I chose 4 locations including a Medieval Castle, a Film Set, Atlantis and Venice in the style of Tomb Raider 2's Venice & Bartoli's Hideout. I though of a minimum of 4 asset ideas for each, however I went more in depth in the Medieval Castle and Film Set as they appealed to me more. As they were more fleshed out, I went for the film set and medieval castle to create a moodboard for.
In my Medieval mood-board, I added several pictures of old English castles, as I wanted to go for a more blocky fort-esque castle. I do however want to have an elaborate inside, with eccentric halls and a fancy throne. I would also like to make a clay-more and a set of knight armor.
In my Film Set mood-board, I added a few pictures of film sets which capture the dark and moody feel I want from my film set assets. I added several examples of studio lights and cameras as I want to model different types of lights and cameras and these are all studio quality.
I have decided to choose the film set as I like the idea of it more and feel it is a more obtainable goal, as the kind of models needed are much easier to produce then something such as the Knight Armour. I also think it will be easier to find reference images for as I can focus on specific cameras or mics and find promotional material to use with different angles.
Studio Camera ✓ – I feel a studio camera would be good high detail model, as it fits the theme and would have lots of reference
Dolly Track ✓ – I feel a dolly track would be an easy but effective asset to add to the pack
3 Lights (Theatre ,Other) ✓ – I feel a theatre spotlight would be easy to gather reference for and a dynamic element for the final render.
Green Screen
Prop Box
Clapboard ✓ – I feel a clapboard would be relatively easy to model and have a low poly-count.
Director’s chair
2/11/21 – I modelled and UV’ed the clapboard, which I used uv tiles for and used the image in the table for reference. I have begun modelling the theatre spotlight and need to add more detail.
11/11/21 – I have UV’ed the spotlight and am in the process of texturing the main body of it. I have also made an initial version of the camera, but I am going to start it again once I have finished the spotlight as it became a confusing mess of edge loops.
21/11/21 – I have finished the spotlight, and I am finding it difficult to light the scene for an Arnold render. I have modelled the camera and tripod stand and have begun texturing the camera.
1/12/21 – I have finished the UV’s for the main body and most of the tripod and am experimenting with bump mapping to add finer detail.
8/12/21 – I have nearly finished the texture and bump map for the camera and finished UV’ing everything.
14/12/21 – I have finished nearly all aspects of the camera and have started to assemble a scene for rendering using a HDRI. Currently figuring out how to use Arnold lighting.
19/12/21 – All rendering finished.
I used Arnold to render my assets, using a hdri from polyhaven as the backdrop.
I feel that, by the end of the project, my modelling skills were quite effective. When I started the project I tried to do the main piece, the camera first. However, the topology of this early model was going to make it hard to uv and texture, so I decided to create the clapboard first and recreate the camera later. The clapboard’s UV’s are ok but I used texture tiling, which made the texturing unnecessarily complicated. For the theatre spotlight, I used a 4k texture, which isn’t very well optimised, but the topology of the model is fairly consistent and easy to UV. For the camera, I experimented with bump mapping, making it easier to add detail without wasting polys, but the model itself is very high poly and the main body uses a 4k texture again.
My UV mapping is mostly easy to texture for and understand, but a lack of grouping of similar elements can make it hard to texture for sometimes. Another improvement I could make is the method of doing them, as I use planar mapping almost exclusively, and using camera-based could make it quicker to do.
My textures were fairly consistent in quality, with some inaccuracies. In the future, I won’t use 4k textures
I feel quite successful with my asset pack as all the assets feel as though they would be used in a film set setting and have suitable poly counts for their uses.
I feel I could improve on my time management skills, as I felt like I didn't have set goals for certain aspects of texturing and modelling, although I did set a good amount of work for the time frame.
More efficient UV Mapping using camera-based mapping
Use appropriate texture sizes
Avoid overly using the bevel tool
Break down the modelling process and do one bit at a time.