3D Game asset project
3D Game asset project
Brainstorming Ideas of the location and theme for an asset
After creating two mood boards of the location or theme that an asset will go in, I would prefer to do post-apocalyptic as for medieval there is too much of a variety such as the different time zones and different structures. That being the case I would like to do post-apocalyptic as most of the concept art looks the same (abandoned city) and if I would to create an asset based on this theme it would easily fit into lots of locations unlike medieval. So, if I change the location, I wouldn't have to start a new asset for wherever its set. As well, I have more ideas for this theme, and I like the look of the references other people have made.
Chosen location for asset: Post-apocalyptic (city)
The main reason I chose Post-apocalyptic (city) for a location of a game asset to be placed in, is because I like the look of some of other peoples concept art and in game assets. Although I haven't played many games set in this location (city), such as Fallout, but I have played some games set in the theme. There is a franchise set in this theme that has given me lots of inspiration: Gears of War, although those games in that franchise have multiple settings not just a city. This franchise also takes place on Sera, a fictional Earth-like planet which human civilisation developed on and endures a millennia-long conflict that leaves humanity on the brink of extinction towards the locust, aliens that are from Sera and have been awoken by humans. And that being an explanation to why the cities are the way they are.
From Gears of War 1, to judgment, the architecture was mostly steampunk but with a factory environment and large collections of disconnected pipes, alongside it being damaged. This stile inspired me a lot when choosing the location/ theme as I have lots of ideas from playing the games, to what assets/ props I can make. From this I could design my own version of a Lancer, an assault rifle with a chainsaw bayonet attachment underneath and used during the Locust War and Lambent Pandemic in game. However, the gun doesn't have a specific location to where its from so I might have to reconsider that option.
Still using the inspiration from the Gears franchise I could do something more simpler (without having its own law/ backstory), and make an asset that would fit into any post-apocalyptic city. It would have to be something that will typically fit into any modern-day city as a post-apocalyptic city is set after it was populated and a majority of the things in it will still be there. I'm not a fan of this approach but my task wasn't to recreate an asset for an existing game, so I won't be making an asset to be placed in a Gears of War world but I can still copy/ recreate some of it's architecture and existing assets/ props.
Circling back to what the theme/ location was and it just being a post-apocalyptic city, I could take this as an advantage and make my own brief backstory to why it is the way it is. As the task doesn't mention about what the history of the asset's location was before so I could really design my asset from after any event, with it being a natural disaster or a supernatural event, in the end it just has to eventually have a reason to be from a post-apocalyptic city.
Ideas of different assets for the theme to be made
Damaged/ dismantled/ abandoned
Bin,
Dumpster/ Large bin,
Phone box,
Bollard,
Road barrier,
Post box,
Air vent,
Lamp-post,
Bench,
Newspaper box,
Car,
Motorbike,
Pylon/ Transmission tower,
Low polycount
Bin,
Phone box,
Bollard,
Road barrier,
Post box,
Air vent,
Bench,
Newspaper box,
High polycount
Dumpster/ Large bin,
Lamp-post,
Car,
Motorbike,
Pylon/ Transmission tower,
(The ones in red are what I'm choosing to model)
Making the Assets
First, I started by creating a basic cube primitive on Maya, then I scaled the cube with the X, Y and Z axis to get the length of the car and the rough height of the base (to the same scale of a reference image). After that I added in two edge loops on the cuboid using the Multi-Cut Tool, then I moved the 2 edge loops to where the bonnet and boot will start and where the windows and roof will be. Later I selected an edge loop by double clicking on one of the edges within the loop. Then I added new geometry and shape with the use of the Extrude tool to bring up the windows and roof from the car body. Now I had the basic shape of the car, I manipulated (move tool) the edges around the car to get a less boxy shape. After that I tried adding in more edge loops around the bonnet area and boot to get a more curved shape. I then added in another edge loop and then just selected the top edge to move up and down to create a more of a curve. After that I used the Extrude tool again by selecting the faces on either side and clicked Extrude.
