

Improvements on the first rough assignment


In this project my requirements were to use grey to indicate the values of my image and also the lighting and the shadows. I am also suppose to indicate the direction and perspective of the characters. In this image I decided to go with a one point perspective to bring more focus to the new guy and the boss. I also used the different shades of grey to highlight certain objects in the room and indicate the shadows and the lighting. I also used the two paintings to frame the boss so the audience could immediately identify who he is and I used the table to serve as a leading line that they could also follow. The focal point of my image is the new guy because he is much closer to the audience. I feel that I did achieve into making the audience notice the new guy first because the lighting on his head and his body differentiate from the foreground and the background which makes him more noticeable. In my previous image, the legs of the table were a bit too short which made the boss seem small in size. I fixed this by making the legs of the table more longer and I added the foot of the boss so it could match with the horizon line. The neck on the new guy needed to be more inside to his head so I moved the neck line to the left. The perspective of the plan sheet was off compared to the perspective of the environment so I had to realign it to match it up. I also decided to fix my scribbles on the plan so it could make a bit of sense to the audience. 

Monday, April 3, 2017

First Rough Assignment

 
In this rough frame, I needed to create a scene where the new guy is going to meet the mafia boss for the first time. I had two options when it comes to what perspective I want the frame to be at so I chose the one point perspective. I was also suppose to indicate the light direction in this frame as well as the direction that the characters are facing. 

The intended composition of my scene is that the lighting is suppose to guide the viewer to the characters in the frame. By darkening the heads of the characters and making the top walls of the room a lighter color, the viewer is drawn to the heads. I also used the rule of thirds to make the viewer look at the closest person in the scene first and leading lines from the table and blueprint. In order to make the boss more noticeable at first, I used symmetry by using the two paintings to frame the boss at the center. 

The focal point of the scene was the new guy and I felt that I did a decent job at making him more closer to the viewer's eye. I had a few problems into making this image and one of them is the shading. It was difficult to get the correct shadows for each object so what I did is that I lowered the opacity on my brush. Another problem that I faced is getting the perspective of the table to match the character's direction. I solved this problem by creating a bunch of orthogonal lines from the vanishing point of the image.