CAGD 230 - Digital Modeling
Game Scene Final Progress Post
For the game scene project, teams of three or four were to pick a scene from one of three games and recreate any scene from said game. Each member of a team must create one building and at least one side prop for the scene. All models must be UV'd, textured, and put into a unity scene. My group of three decided to go with "The Legend of Zelda: Breath of the Wild" as our game, picking Tarrey Town as the scene we would replicate.
During the making of the scene, we would come to encounter problems such as troubles with UVs, blurry textures, and common modeling problems. We also had to manage our time well and develop schedules to avoid falling behind and struggling to finish in time.
In our Tarrey Town scene, we are trying to convey a sense of happiness and warmth. We did this by making the scene colorful and adding little props that bring the town to life. We wanted a scene that would make people smile when they walked in and looked around, and I feel we accomplished that.
I occurred a couple problems during the making of my building and prop, with the mains one being modeling decisions and texture detail. When making the front gate prop and parts of the house, there were points where I would find myself with n-gons and it was difficult to get rid of them. Sometimes I almost couldn't find a way to make divisions that would fix it. The solution when problems like this arose was to simply start over on some pieces and plan out the divisions before starting to make sure that it would turn out better, and it would end up working.
As for texturing, my house textures had a big problem which was that they were blurry. This was because the foundation of my house had a large UV shell, and made all the other shells smaller, but the foundation didn't need much detail, and the smaller pieces did. It took a long time, but I had to resize and rearrange all of the UVs for the house until the right pieces had more detail. Luckily, my fix did work on the first try and my textures had more detail.
These problems will definitely help me to improve and avoid these mistakes in the future, as I better understand certain aspects of modeling and texturing, like planning divisions to get quads and making sure your models get detailed textures where needed.
Although we did have to work extra hard to make the deadline for our project, my groupmates and I did have good time management. We planned out what we would do each week and got it done, which really helped to make finishing the project easier. After this project, I know the importance of using all of the class time and not procrastinating, or else deadlines can come fast and you might not have enough time to make a presentable assignment.
Overall, it probably took me 2 and a half weeks to finish modeling, half a week to UV, and 2 more weeks to texture my objects and put them into Unity. This got me to finish my project and wasn't too harsh of a schedule, each part of the project had adequate time to make it more than doable.
Game Scene Progress Post - Week 4
At the end of the last week, I managed to completely finish all of the necessary modeling, as well as the UVing for all of the models. I am officially done with modeling and UVing for the project, and all that is left is for me to texture. Will all of the UVs done, all that needs to be done is for me to made IDs, bring the models into painter, put textures on them, and adjust them to look nice.
No main problems arose, only small difficulties with UVing occurred, but all of them were simple fixes, nothing too time-consuming. I am nervous that the unimportant pieces are larger, and will be more detailed, while the smaller, yet more important pieces are smaller in the UV, so I might need to change things around. I will take everything into substance painter and texture it, if I feel the small parts need more texture, I will redo the UV sheet, making the small pieces bigger to get more detail into them.
In this week, I plan on finishing the texturing by the first class, or after that class, so that texturing is done by the next class, and I can use that time to bring everything into Unity and prepare all of the models in the Unity scene. I will then need to make some simple terrain, get good lighting, and a nice post-processor. Using class time and out of class time as needed should bring me to completing the project on time.
Game Scene Progress Post - Week 3
In the last couple of days, I have fleshed out the pieces of the house, as well as finished the modeling, so all that is left for the house is for me to texture the pieces and duplicate them to build the final house.
Game Scene Progress Post - Week 2
This week, I completed most of the modeling required for the building. I found one more reference image that helped me to better see parts of the building like the windows and doors. With this nice image, I can see a lot more detail in those objects and make more accurate replicants of them for my scene.
The first thing I did this week was I added color to the base blocks of the house to see how it looks compared to the game, and it looks great. Next, I made a window, door, roof, and stairs for the house. I ended the week by placing it all together to see how it looked and added a ground plane to get a better idea of what the finished product would look like.
Game Scene Progress Post - Week 1
We have recently started the game scene assignment, in which groups of three or four are to choose one of three games and replicate any scene from the game the best that we can. The only requirement is that each group member makes one building and one or more side props. My groupmates and I decided to choose "Legend of Zelda: Breath of the Wild" as our game and we settled on a location called Tarry Town for the scene we would model.
Since we had time to get started on modeling before the next class, I decided to start with the base for the houses in the scene. The houses in Tarry Town are simply colorful blocks stacked to make a house, we therefore only need one main block that we can duplicate to make the houses. I took a square in Maya, scaled it up, and beveled the edges to match the blocks that made the houses. With this block made, I duplicated it, moved the pivot, and aligned it to make a shape. To make the houses, I only need to add a few more blocks and model extra touches like windows, doors, etc.
Western Scene Final Post
For the western scene project, we were told to choose from a western saloon, blacksmith, or general store, and recreate one using Maya. For this, we had to gather references, make several objects, UV and texture them, and display it all in a scene with proper lighting. I chose to make a saloon, with props such as chairs, tables, a bar, glasses and bottles, and other small objects.
