Tuesday, August 25, 2015

EOC_WK_7

This is an Advance lighting and texture exercise I made a few quarters back. In this project we had to get a reference of a scene and recreate it in a 3D environment. My pick was an abandoned house, more specifically, a room.
My initial idea was faithful replica of the scene I chose since I really liked it, but as I kept on going with the project, I decided to make some changes to the models and forget about the replica and work with the mood of the reference.
I started with a simple bed with curtains on the sides, I tried to make if look fancy in a way. For the sheet on the bed I used the physics tools available in the 3D program “Maya”.  I created cloth physics and I was really pleased with the results although I did not do the same for the curtains on the bed, I was pleased with the way I created fold on the curtain.  I decided to populate the room a little bit more by adding a fallen table, plant and pot.
For the windows I wanted to come with a story for them, I’ve always said it, a good background tells a story. In this case I added bloodstains on the curtains and played with the transparency on the materials of the. The window was designed to be broken because in most abandoned places it is normal we see this characteristics in buildings.


Finally, I experimented with the lighting, since it was one of the requirements for the project. My first option was a sunset lighting situation. I really liked how the low orange illumination worked with the room itself even before applying the textures.  My second option was a midnight illumination, for which I chose to have a more moon lighting in the scene. This projects were successful, not because they met the requirements, but because the designs and the scene was well put together, the illumination and were a big part of it too.

Monday, August 10, 2015

EOC_Wk4


In this project, my task was to create a 3D asset of an abandoned gas station.  The requirements for the gas station were simple, it must have a Store, a roof, and at least 4 gas pumps, each pump should be different from the others).

The Gas Station store was a simple task sine I applied concrete materials to the walls and a text to the store sing above it. Since the outside of the store was required, I added two windows and applied a wood texture to them as if they were barricaded from the inside. Since the windows were simple, I created planes to cover them and applied a texture with alpha channels with graffiti on them.  For the door, I applied the same technique and made a plane with wood texture on the door along with graffiti on it.  The planes with the alpha channels have messages that you would find in abandoned places “No gas, No food, Dead inside”.

For the gas pumps, I designed 4 different ones, one of them was in good shape, all elements of the pump were there like the hose and nozzle, the other one had the nozzle on the ground, showing that someone tried to get gas from it with no luck, the rest were more deteriorated, they were broken and even broken apart and on the floor.

For the roof of the station I decided to leave it without lights or lamps since they were not going to be utilized in the game. Once the model was completed, textures in its totality and critiqued, it was exported as an FBX file and placed in the game.

In my opinion this project was a success because I had a lot of feedback during the process, nad later on approved by the team leader.

Tuesday, August 4, 2015

EOC


In this project, one of my tasks was to build a house that can be used to populate the world in a game.

This asset was created in Maya. There are two versions of these houses, one being a one story house and the other one being a two story house, using realistic textures, decals and alpha channel textures (textures that only show a desired texture with no background), and specular maps (shiny parts). . The houses are made up of 5 parts; the house itself, the windows, door and door frame, fence and growing vines.  I used decal textures to simulate the rust and mold building up in a wooden house, water build up and dirt, for the windows I used a specular map to give the windows some shine, I used wooden planks textures to make it look like as if it was improvised barricaded form the inside, the door was closed but taken over by decal texture ads if the elements tried to destroy it as well as some claw marks and blood. The fence has an alpha channel texture, that means it projects the holes a fence would project without having to create all of those holes and reducing the poly count on them. And last, the plants outside the house were a personal touch,  I wanted to give the house even more live by adding an outgrowing vine, this vine has a strong alpha channel texture since you can only see the plants and nothing else, giving it a better balance in the color scheme with the house.

In my opinion, this house was a success because it met the requirements the game needed, also it was well thought and designed, though the shininess in the windows could use more work, im happy with this project.