Once I finished all of the exterior shape (including warping certain spots to make it look dented), I started to work on the interior. It began by me deleting the windows and one of the doors as they weren't needed, followed by Bridging the lines on the inside where the Multi-Cut Tool has been used on the outside to make the floor and walls. Then I added more geometry to the interior by adding footwells, dashboard and more depth for the door and windows.
After completing that I started to work on other components for this asset, such as; wheels, back seat, drivers' seat, passengers' seat, clutch, brake, accelerator, handbrake, steering wheel, speedometer, gear-lever, headlights, brake lights, bumpers, etc, that have been made separately but later added to the final model.
Unfortunately, I don't think I'll have time to UV map and Texture this model, as I've been doing multiple projects at the same time as this one and for some other projects I'm behind on work, so I'm having to spend the time on them instead. As well for the other models it's taken longer to do both UV mapping and Texturing compared to the actual modelling, and for this car it took over 40 hours to model, so in the short time I have, I might not be able to finish it. However, I did attempt to add a basic new material so it's able to be seen more clearly.
Model reflection
Now that I've completed this model, I found it to be one of the hardest models I've made because of the amount of detail that needed to go into it. But I knew this when deciding which models to make as at the time I wanted to challenge myself. If I would to do it again, I would improve it by continuing to finish it off and make the frame of the car on either side less boxy. I think what went well with this model is the smaller details such as the cracks in the glass and I like the creases in the seats as its support to be an old used car and that helps to imagine it.
First, I started by creating a basic cube primitive on Maya, then I scaled the cube with the X, Y and Z axis to get a rough length, width and height of a dumpster. Then I added in multiple edge loops on the cuboid using the Multi-Cut Tool and scaled them down to give it more depth, so it looks like it has groves on the sides. As well I did some warping in certain spots to make it look dented. After that I used the Extrude tool to give it more geometry, followed by indenting the top to become the inside walls of the dumpster.
Once I got the base of the dumpster finished, I started to work on other components for this asset, such as the bin bags, that have been made separately but later added to the final model. I started by creating a basic sphere primitive, then I warped the shape to make it look as if it was full of rubbish, followed by an opening at the top that looks to have been tied up. Then I worked on making a simple lid for the dumpster that had a slight angle. From that I finished off by duplicating some of these and placing them in appropriate places.
Once all the modelling was done, I started UV mapping. I began by using the face tool and highlighting certain sides of an object (that are visible from only one of the X, Y and Z axis). I then used those highlighted faces to create a Projection shape on the UV map. When that was done, I scaled all of them to the same size on the UV map with the help of a UV template/ temporary checker texture. When I finished this I took a UV snapshot of the map and sent it to Photoshop.
Once sent to Photoshop, I found lots of textures from Textures.com and I placed them over the map, followed by using the Paint tool and putting splashes over the top of the textures that simulate rust. I did the same with the lid and the bin bags but with different textures.
When that was all complete, I sent the textures onto Maya and added those textures by adding a new material on the objects.
Model reflection
Now that I've completed this model, I found it to be average in difficulty as the UV mapping and Texturing was difficult, but I eventually did it, unlike the modelling which wasn't as much of a challenge as I had more experience in that. If I would to do it again, I would improve it by having less rust detail as it over crowds the faces and to make the bin bags more visible as their too dark. I think what went well with this model is the UV mapping as I did manage to make the map very neat, and I like the groves on the sides as its a better option then just a flat plane.
First, I started by creating a basic cube primitive on Maya, then I scaled the cube with the X, Y and Z axis to get a rough length, width and height of a road barrier. Then I added in multiple edge loops on the cuboid using the Multi-Cut Tool and scaled them down to make it more curved.
