My first thoughts wen straight to something that wasn't outlined in the brief, I initially thought I'd like to try to create weapons that could fit into a game like Overwatch with ha futuristic however these aren't technically environmental assets unless they weren't hand held weapons (these could potentially be something like a deploy-able turret, barrier or something that could be an element of a level e.g. the payload that moves through the level). I am quite keen to design something that could potentially be incorporated into a level as it would have not only a futuristic theme but would also be inspired from the region which the map is located, the maps within this game tend to cover a large proportion of the world and many different eras of time too (e.g. futuristic Brazil int the map Numbani and medieval Germany in the map Eichenwalde).
Moving on from this, I had a think about the different regions of the world that are covered within the game and which I would like to design assets for: there are quite a few that catch my eye due to their large variety of areas. I want to feature mainly on these maps when it comes to developing my models:
Busan Downtown - Shops near spawn location
Busan Sanctuary - Overview of the map
https://www.redbull.com/se-en/overwatch-how-to-master-busan-map
Busan Sanctuary - View of the centre of the map
https://www.redbull.com/gb-en/overwatch-busan-map-tips-strategy-guide
Busan MEKA base - Meka Suits
Busan Downtown - Overview of the map
https://www.redbull.com/se-en/overwatch-how-to-master-busan-map
Busan MEKA base - View from a corridor of the centre of the map
https://www.redbull.com/se-en/overwatch-how-to-master-busan-map
Busan Downtown - View of the shops
https://www.redbull.com/gb-en/overwatch-busan-map-tips-strategy-guide
Busan Sanctuary - View of capture point shrine
https://www.redbull.com/gb-en/overwatch-busan-map-tips-strategy-guide
Hanamura Shops - Rikimaru Ramen
Hanamura Temple Gate
https://www.metabomb.net/overwatch/map-guides/overwatch-hanamura-map-guide
Hanamura First Capture Point Temple
Hanamura 2nd Capture Point - Temple
https://www.boostingfactory.com/overwatch/stomp-games-hanamura-guide/
Lijiang Tower - Garden
https://guides.cheatcc.com/overwatch-guide-walkthrough/guide_sections/lijiang-tower
Lijiang Tower - Night Market, spawn restaurant
Lijiang Tower - Night Market, temple capture point
Lijiang Tower - Night Market, Indoor Shops/Restaurants
Lijiang Tower - Night Market, centre of the map outside of capture point
Lijiang Tower - Control Center capture point
https://guides.cheatcc.com/overwatch-guide-walkthrough/guide_sections/lijiang-tower
Lijiang Tower - Control Centre Mars Rover
Big Hero 6 is about a young genius in the field of robotics, Hiro Hamada who has one friend other than his older brother Tadashi, Baymax whose role is to protect him and was created by Tadashi. He gets a place at the leading robotics university in San Fransokyo. When trouble arises, Hiro transforms his companion into a hero along with the other the other members of the robotics lab and himself into robotic heroes.
San Fransokyo is a hybrid city between the classic San Francisco and Japan's Tokyo where high tech and and towering city buildings make up the majority of the areas however they also feature the iconic golden gate bridge which they have adapted as well as other more subtle details like the curved rooves of buildings pr Sakura Blossom trees.
San Fransokyo - view from high up of the city
https://www.jdsupra.com/legalnews/the-creation-of-san-fransokyo-77425/
Concept Art of San Fransokyo - Traditional mixed with Futuristic
https://disney.fandom.com/wiki/File:San_Fransokyo_Concept_Art_01.png
Big Hero 6 - Hiro Hamada and White Baymax
Big Hero 6 - View from the bay, mixture of metropolis and old
Big Hero 6 - View from above San Fransokyo Metropolis
http://www.fanpop.com/clubs/big-hero-6/images/37657064/title/san-fransokyo-photo
Different types of Torii
Ryobu Style Torii
Different Torri
Japan travel - Miwa Torii
Cherry Blossom Trees in Anime
https://aminoapps.com/c/anime/page/blog/cherry-blossoms-in-anime/kvtG_u7j77v35gW5Md6ogQbMoQoav1
Cherry Blossom Tree Animation
A small shrine called Hakusan Gongen
https://en.wikipedia.org/wiki/Shinto_shrine#/media/File:Hakusan_gongen.jpg
Small Shrine in forest
Humble Little Shrine
https://www.themarkeworld.com/japan-photos/humble-little-shrine/
Japanese Kyoto Shrine Lanterns
After going to the lecture and discussing my ideas within the group, it was decided that we should avoid trying to make trees and other organic material as organic (soft) modelling is much more difficult that hard material modelling. This now leaves me with another item to try to build as I was sort of invested with the idea of making cherry blossom trees to help situate the shrine/temple items. Another object that I have to now steer clear of is the Torii due to them being too simple to make it maya.
After trying to come up with some new ideas, I've decided that I shall next try to create a shrine/temple itself, a bridge with the land on either side of the bridge and a gate/entrance. The gate will be the animated part as it can have laterns attached that can swing and the gates can open and close in and out. Other ideas include possibly having a stone cobbled path or possibly having a bridge which could have running water underneath.
