Props
Crate
The first prop on my list was the crate. This crate has a high priority as its used throughout the map for cover and elevation in areas such as my building. To try get a better understanding I looked at a tutorial before so I had an idea on how to get started. From what I gathered, making one side of the crate to be the design that u want and then duplicating it seemed like a common choice when looking at other tutorials so this is what I went with. One thing I did different from the tutorial linked below is keeping my crate all as one object, such as the supporting diagonal piece in his video is made from another cube where as mine is extruded in to get that same shape.
Tutorial Crate
My Crate
UV Unwrapping - Texturing - Crate
The UV unwrapping of this model was especially time consuming due to the multiple issues I ran into. One of the many issues I faced was the mesh not having manifold geometry which I had missed out on such as the diagonals having more then four points in a square and the same applies for the top centre face as none of lines connected up. This took quite a lot of time to find and fix but it was not ending there. The next major issue I ran into was the UV shells overlapping when I automatically arranged them which gave me issues when baking the box. After re arranging my UVs I was still having issues with it not baking properly. When investigating this issue I found that on some parts of the mesh it was seen as a texture on both sides, meaning both sides had a texture which was causing clipping issues within the mesh face, this is shown on the top right image below where you can see that the Normals are messed up as they are pointing inwards instead of outwards where they are supposed to be seen. Overall, I am happy with the outcome and the look of this texture I have applied after fixing all the issues, however the amount of time I have put into this crate was not worth it and has delayed me massively for staying on track with my time planner.
Plasterboard
This plasterboard stack also had a high priority as this offers cover throughout my hotel (Steel Skies Inn). my main focus for this prop was to keep the poly count as low as I could whilst pulling off a realistic model. In general I want to keep the poly count low across the board as our consumers will vary in PC capabilities. To keep the poly count low I deleted all the top and bottom faces (except the very top) as these are not going to be seen however this left me with a slight issue of being able to see through the prop which would then give the player hiding behind the stack the advantage over another player. To solve this I extruded in the bottom in and up so that there is a full face behind the edges of the plasterboards solving this problem.
UV Unwrapping - Texturing - Plasterboard
As far as UV unwrapping goes I only had one slight issue which was the UVs not lining up however when I rearranged them so it was all lined up, the textures that were applied was all straight and unnatural which meant I went back and changed them ever so slightly so that the texture I chose looked realistic.
Overall, I am very happy with the outcome of this model however the time its taking to get these models finished off is longer then what I had anticipated. This is making me feel very behind when looking back on my time planner that I had originally made. One thing that I do not like about this plasterboard stack is the amount of texture it has. Plasterboards are meant to have a smooth paper texture with the open ends to look like powder which I did not achieve nor, have the knowledge or resources to know how to perfect the look of these missing traits. This is something that I want to revisit after this FMP to help master my craft.
Drum Barrel
Modeling the base of this drum barrel was as easy as expected and turned out to be a good low poly model. The top of this model (metal lid/seal) got complicated as the mesh that I had made was not connected in many areas. This meant thoroughly checking my mesh when UV unwrapping, how ever I could never seem to solve this issue. After a couple of hours trying to fix this I decided that using the UV automatic feature would work better as well as saving my time for other props. When making this prop I did a low to high poly bake for the screw that is supposed to hold the top metal seal. This was to get the Thread appearance in the middle so that it looked accurate as well as the screw head as it would take way too many faces to render this in real time.
UV Unwrapping - Texturing - Drum Barrel
This is the final UV map to which most of it I unwrapped myself and then the top seal was done using UV automatic due to multiple complications with the mesh. I still have a slight projection issue that is visible on the top and some noticeable stretched UVs which I do not know how to fix. The best way to solve this issue that I can think of is to remodel the top seal and just make sure that I do not have any N-gons or detached mesh.
Overall, I am happy with the end product however there are things I wish I had time to change such as I don't have the screw caps on top of the drum and that the texture I was going for is wrong as this is supposed to be metal instead of plastic. With that aside the general shape and look of this model is good but does not strike me as being outstanding.
Shipping container
This is the tutorial I followed as I was unsure of how to get started on making my shipping container. This was very helpful in many ways and gave me a clear understanding on how to go about modelling something like this. For the most part I followed the entire tutorial as I wanted to make sure I could have the doors separate so that this can be a modular model, meaning i can swap out the doors and the closed off back that this container has. This means i can have four different types of containers that are all unique.