In this post, I will be showing images of the scene and textures, as well as talk about problems I had, solutions, time management, and what I have learned.
For my scene, I wanted a warm, inviting saloon that you can imagine existing in western times. I wanted people to not only like the saloon, but to derive happiness from it and appreciate the work that went into it.
Although a lot of the project went smoothly, there were a couple problems that slowed things up a bit while working. A few of these problems included ngons, getting nice textures, and keeping under the quad limit.
The problem of ngons arose when modeling the walls, as the lips halfway down and at the bottom created ngons that I didn't see for a while. When I did see them, it was very difficult to make edge loops that would fix them, I sometimes had to redo a whole wall to get rid of the ngons. It was only after hours of redoing edges that I was able to solve the problem.
The next problem came when I got to texturing, as I didn't have many textures to make the scene look nice. My subscription to substance painter was a little buggy and didn't come with substance source, so I could only use the limited textures that came with painter. This was a problem because I needed some textures that substance painter simply did not have. My solution to this came with using unorthodox textures and changing them to fix my purpose, like using a scaled-down fabric as wallpaper and other things. I was also able to use texture files that others had linked in the discord and those things combined helped me to get through texturing my models.
The last problem that I had to deal with was at the end of the project when I realized I had far too many quads in the scene. We were limited to use below 10,000 quads in our scene, and when I had my scene put together, I had much more than that. I tried several different things, like removing unnecessary models and trimming down the quad count of objects by getting rid of unimportant edge loops, but I still had too many quads. It was only until I realized that some of my objects were still in smoothed mode that I could solve the problem. The smooth mode adds a lot of quads to a model, so turning smooth mode off brought me way under 10,000 quads, and I was even able to bring some models back into the scene.
This project has taught me a lot about both problem solving and time management that I will take with me into future projects and assignments. I feel a lot more confident in modeling objects without tutorials, as well as texturing and UVing models. I know how to reduce quad count and how to get effective lighting in a scene. I also know how to better manage my time, like using all of the class time, dividing up the work into chunks that I can tackle one at a time, and spreading the workload as to not stress myself out.
Although a short project, I feel that I have learned a great deal from it, and the experience that I have gained from it is immeasurable.
Western Scene Progress Post - Week 2
In the Western Scene assignment, we are expected to make one of three chosen western scenes: a saloon, blacksmith, or general store, I chose the saloon. We need several objects that would fit with the selected scene, as well as references. We need to model, UV, and texture these models, as well as position them all in the scene to make it believable and add lighting.
In the past week, I have used my written plan to start some of the modeling and UVing required for the scene. So far, I have a completed model for a bar, chair, and table, as well as the previously made models, like a lantern, barrel, etc. I have also completed the UVs for these models and organized them, I also set up the IDs and lows for the objects so I can start texturing next class. Last, I made some changes to the written plan as I went along, like crossing off finished things and removing some. I decided to remove my idea for a second floor, as it doesn't add much to the believability, but can make it much more complicated. Doing this also saves a lot of time for me to make more detailed objects. Although I wanted a second floor, I'm confident that I will be happier with how my current idea for the saloon will turn out.
So far, I have luckily not encountered many problems yet. The modeling has gone well, and references haven't been difficult. UVing wasn't bad, but there were a couple times that I did get caught up trying to get shells to unfold. The solutions to these problems were usually freezing transforms or making extra cuts. Other than that, I have yet to be stopped by any major problems, and I hope that continues going into this week.
Western Scene Progress Post - Week 1
For the Western Scene assignment, we are told to combine objects we have made, as well as make new objects to create a full scene. We had to choose between a western saloon, blacksmith, or general store and make objects that would fit in that scene. Having chosen the saloon, I need to create a full saloon with tables, chairs, a bar, and any other objects that would be commonly found in a western saloon. All objects in the scene must have UVs and textures and the scene itself needs 3 point lighting.
As of now, I have reference images for the objects that I plan on creating, the only problem so far was finding images that matched what I wanted. After a couple very specific searches, I managed to find everything I wanted, and I am more than ready to make the most out of the next few in-class work periods.
Micro Scene
For the Micro Scene assignment, we were told to create a small scene consisting of a barrel, lantern, two glass objects, a sack of flour, and two additional objects of our choosing. We had to use Maya and Substance Painter to model, UV, and texture all of the objects. We then would place them on a textured plane with a 360 background and three-point lighting. The objects were to be placed in any composition that would make a good render.
Those were all of the problems that occurred when making the Micro Scene. Everything else went very well, any problems were quickly solved through either the tutorials or just catching a personal error. The bullets and barstool went especially well, as no problems occurred and they turned out great in the final renders.
To improve in the future, I will definitely remember to delete history and freeze transformations more often, as well as switch off the smooth view when UV-ing. As far as time management goes, I will be sure to make the most of class time, and I will pace myself, completing parts of a project throughout the week, as to not stick myself with hours of modeling the day it's due. Overall, I think the Micro Scene, as well as other assignments that made objects for the scene, taught me a lot about using Maya and Substance Painter and cleared up a lot of the confusion I had with modeling and texturing.
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