Having not fully decided what I want to do for my other ideas, I decided as I have some time to look a bit more through the maya 2018 essentials tutorial on maya to try and get my head around the way the tools work. After sitting there for a couple of hours just practising, I decided to try my hand at producing a model of the Torii. This was relatively simple so it was a good choice that I decided to steer away from this as a final model. It was so simple that I decided not to finish any of it and decided to move onto the idea of a Japanese temple. These are some of the possible ideas I could produce below:
Horyu-ji -- "Temple of the Flourishing Law"
https://edition.cnn.com/travel/article/japan-17-stunning-temples/index.html
Stairway to heaven: hiking ancient pilgrimage trails in southern Japan
Kyoto UNESCO World Heritage Sites - Byodoin temple
https://www.insidekyoto.com/kyoto-unesco-world-heritage-sites
Overall I feel like this would definitely be a challenge to begin my exploration in to maya modelling however with the way I learn, the more challenging the object is, the more involved and invested with the challenge I am. Therefore this would definitely allow me to strive to reach greater heights and create a truly outstanding model once I begin. I would start with creating the roof due to that being the most technically challenging part and then construct the remainder of the model from the bottom up, eventually connecting the roof to the remaining model.
From the research I have conducted this week and the week before, I am definitely not lacking when it comes to inspiration for this piece. meaning there is a lot of potential scope for how I can create this temple. Some feature a wide variety of different parts, with a varying level of detail whilst others are quite basic and simple, only following the basic outside structures typical of many different shrines (e.g. the large pillars, white walls and red structural parts.
I then decided to do a sketches around the ideas I've collected and came up with these:
The aspects I like the most out of these are:
Moving on from these, I decided that the best use of my time here would be to try my hand at producing a model for the temple itself. For this I've used a tutorial which helps me construct a pagoda roof, similar to those of the temples above, complete with the tiling.
Pagoda Roof Tutorial
This was a very difficult challenge. The whole tutorial was narrated in Spanish (I think) however there are English subtitles so I was able to follow the tutorial. The modeller was going at a very very fast pace so once I slowed the video down to half the speed, I was able to keep up with his actions. Not only was there a language barrier, but for a first time modeller, this was a huge challenge however I was ready for it. By creating this object I feel I gained a huge amount of knowledge, especially coming from a background of zero experience. The tutorial introduced me to many tools, I wouldn't think of using normally to create some interesting shapes e.g. the curve tools to extrude a cylinder along them and the wedge tool to create tiles and a very important tool, the soft selection to allow the corners to curve effectively.
Going into the class today, I didn't have much work to show however that was mainly because I was still working on constructing the roof and coming up with ideas and designs. The class was spent mostly going through more tutorials in order to learn some more of the basics on Maya 2018 Essentials tutorials.
To Do List:
Due to the temple and the smaller shrine being similar in design, limiting my scope, I decided that it would be in my best interest to go for an overhaul in terms of designs. Instead of having the smaller shrine which would be relatively easy to model after having completed the bigger temple due to the similar roof and model shape, I've decided to go with something a little different. My three final ideas will be:
*if I did change my mind on any part of the above designs, I would then attempt to make a simpler object like a large bell that would have an animated pendulum*
Saisho-in Temple, Kyoto
Imperial Palace - Tokyo
Entrance gate of The Shuon-an (Ikkyuji) Temple in Kyotanabe, Kyoto, Japan
https://www.shutterstock.com/video/clip-15426133-kyoto-japan--nov-23-2015-entrance-gate
If the design of the temple gates is too similar to that of the temple itself, there could be a possibility of being able to model the totem next to the entrance here as that could have a large amount of complexity due to being of a unique texture and having kanji carved into the side.
Sensoji: The Ins and Outs of Tokyo’s Oldest Temple
The gates always have a simplistic base to them, the rest of the gate is embellishment. The gates are very similar to the torri's that I looked into earlier, so I have sketched some concepts of what the base gate will look like. I looked into varying the colour of the wood and adding some fencing to the gate. I prefer the third design as not only does it have the small fencing attached which adds an extra level of detail to work into the model. The first two are far too simplistic and fourth would mean that I'd need to have too much roof to create. All the gates would have large wooden gates that can be animated. There would also be a roof made out of slates, either a jade green or dark grey like in my research.
Most temple gates tend to operate in one of two ways. Either they are able to swing open much like a door attached at a hinge or they are able to slide open, like many hosues from the area, with dividers to partition the rooms as opposed to actual hinged doors.
Japanese style vermilion colored arch bridge, Anji kamo jinja shrine, Himeji, Japan
Kyoto Temple Bridge
https://www.japanvisitor.com/japan-temples-shrines/kyoto-temples
Sensoji: The Ins and Outs of Tokyo’s Oldest Temple
Shimogamo Shrine Bridge
Kitano Tenmangu Shrine Bridge
These might all seem quite simplistic however by the time I have textured the objects and made them look more realistic, they will actually become quite difficult. I could easily add a cobbled stone path leading to the bridge which would definitely increase the difficulty, due to the larger amount of texturing. I could even potentially add an extra layer of complexity by adding running water to the model that could flow underneath the bridge itself.
I did a few quick sketches of one of my intitial ideas, which was the shrines which wold be small have resting on small stone plinths however these are far too similar to the temple I plan to design. However I also decided to do a quick sketch of a bridge, which later became the idea I decided to go with as having the prospect of creating some form of water, which seems like a really fun challenge along with the bridge itself. There really isn't much variance of the different types of bridges.