Overall, I felt like I did not have any major complications during this process and think that it turned out very well. One concern is the poly count for this object as it sits at 9000 faces. This is not awful, however I have planned to have a total of 12 containers. This is something that will have to be play tested heavily on multiple computers to ensure that there are no performance issues.
UV Unwrapping - Texturing - Shipping Container
To catch up on lost time, I decided that I would use UV automatic as I am realizing that my biggest issue so far in this project is my UV unwrapping skills. I also know that UV automatic is temperamental however, for once, it has worked perfectly as I have got no stretched UVs or anything overlapping.
Texturing these containers was pretty easy once I understood what I wanted the container to look like. I could have made my texture from scratch however the time I could save by using a pre-existing material seemed like the better idea. To keep the map from not looking repetitive, I textured all four of the variations of containers in different colors and with different materials which means I have different levels of dirt and scratches on them.
Overall, I could not be more happy with how these shipping containers turned out. I love the texture details and the quality of the model, however the only concern I have which I mentioned earlier is the poly count on these as it could be a total of 108000 faces in that area which would not be including the other props that will be in that location.
Pallet
Modelling this pallet was very simple and found that by putting all my edges where I need them and then extruding them at the same time allows for me to get an accurate model. This went well and gave me no issues, which made me feel like I'm catching up on my planner.
UV Unwrapping - Texturing - Pallet
UV unwrapping this model was straight forward however I think that I could have done this more efficiently instead of having the top as multiple UV shells as this took time putting in all the cuts for the faces. This is something I will think about next time I UV unwrap my models as I did not take into consideration the unfolding part.
Texturing this pallet model went smoothly. Firstly, I textured the main pallet however had a hard time trying to get the texture to have a wood grain that followed on well with the way the wood is laid out. This meant that I used a texture that I previously used on my crate. The only issue I have with this is that they are the exact same colour, which I feel might be repetitive when seen throughout the map. To seal the deal with this look I found a texture that looks like a nail to which I proceeded to paint on. I originally wanted to do a high poly to low poly bake for the nail heads however this is something I have no practice in and found myself very stuck as I found issues with my mesh and had odd shading issues on the center piece of wood.
Concrete barrier
Modelling this concrete barrier went very well. Firstly, I made a very basic shape of the concrete barrier and proceeded to then make the connecting parts so that when the barrier is placed next to another barrier it links up. The next think was to add the slots so that a forklift could pick one up and place it, this was only so that it replicates the real life version as there will be no forklifts in our game.
UV Unwrapping - Texturing - Concrete Barrier
UV unwrapping this concrete barrier went well and probably my best so far. I did not have any major issues with this however I have found on the textured version that one of the faces is stretched for unknown reasons. This is something I will fix at a later date when I have some spare time to get to it. I also have slightly stretched UVs around the forklift pickup point which is something that I want to address in week ten.
Overall, I am really happy with the simplicity of this model and how well it works however, I do have a lightly stretched UV on the groove side which I will have to fix when I have the spare time. For the texture of this concrete barrier I found a pre made material that I then proceeded to add to the object. Once I was happy with the base texture I then took it up a notch and added a black mask which allows me to add dirt effects, which in this case I added one called Concrete Edges. This brought the quality up to a very good standard which I was happy and decided that this object was finished.
Building One (Steel Skies Inn)
Floor one
UV unwrapping this first floor went very well but is turning out to be very time consuming which is why I decided to not remodel this grey box of the building as I realized that the supposed grey box building was exactly how I wanted the final version to look like for the first two floors and the top floors.
To start off with texturing I made sure that all my walls were separated before I applied any materials which was done using a black mask. After that, I proceeded to find and add materials to the walls and floors to something that suited the hotel design that I am going for. At this moment I like everything other then the outside stone material as I'm not sure that it suits the hotel look. However, on the inside, I feel that I did a great job at getting it to look like a hotel reception that was not too far from being finished. The wood plank walls mixed with the half wet looking paint brings this floor together really well and to top this off I added dust/dirt to the tiled floor to really get the feeling of this being under construction.