After completing that I started to work on other components for this asset, such as the steel bars that run through it, that have been made separately but later added to the final model. First, I started by creating basic cylinder primitives and evenly spaced them out, then I combined them and used the face tool to select the top faces. Next, I used the bridge tool to connect the faces and I changed the Curve type to Blend so it's not 2D, I also changed the Direction Target to positive and added more divisions that made it look more curved. This was finishing off by scaling them down to fit in the barrier.
Once all the modelling was done, I started UV mapping. I began by using the face tool and highlighting certain sides of an object (that are visible from only one of the X, Y and Z axis). I then used those highlighted faces to create a Projection shape on the UV map. When that was done, I scaled all of them to the same size on the UV map with the help of a UV template/ temporary checker texture. When I finished this I took a UV snapshot of the map and sent it to Photoshop.
Once sent to Photoshop, I found lots of textures from Textures.com and I placed them over the map. When that was all complete, I sent the textures onto Maya and added those textures by adding a new material on the objects.
Model reflection
There isn't much to say about this model as I've spent very little time on it compared to the other models, I did find it quite easy as I've had a lot of time to practice as well the time I spent on this project. If I would to do it again, I would improve it by making the edges more rounded and fade the textures on either side of the hazard stripes on Photoshop, so it blends in with the side of the barrier. I think what went well with this model is its simplicity as there wasn't the need to add too much and I like the cracks on the sides as it gives it more character.
The feedback (changes to be made or added)
"Great Progress so far Leo. Good use of Idea generation techniques using mind-maps and moodboards to help decide on your location for your Asset Pack."
"You have done a really job of presenting and laying out your work on your google site, it looks really professional, and shows a good techinal understanding of 3D through your images and descriptive annotations. ACTION - Make sure you show the finished wireframe version of all your models."
"Good use of planning and managing your production using your asset list which you have managed to update and keep a log of your progress. You have made some really good progress on your assets so far, completing a range of models that you have UV mapped and textured. In the Future it would be good to either date each update on your asset list or have multiple copies of your asset list throughout the blog of your development."
"Although you have gone way over budget in terms of polycount on some of your assets, you have really done a great job of using modelling tools to create some very complex assets, with the car and dumpster. Impressive work Leo. Your models show good use of shape, and good topology on most areas, especially good job on a tricky model like the broken car, but just be careful when creating the broken areas you are sticking to 4 sided faces (not n-gons) where you can. Also make sure you do your best in the future to try and aim closer to the polycount budget you have been given."
"Your UV's are laid out well, in proportion and not overlapping, and you have utilised the UV space really well. Make sure you really use all of the UV 1-1 space as much as you can, as I can see there is some left over space you could utilise, then use the texel density tool to help you get your shells in proportion which will also help your texturing. ACTION - try this approach on your car UVs or your 4th asset."
"Really good to see you using multiple layers in your texturing, I really like the subtle detail and character you have built into the materials, and giving the idea of colour variation/wear. Adding some stains/splashes/scratches or rust around the model would look good. I would make sure you use as high-resolution textures as you can, even if you are going to blend it in with your base colours using blend modes. Make sure you search for large images off the internet or use textures.com, polyhaven.com/textures and also ACTION - either on your next asset or a previous one, try and really think about where the damage/grime/detail would build up (around the edges/places where the asset is used)."
"Great Job on having a go at rendering also, you've presented your assets really well."
"You are working at a High Merit at least but I think if you keep improving you could be working towards a Distinction. Really well done Leo, you've clearly got strengths in 3D."
Things I need to work on:
"ACTION - Make sure you show the finished wireframe version of all your models,"
"ACTION - (use the texel density tool) try this approach on your car UVs or your 4th asset,"
"ACTION - either on your next asset or a previous one, try and really think about where the damage/grime/detail would build up (around the edges/places where the asset is used), (Make sure you search for large images),"
Make new asset list board for asset 4/ road barrier 2,
Improved work:
Wireframe version of all of the models,
Larger images/textures,
Damage/grime/detail, built up around the edges/places where the new asset is used,
New asset list board for asset 4/ road barrier 2,
I've created a to-do list that will help me and show; what's been completed, what is being worked on and what I need to start doing.