I decided that if I were to improve and make the most progress I could, I'd tackle the larger and more difficult model. Whilst the Lynda tutorials are very helpful, majority of my learning is easier and will stick more by actually tackling the issues head on instead of just sitting there and learning what all the individual tools do. So with all this in mind and knowledge pf the basics from the Maya tutorials (enough to get me going through the user interface and the to navigate properly), I decided that it'd be best to focus all my attention initially on the most complex and difficult of models, that being the temple due to the model not only having a large, already difficult roof but also because the model will take a lot of individual polygons to form many individual components.
The roof is already created from earlier work I'd done so all I needed to work on for this model was getting the base form correct. Week 1 was all about ensuring the foundations are correct as if these are wrong, the model will look off otherwise.
For a bases shape, the model will do for the time being as I can work on and improve the model as time goes on. The roof is a placeholder that will be replaced by my temple roof from earlier. The model will be comprised of three sections:
There will also be two rooves as well as some details within the model too, so all of this means that I could have a lot of work ahead of me.
Moving on from the base foundations I had made, I went on to solidify that model and also make some significant changes. I extended the columns on the right side of the model and added panels to the frame. I placed the roof in the right positions so that I can see how the model would look with the proportions it had. Using this information, I altered the height of the ground floor pillars as they were extended far too high. The shape is much more as I had hoped and hasn't given me too much grievance as of yet.
From majority of my research, a lot of the temples are raised or have flights of stairs hence I decided to lift the model off the ground and place a polygon for the ground underneath. I was then able to construct flights of stairs connecting the ground and the base together. Several temples also have fencing around them hence I created the fence surrounding the temple. I might however have to revise areas of my model due to some possible sloppy overlapping vertices.
I've kept adding and adjusting the fencing and stairs in order to make them completely surrounding and a more prominent part of the model. I also adjusted the polygons and the mesh of the stairs so that there will be less issues. All of the work so far, hasn't been as complex as I'd thought it would be due to the model using primarily basic primitives that I've scaled to the correct size. The panels however aren't exactly the way I'd like them however. The panels need some adjustments in sizes. I will remove half of the first floor panels so they have a gap and make the floor visible for that floor. I will also add a second set of panels for the ground floor as the panels currently look too small and seem out of place without a second layer.
With all the foundations in place and correctly sized, I was able to begin tweaking the model and adding more details to provide a more realistic model. I added the extra panels I wanted and then went on to add some detail so they don't look as plain as before, as without the detail, it is very difficult for me to visualise what the model can look like without them.
I decided a second fence was needed on the first floor. This provides a much sought after detail to breath a breathe of fresh air into the model. The model has become much more suitable now I've had chance to add some of the lacking details. However, I can go one step further by fleshing out the inside of the temple too.
After having a bit more time to research into the temples, it would appear that the temples tend to have wooden beams that run across the inside of the building. So I decided that in order to create a more cohesive model, I would add these. They bring something extra to the model and allow me not to have just a skeleton for a model.
There should also be flooring for the temple as it's not normally just a wooden floor. Within the temples they tend to have wooden panes and some walls, sometimes even small shrines within the temple. There are mats too which is what I've tried to create with these polygons placed on top of the floor. Just a little something extra I can work with, as if I wanted to have the model be entered, the inside would have to be decorated.
I wanted to add another little part to the model. The walls/panes of the inside should be there too however, for these to function as consistent part of the model, they would actually open ideally like doors. The panes need to be separated and function more like sliding doors. They also need to tweaking to the shape to make them more ideal as just being rectangular blocks would make the object too simple and that's not what I'm going for.
I decided to break the panes up and move the parts that would function as a door have been offset and expanded at the edges of the polygons to create a more interesting shape for them. The wall panes are wider at the edges that form the corners of the walls and the centre parting of the doors is where they are extended. The shape is smooth and interesting, not just a boring block.
This model was relatively simplistic, especially when compared with to the temple. After having completed the temple, I was much more capable when using Maya so creating this model came much more naturally to me. Starting off with a simple polygonal cube, I extended it and added 50 divisions along the mesh, instead of having such a simple mesh rectangle. I extruded half of the faces just a small amount to create ridges in the wooden base and then decided to curve the rectangle.
The model then needed more detail to produce a more realistic shape. No bridge would be complete without the rest of the fencing and barriers to the bridge. To make this simple, I created more rectangles and curved them also to produce the curved beams. Then creating the supporting posts in between the curved framework. Creating the rest of the fencing which isn't curved was simple due to having already created the harder part of the model.
I didn't like the fact that my models weren't part of a composed scene. I always pictured the bridge having riverbanks and a river flowing underneath. Therefore, for me to create that impression, I made some polygonal cubes and created many divisions on the faces. Then using the move tool and the soft selection, I was able to create many varied ridges and a rock like effect which I'll be able to texture effectively to produce a truly wonderful looking piece of scenery.
As I've made the bridge much higher off the ground, there should be a support for the bridge as without the support, the bridge could be considered dangerous (even if bridges are a stable structure). The support also helps to tie the model together with the river section that would be there. If I were to add water, it would have something to flow around.
I made a second larger bridge and extra land mass to help produce a larger model and I much prefer the two bridges, having a singular bridge looked a little lost as a model.