Floor two
UV unwrapping the second floor went really well and I am now starting to build confidence in UV unwrapping after some practice. This is very much the same process as the first floor therefor I didn't run into any problems.
For the second floor I started off by creating all my black masks so that I can simply apply a texture on and it go to the correct faces. Once that was in place I began to find textures either in Substance Painter or on a website called 3D community free assets. The main texture that took most of my time on this second floor was the plaster effect on the inside walls. I really wanted to capture the construction theme, which meant I wanted to spend more time on this to make sure that it felt and looked right.
For the stud walls I kept it simple in the end, however, at first I did want to bevel the edges so that it would be accurate to the timber that I had researched but I couldn't figure out how to get rid of the N-GON at the top and bottom. I decided to leave this out due to the complication as well as it having quite a few faces which could be problematic with how many pieces of timber that is going to be placed. Therefore, I kept it as just a standard rectangle.
The stud walls went well and I am happy with the layout of these them. This was very time consuming when considering the simplicity of this process however, I'm not too sure on a way that is more efficient then what I have already done. perhaps, this is something I could have researched before hand to make sure that I am staying on track. I also could have optimized this object better by deleting the faces that are not seen such as the ones butted up to the wall or the ones that are clipping into another piece of timber.
Texturing the stud walls was very slow and painful process as half of the UVs were 90° rotated the wrong way which meant I had to make separate folders to solve this. I am also unhappy with the texture that I have applied as its way too rough and the complete wrong colour when comparing to the wood that I had researched. This was a very rushed job and a poor effort of trying to catch back up on my lost time with me being ill.
Middle unplayable floors
I was very lost at first with what to do with this middle section as I wanted it to look under construction which would include things like scaffolding with netting around the outside and for the floor levels to look the same as the very top of this building which is very open. In the end I went for a more finished look which I think still works well, however, it has a couple of flaws such as the elevator shaft not showing the different floor levels that you would be able get to if this area was playable. When re-shaping this middle section I took into account the repetitiveness of hotel floor layouts and made sure that throughout each floor all the windows were placed in the same location as the previous as this is quite common among standard hotels that are built for simply being a place to stay.
UV unwrapping the middle section of the building went well and followed a basic procedure that I am feeling pretty familiar with. This part is just a box with a few extra features that was not hard to UV unwrap. I originally wanted to do all the walls with the slight lip poking out as one UV shell however, this made the UVs wonky and unaligned. To solve this I just split it up into smaller sections as seen in the video above.
Following a similar process to my other textured models, I started out by creating all my black mask layers arranged in folders so that I know what everything is meant to be. I then went onto the community free assets and found materials to suit. Out of all of this I was the most worried about the glass texture that I needed for the windows, however, when looking at my research, on games that have done a similar thing, I came across a blue chrome that makes it look like its reflecting the atmosphere/skybox. This saved a lot of time as I presumed that I would of had to make this texture/material from scratch which I'm not entirely great at doing.
Top floors
UV unwrapping the very top floors went well and I am now feeling confident in myself with UV unwrapping as I now have a good understanding of how it works. However I did have one issue that was seen when texturing is the four faces on the inside of the elevator hole which for some reason are very blurred. A solution would be to make sure that all my faces are properly unfolded but that would mean restarting this whole process again which I could not validate when on such a tight timeline.
Texturing this went well other then the issue that I mentioned above but overall, I am happy with my choice of textures and think this will fit in well with the environment as a whole.
Extras
Creating these UPVC windows went smoothly and my main aims for this model was for it to have a low face count as well as to look simple as I didn't want to overcomplicate an object that is going to be duplicated a lot of times.
UV unwrapping this UPVC window went well and took a decent amount of time. I didn't have any issues with this which allowed me to swiftly move onto the next window design that I had chosen.
Modelling this window went well however I wish I thought of a better way of lining up the top and bottom when connecting the vertical beams instead of messing around with the boxes and eye balling it so that it looks right.
Modelling this UPVC double sided, side and top opening window went well and was basically the same as the previous window but with a couple more steps. The reason for this window was to add variety to make it seem more natural because the other window looked incorrect when it had been stretched to fit the gap.
I did not want to spend time on this since it isnt going to be a main attraction when playing this game. I kept it really simple and downloaded a material of the community free assets website and found one called PVC plastic to which i slightly changed the tiling and colour.