This to-do list will be updated almost everyday.
The changes I made
First, I started by creating a basic cube primitive on Maya, then I scaled the cube with the X, Y and Z axis to get a rough length, width and height of a plank of wood. Then I duplicated the plank multiple times followed by changing their rotation and size. After that I made other components for the barrier, such as the sign and I gave them multiple edge loops using the Multi-Cut Tool to help scale them to the right size as well.
Once all the modelling was done, I started UV mapping. I began by using the face tool and highlighting certain sides of an object (that are visible from only one of the X, Y and Z axis). I then used those highlighted faces to create a Projection shape on the UV map. When that was done, I scaled all of them to the same size on the UV map with the help of a UV template/ temporary checker texture. When I finished this I took a UV snapshot of the map and sent it to Photoshop.
Once sent to Photoshop, I found lots of textures from Textures.com and I placed them over the map, this time I didn't scale the textures down but I used the Rectangular Marquee tool to cut out textures that were overlapping. As well for the sign I added a layer mask so I could rub out the red on it so it looks like the paint came off and I added mud to the bottom of the stands using the paint tool. When that was all complete, I sent the textures onto Maya and added those textures by adding a new material on the objects.
Model reflection
There isn't much to say about this model as I've also spent very little time on it compared to the other models, I did find it quite easy as I've had a lot of time to practice as well the time I spent on this project. If I would to do it again, I would improve it by making the edges more rounded and make the Projection shapes on the UV map more larger, with them also being more compact in the square. I think what went well with this model is its simplicity as there wasn't the need to add too much and I like the stop sign as it was my first time experimenting with layer masking and I think it turned out quite well.
Rendered assets
Evaluation
After the feedback I now know what I need to improve on and overall, I think this feedback was very helpful as I’ve taken in this constructive criticism, although I believe there should've been more information on what I need to improve on and not just what went well. After the feedback I now know I’m working towards a distinction. My strengths in this project were mostly in the modelling however my weaknesses were in the UV mapping and texturing as I’ve had little experience in those areas. In the future I will practice more with UV mapping and texturing as it is crucial in the modelling process and is essential in the industry.
The modelling I did was very effective, especially capturing the correct shape of an object, such as the curves on a surface. I think what I need to improve on next time is paying more attention to the polycount as for two models I’ve gone over the 5000 budget.
The UV mapping I did didn’t go as I intended as I’ve had little experience in it, however I did manage to UV map ¾ of the models in the end. I think what I need to improve on next time is spacing out the UV Projection shapes more and getting them as big as possible, ready for Texturing.
The Texturing I did also didn’t go as I intended as I’ve had little experience in it too, however I did manage to Texture ¾ of the models in the end. I think what I need to improve on next time is adding in damage/grime/detail, built up around the edges/places where the asset is used, so it matches the location more.
I believe I successfully made an asset pack for my chosen location, although there isn’t much information on the location and theme but the main idea is that it matches it and they do, Post-apocalyptic (city).
By the end of this project, I want to improve my UV mapping and texturing skills if I want to maintain a high merit and achieve a distinction. Honestly, I‘m going to need more feedback on my work and what I need to improve on as I’m struggling to know what I need to do next. My personal target is to improve my time management as I’m spending too much time on modelling and not enough on texturing.
To achieve my target grade, I need to work on adding, this is listed below.
Things I need to work on:
"ACTION - Make sure you show the finished wireframe version of all your models,"
"ACTION - use the Texel density tool) try this approach on your car UVs or your 4th asset,"
"ACTION - either on your next asset or a previous one, try and really think about where the damage/grime/detail would build up (around the edges/places where the asset is used), (Make sure you search for large images),"
Make new asset list board for asset 4/ road barrier 2,
Improved work so far:
Wireframe version of all the models,
Larger images/textures,
Damage/grime/detail, built up around the edges/places where the new asset is used,
New asset list board for asset 4/ road barrier 2,