Another relatively simple model when compared with the temple. I could use some of the techniques I gained from creating the temple to create a detailed model. The base shape was created with simple polygons and then some cubes which I divided and extruded to keep the mesh simple and tidy. I smoothed out some sections as having rough edges on some of the shapes didn't seem correct.
Having the base frame in place, it was all about creating an accurate roof. This time I approached making one in a tidier fashion and as it only has two sides. I took two rectangles and joined the vertices together to produce a singular mesh. The divided compartments were a lot easier to work with. I soft selected them, moving them up or down in order to add some imperfections to the roof, as if it were an older structure. To produce the tiles all the same, I used a technique I picked up from the first roof. I selected a face and an edge, wedging them to create little notches.
Then came the main part of the model. The gates are the main feature and these will be the animated part of the model. Therefore they need to be perfect, having the correct placement and axis for rotation. I lined up the gates with a cylinder which I could combine the gate so when the cylinder rotates, the ate will open with it too.
With the gates, I had to try to create details within the gates. I created a large number of subdivisions again, where I decided to extrude them again to create an interesting curved shape at the top of the gate; all these little details really help to bring the model together. I created some small notches within the gates' frame. These smaller details really add to the model and were relatively simple to create with the add subdivisions tool. The main problem I encountered was that even though I deleted the excess edges but there was a bunch of leftover geometry like vertices. I forgot to remove them so whilst they are still present, next time I'd make sure to remove anything extra as I know they can cause quite a few problems later on.
I really wanted the gate too be able to feel more at place if I were to create a small environment using this object I'd want to create a large wall surrounding the whole area. Therefore I created two smaller walls which I could duplicate up easily if I wanted to. Having spent many hours in may at this point, making a simple wall was easy. Having made 2 of my objects already, small tasks like creating simple walls took me 10 minutes, especially since I already had a roof ready to move down to the wall.
This week due to having completed the models and having them to a standard where I am comfortable with them to start with the more complex parts of my work, I will be beginning to look at texturing and UVing the models.
Due to having rather complex models (I went a little to complex in the model making, should've kept them all a little bit more simple than I have), I might have to make a few tweaks here and there in order to simplify my model, especially the temple. It might be more beneficial to save me having to create textures for each individual object to create a texture and a successful UV for one and hen duplicating the object in order to keep the models all the same. For something like the wooden posts, what I could do is take 4 images of wood patterns and then apply them to all the faces, rotating the model randomly to give the impression of the wood pattern being random.
I've decided that my hardest and largest model, the Japanese temple should be the first model I should texture. This is mostly because this model will definitely take the longest to texture but also due to the sheer number of different polygons and textures the model will require to make the model as good as can be. This is my first time, like with the modelling, I will be doing any texturing. Although I experimented above, by applying basic Maya materials to the bridge but these materials don't represent what the model would actually be made of. Majority of the objects within the temple scene will be made out of wood, which will be painted red due to the research I conducted at the beginning of this project. Red is considered lucky for Eastern Asian countries.
My first task was to go through the model and figure out what textures were required for the model to be brought to life. I could easily figure out what material the model should be made of, however figuring out how to create that effect was much more challenging. As I don't know any of the intricacies of maya and texturing, this task immediately becomes more difficult. I thought that to create a high quality model that I'd have to draw each texture by hand, which, with my limited amount of Photoshop skills would also mean that the textures would come out looking awful. Turns out that this isn't the case at all. I'm able to use and alter photos and textures from the internet in order to produce more realistic textures. Another option I do have is to use a regular maya texture on the smaller or less detailed objects in the model or some of the objects that are hidden away for example the wooden beams on the inside of the model, saving me a lot of time when producing the textures and editing the UVs.
I predict that the most difficult part of texturing this model would be the roof. The Roof itself is comprised of roof tiles, clay cylinders, wooden triangular areas and gold larger beams on the roof. My plan for that is to do a projection view of the Y axis and cut and move the edges of the roof to create a flat image of the tiled area of the roof. The clay cylinders, although they have a simple shape will cause problems due to the texture needed to maintain the details of the image I want to have on there. On the other hand, there is a lot of simple shapes in the model too. I will tackle these last. The red wooden beams, fencing and cylinders can use the exact same textures, as long as the UV's of the model are edited so the texture doesn't look blown up and out of proportion compared to any of the other textures.
I initially started by UV mapping some of the more simple shapes in the model. I started with the white rectangles which are shown above. I applied a basic Maya texture and then decided that, whilst the colour was correct, the texture didn't look quite like it should. I wanted the model to have a reflective look to it, the, so when the light hits the model, the white would have a glow. The painted white texture however doesn't need to have any bump or normal map, as I don't want the texture to look damaged or anything. Turns out these polygons didn't actually need to be UV'ed as I am just using a basic maya texture (phong e).
From doing a little research, I learnt a little about bump mapping and normal mapping. Bump mapping uses grayscale images and details picked up from those images to create a texture and the illusion of depth within the texture. Normal mapping produces a similar effect , like that of the bump mapping however the effect of normal mapping seems much lesser than bump mapping. I could clearly see this once I applied both a normal and a bump to the texture itself. Looks like both bump mapping and normal mapping will be very useful when it comes to making mostly my wooden and stone effects appear more realistic, with depth and volume, as the model should look like.
Next, I figured I'd tackle the roof of the model. This here is incredibly challenging as it's not as if the roof UV's can have it's UV's moved. The easiest way of tackling this object is to delete the existing UV's and then create a new set using the planar mapping, through the Y axis. This will ensure that the whole of the roof is mapped from the top. All I now have to do is to cut the corners of the edges and pull the UVs into the correct position. This is nice and simple for the lower, larger roof however the smaller, upper roof. Whilst there can be some smaller edges like the lower roof, on the edges, there are other, more complicated areas. Along the X axis, there are 2 wooden panels that I want to have coloured as a brown wood with a bump map to create a wooden grain effect. Turns out creating a bump map is a lot simpler than it sounds. With great ease, I just went in to Photoshop and applied a 3D filter which meant creating a bump was almost too simple. Applying it on the other hand was a little more complicated, it took me a while to figure out that I could apply different textures to different areas of an object depending on where the cuts are and which UV shells are selected.
I did decide that the easiest way to tackle the larger sections of the mesh would be to just apply a texture to the object, using a blinn. This would mean that the objects' details like the tiles won't be masked by the photo texture I could include. I did initially think that black would be an ideal colour for the object as granite and tiles in general tend to be a dark grey/ blueish black colour. However due to my earlier investigations, I had another option as to which colour I could choose. I could choose a jade green. Using the black/dark grey, the roof in maya appeared very dark and the tiles were hidden, the roof was just a black blob. I did test this out in the render view however the work will still be viewed in maya so masking the details could cause problems. Using the green, the tiles were still completely visible, meaning I could easily move forward. Just applying a coloured texture managed to save me a lot of time, especially when it comes to photoshopping the texture for this object, this gave me a great sense of relief.
Here you can see a bump which I was able to apply to the wooden side panel of the top rood. Although you can't quite see all the details of the bump in this image, I went for a wooden grain effect. I couldn't quite figure out why the colour is missing from the texture however, looking back at this, it was just another simple and easily correctable mistake. I'd moved the file for the image for the texture to a different folder meaning that the image source was technically missing in the eyes of maya. It is just something that, now I'm more familiar with the program, I can deal with much more effectively.
I also decided to use the same texture image for the wooden floor panels of the first floor, as the wooden side panels of the roof. The difference between these texture I made using the source image is that the roof side panels have been cropped to create a more appropriate image for them as opposed to filling the full canvas for the wooden floor. This was a very simple object to manipulate the UV's on due to it being a cube.
Another issue I came across was that the whole temple looks as if it's floating on 4 wooden posts. To change this, I just added a cube and made a platform for the temple.
This was the texture I've decided to not only use for the wooden floors on the model but also for the side panels of the rooves as the would give the effect of the wooden planks and hard wood textures. Using a bump map I'd be able to create a very realistic effect, especially since this texture already has a lot of detail in the image. I originally thought working with Photoshop and texturing objects would be reasonably hard. Using seamless photos makes this task much easier as I don't have to blend copies of the same photo together, and considering that I'm not very proficient in photoshop, the easier I can make doing this, the better.
Using this link, I was able to find a suitable texture for the stone. I decided to save myself a lot of effort and use the seamless image that I could download for free. Then, using that same image file, I created a bump map using the filters in Photoshop and applied that to the object too. I feel like I'm starting to get the hang of doing this now, texturing doesn't seem quite as complicated as I had originally thought although, I can imagine that having a correctly built model and having some complicated shapes and textures would make this process a lot harder.
I managed to finish one of the side panels correctly, so at this point I was struggling to find exactly what was wrong with the texture and why it was showing up here on a side panel and not some of the others. Eventually I was able to work around using the hypershade editor a bit better. This tool is very complicated, even with having spent countless hours on this model and learning about texturing, the hypershade menu is still one of the most complicated menus to work around. It does turn out that the side panels had different materials attached, one had the image file in the correct place whilst the others had a texture trying to draw an image file in the incorrect place. This just shows how precise you have to be with the file structures.
I applied two extra textures to the model at this stage. The cylinders were rather simple to sort the UV's out for. All I had to do was delete the UVs that were already there and then do a planar along the Y axis, cut the cylinder through the centre and then apply the texture file. I really struggled with finding a decent image file for these. I did with quite a bit of searching, find a ceramic roof tile image, however there was not a green ceramic tile. My solution to this is to just produce a bump and then apply a colour to a lambert material, then apply the created bump. Although the cylinder looked good and correct in the maya window, the renderview didn't show the texture. It took a good couple of hours and a change of material from the standard maya material to an arnold standard surface material. Doing this made the texture bump appear.
For the gold details on the roof, all I did was apply a blinn in order to give the material a shine in the renderview however I don't think the object looks very realistic at all. I just found it very difficult to replicate the metallic feel of the gold. I only chose gold as some of the similar objects in the reference material above used gold for some of their detailed aspects.
Here is where I was able to obtain my texture file from for the roof ceramic tiles.
I decided that the easiest way tackle the approximately 100 cylinders, if not more, was to sort the UV's for one of the cylinders, and they duplicate and resize the cylinders to make them fit along the roof. After having tackled this however, I would definitely change my method here. Duplicating the object would cause me a lot of stress and issues much later on so I would definitely find an alternate way to use one single object as a refernce for the rest of them.
Once again I chose the seamless image as its much simpler when it comes to making the texture file as I don't have to alter the image using photoshop tools, instead all I have to do is attach the image at the edges. I much prefer using these image files as it's much less work to create a high quality image and this allows me to focus much more on the more complicated parts.
I also had a white mat on the ground floor of the temple which was yet another easy object to texture as its a simple stretched cube. All I had to do was rearrange the UVs and apply a texture image and bump to create the grains and thatched look.
To create the bump map, I took a small section of the image on the right and enlarged and altered the texture to produce a more effective texture. There was probably higher quality textures I could've used however I wanted to keep with this as it is red and could be used for the rest of the model due to that needing red painted wood.
This here is am image of the sliding doors I used. The original ones I created are shown on the left however, they definitely don't look realistic. They have a very strange shape, a door would certainly not look like the way I made them. On the right, you can see a different door I'd made that looks much much more realistic. For this I cut all the faces of the squares, so I could texture them with a simple what lambert, which I also made slightly transparent so that light could pass through, much like paper. The wood effect was also really simple, using a planar projection, I was able to apply another lambert and simple colour as well as a bump map to create the depth and wood grain effect.
From the previous screenshot, I've almost finished the model now. I've used the red wood texture shown previous and altered the image to make a texture which I could apply to all the wooden parts of the model - all the cylinders, the fencing, the details on the panels and more. Whilst the image was reasonably difficult to alter in photoshop, having that texture ready for use to apply quickly once I had altered all the UV's I had to.
I changed the UV for one horizontal, one vertical, one diagonal fence beam, one cylinder, one of the vertical and one of the horizontal wooden panel details. Once I'd rearranged the UV's (once again deleting and making planar views and tearing off the end face, take another planar view, cut the object and then unfold), I could apply a simple texture and a normal or bump map to really emphasise the depth of the wood grains. Once I'd finished one of each object, I duplicated each of the objects to take the place of the objects without the textures. All I had to do was make sure that each of the objects were in the correct place as the others however this is much more time efficient. As I've mentioned before, having all these duplicated objects causes a few problems slightly later on.
I also attached the same texture as the 1st floor wooden floor to the ground floor as that texture worked very well before. Once again, makes my life easier.
Using another seamless texture, I decided to apply a simple concrete to the stairs of the model. The main difference between this texture and the one that is applied is that I've adjusted the levels of the image to make the concrete more yellow, like the stone base texture I used earlier. I'm very happy how that adjusting came out, the concrete looks almost seamless in terms of colour (apart from the stone brick texture). I also didn't want too much of a rough surface on these steps, hence I used a normal map to make the effects lesser.
Wooden Door and Wooden Beam texture and Bump Material
I also tweaked the material of the gold roof details to an Arnold standard surface where I could alter the material to have similar properties to gold in the Arnold renderer. There is a setting for a standard Arnold material for gold, just another little tweak I can make to make my models look more accurate.
In order to create a realistic lighting effect, I was shown a reasonably simple way to achieve this. Using a skydome light in maya, for the arnold renderer. Then instead of setting up other lights in the scene, I then go to https://hdrihaven.com/ . From here, I am able to take a 2K resolution HDRI and place the HDRI file into the skydome light which will add the lighting from that image into the scene, hence when I go into renderview, the lighting looks a lot more realistic. This has been a huge lifesaver, as ahaving good lighting can make or break a model. Out of the four examples I used above, Tears of a Steel Bridge and Shanghai Bund were the most effective as they have more of a sunset and dawn time of the day which creates a more intense lighting on the lower areas of the model as opposed to being directly on top which I much prefer. The lighting makes the shadows really intense and look more natural as opposed to a really strong spotlight like effect.
I was bale to capture screenshots of the models final renderview using the renderview button on the Arnold renderer which gives me a view of what my object could look like once I've rendered the object. The settings would need to be tweaked in order to reduce some of the pixelation however this mostly doesnt matter due to the face that the models will be put into sketch-fab to obtain an interactable link for the models.
With this model in particular, there were very mixed emotions whilst texturing this model.
This model didn't give me much trouble at all. Two parts that did cause a few were the stone bases of the wall and the roof itself. Other than that, thanks to me keeping the model simple, I was able to quickly texture this model. I kept majority of the objects here as primitives that have just be stretched. I had some of the textures ready to go from the temple model meaning that the only textures I had to worry about finding was a texture for:
Whilst this list doesn't sound too simple, I could probably add a bump map and a regular a material with a colour applied as these objects still need to have some details that show through and I don't want to mask these details too much by using photo textures, especially if the bump/normal maps don't work too well. Even if the model didn't take too long to make, there are still some nice smaller details on the roof and the gates I'd want to preserve, with them being the main focus of the model.
I started off tackling the model with the textures I'd already created for my previous model. I adjusted the textures ever so slightly so they fit better with the UVs of the model. The wooden beams were very simple and all it took to get the textures in place was adjusting the UVs and using the texture I'd already created. Especially since I want the objects to all be part of the same scene, it makes sense to use texture files from the previous model. This keeps the textures similar and would allow me to create a coherent and effective set of assets.
I did have a major problem with the stone bases. I tried to make sure the UV's were correct, having deleted the objects UV, I did a planar projection, cut the end faces off the model and then planared, cut and unfolded the objects UVs. However, as simple as this sounds, I was having all sorts of problems with doing this. The objects UVs just wouldn't unfold properly. Maybe I had some hidden geometry that I couldn't find. The easiest solution was to remake the object and replace the current ones. Just another problem I've got to be more aware of.
Finding a texture for the wall was nice and simple. I took to the internet and searched for a white concrete/ plaster wall on a free textures website.
Using this texture, I took two copies of it, and blended the images together using the healing brush and stamp tool to make sure the images were blended properly. After that I just made the image into a bump map, which at this point was a very simple task. All i had to do now was to apply the texture to the wall, and above is the finished result. I was very happy with this result, especially in the renderview. The light picks up the details on the wall very very well.
I took the image as it is seamless so it was nice and simple to work with, and using the adjust UVs and take them into photoshop in order to line the slates up properly. All that was left is to create a bump for the object which was very quick at this point. I took the roof which was finished and shrunk it down in order to fit it on to the small walls. The top wooden beam used:
All that I had to do here was once again, adjust the levels to make the wood darker and to extend the image using copy/paste and the healing brush.
For the gate, I already had the perfect texture for the wooden floor planks for the temple. The floor planks already had the grooves to create the effect of multiple pieces of wood joined together, apply that texture with the bump map. There is a surprising change in the way the object looks. Because of the details the gate object has, the grooves and details make the object look very different to the wooden planks. Although I am very happy with the way it came out I certainly would change the way it looks next time I do this. I'd definitely add door handles to the gates and add some metal hinges to the doors too.
A small issue I did encounter was that when I moved the gates to the centre point, the rotation of the gates caused them to move into the centre wooden support for the roof. This would be a huge problem as the geometry would overlap. This can't happen in a game so the best solution for this is to remove the centre support and this would no longer be an issue. This was the approach I took as editing the object would just cause it to look weird and could definitely cause me to waste a lot of time on something that barely changes to overall look of the model.
I took the roof next and decided to try a similar colour to that of the temple model. Unfortunately, just using a blinn with a green colour applied to it didn't have a good of an effect. The tiles aren't showing very well at all, however I realised why this is the case. I only used the wedge tool to lift the bottom edge of the tiles up and they don't have any subdivisions running vertically through the model. If i'd made them it might've changed the way this looks however this time I decided that this would be an opportunity to potentially mess around with a darker colour and potentially use both a tile texture and a bump map to create a more realistic looking texture.
This image here is what the object looks like with the rest of the textures applied to the object. The stone bricks i used for the temple model wasn't particularity great when i tried to use it for these bases so instead, I decided to find another texture I could use here. Below is an image I took from the internet and edited using the healing brush to try and make the colours also look different by adjusting the levels in Photoshop.
In order to try and make the roof look more realistic, I took a texture of ceramic slates which I could adjust to make darker yet also keep the details too.
I took a final renderview of the gate using the Shanghai Bund HDRI on the skydome light. The main reason I chose to use this one is that once again, the lighting is low so the main intensity of the light is shining on the front of the object, not the top and as the main focus of this object is the gates, I decided to make the light focus there. The lighting helps to really pick up the details of the gate, with all the intricate groves and the texturing of the wood. The way the shadows fall on the walls and wooden help to show the textures and depth of the model better, it really accentuates the details and that is something I was very keen to show through as I worked hard to get the model looking the way it does.
This time around, I had eliminated a majority of the issues I'd created for myself from the temple.
This was yet another relatively simple model to texture due to having textures for the red wood effects and the wooden planks going across the bridge. All I had to do was apply the texture to one of the wooden posts and once again, I duplicated them up to save myself a lot of time as otherwise I could spend a very long time messing around with the UV's.
With the wooden planks effect, it was relatively simple to adjust the texture to make it fit with the model better. The darker wood would've masked some of the details I included with the bridge. Mainly because I raised the faces of some of the sections, to give the appearance of the wood being stepped, as this would provide grip for anyone walking across. Therefore, to keep these details visible on the model, I lightened the wood effect used earlier for my models by adjusting the levels nad the brightness in Photoshop.
I encountered an issue where some of the objects one textured became faded out and difficult to see once I applied the textures. This was a very difficult issue to fix however once I used the renderview, the objects appeared just fine so in the end there really wasn't an issue. This is very relieving for me, as I'd spent quite a long time researching into why this could be the case without any success.
As applying the red wood effects and wooden plank texture took very little time compared to the rest of the other models, I decided I had some extra time to mess around with making the model into a more composed miniature scene.
I had already sculpted the riverbeds using a polygon cube, which I'd given multiple subdivisions so I could extrude the vertices with the soft select tool. This is a very simple way to make a basic rock face, however I feel like this is more of an organic type of sculpt. However to help finish off the scene I attempted to make a riverbed. I initially made a cube which I added subdivisions to in order to allow me to extrude the vertices again. However this meant that the overall riverbed came out looking flat and like an object from a PlayStation 1 game. I smoothed the object out to attempt to fix this however it turns out that the best way to fix this is to recreate the object with a plane instead which I could smooth out much easier due to there being less geometry.
Making a texture for the riverbed was nice and easy. I just used a seamless texture to create a normal map and the texture due to it being another seamless image. As the image attaches easily fro all edges, all I had to do was duplicate the image up in order to fill the 2048x2048 canvas size. Then it was just a case of using an AI standard surface to add the photo texture and normal map.
The riverbanks were a whole new set of problems. Creating the UV map was relatively simple due to the hours of practice I've had however, setting up the textures required planning on my part. The top of the mounds of dirt could be a very different texture to the side faces of the objects. The faces that face towards where the water would be had to be a rocky riverbank however the dirt needed to be on the other faces due to the idea that the bridges and the mound soft dirt had been sliced out of the ground. This means that the faces needed to blend in and out of each other so the textures don't look like they've just been slapped on to the faces. This was relatively easy with Photoshop as I could use the stamp tool to make the textures blend. The rocks came out surprisingly well considering I struggled to find a very good texture to use, GravelCobble0003. The main issue was making the texture look good enough in both the renderview and the viewport, Photoshop also made this much easier.
The last part I wanted to experiment with was to add some water to the scene. This actually took quite a while to figure out. I created a plane which I could attach a material too. I decided to use a blinn material as this would pick up the light and reflect it. Instead of using an image to create the texture, I just decided to add a very pale blue to the material. Instead of using an image file to create a bump, I decided to use a fractal as a bump. This should allow me to introduce noise into the material to create the impression of waves however this didn't work out quite as I'd planned. The bump didn't work as I'd planned as I imagine there was a problem with the lighting as Arnold needs its own lighting for the renderer to work properly. It would probably also need its own materials for this to work. The material also needed to be made transparent. Although i adjusted the transparency, I couldn't figure out why the plane wasn't transparent at all, instead the object had no transparency at all. Turns out, after getting myself very frustrated as to how the plane wasn't working, there was a simple solution. Chris, a new lecturer from the Game Art course was able to find the problem and it was that Opaque was turned on under the WaterShape -> Arnold, Opacity settings. I'm still frustrated that I couldn't have the wave effects however for a small experiment I believe that this was very successful, even if the brief of the task didn't expect students to work with creating water.
Overall, this object, in my opinion, fits very well with the other two objects and that I believe that I created a very strong set of cohesive assets. I believe I could create a scene that works very well with each of the assets I created.
I believe that the bridge is very well made, with textures that are very fitting and help to give the bridge a very strong sense of character however, the river banks and water aren't quite as effective, with them giving a rather back dated look to the model, as if the graphic would be made for an older generation system. Maybe it was the bump mapping, the textures might be less effective due to having the a little too much of a bump texture. If I were to remake this object, I'd probably change or even remove the riverbed and riverbank, changing them for a stone texture like concrete or even make the riverbank have a more grassy, overgrown feel. This might change the feel of the objects to a more of a lost, hidden temple, decayed of the ages. However after having completed the models, the outliner was mostly accurate and the files were saved as PNGs with very little issues for importing them into sketchfab.
Sketchfab was a relatively simple website to use. There was very little to it. All I had to do was ensure all my files were saved into the source images folder. Then once I'd completed that, I had to export the objects as an FBX file. Unfortunately I encountered a major problem with this. Sketchfab only allows you to import files of 50MB. Whislt the bridge and gate were below 50MB, the exported file for the Japanese temple came to approximately 100MB. Even by streamlining the objects by reducing down the amount of duplicated objects and making sure all of the PSD files, turning them into PNG's instead. This did reduce the file size however it only came down to 70MB. Turns out I made a very large object. The solution to this was much simpler. All I had to do was compress the FBX into a 7zip file, which I could import into sketchfab.
This was a very challenging assignment where I faced many different issues which made making these models very difficult. From the start, I was at a small disadvantage with other members of my class having previous experience with 3D modelling, unlike myself. For this task, I had to not only learn how to create a model, but also how to make the model smaller in size. I then had to learn how to not only make effective textures to make the model look more realistic but also the best way to make them look like they have depth and like a real texture. I also had to learn about lighting and rendering as well as exploring how to create some difficult shapes and textures beyond the brief. This task was mentally stimulating and really allowed me to push myself to create models I could be proud of. I spent a very long amount of time working on each model to make sure that each part was as detailed as I could make it. Whilst I am very happy overall with the way that everything turned out however there were many issues with the way I created these objects. Whilst the designs seemed like a good idea at first, there were issues with the scope of the models. The bridge and the gate were simple however the temple was far too complicated for a first ever model to create. If I were to redo this task I would definitely make a much simpler object. this would allow me to use my new found skills in maya to create objects with much less excess geometry. From performing this task I have learnt many lessons as to how maya works. I certainly won't use PSD files to create textures as they consume far too much file size in the scene. When using maya, I'd have to ensure to keep my outliner completely tidy with every object named correctly and grouped to ensure that anyone who view my work is able to locate anything. I would research more into both bump maps and normal maps and how I can use them along with my textures to create effective objects. I feel much more confident in my abilities, I could definitely make these objects, making them much faster and with much less overlapping and excess geometry, making the models much more effective. However performing this task again would also mean that I'd reduce the difficulty models to make them more manageable and to allow me to use to create textures that are more effective.
Overall whilst I had a lot of learning to do, the task was fun, challenging, intellectually stimulating and has given me an idea that I might want to pursue a position in this field of work in the future. I will have to improve drastically to stand out amongst the competition.