Game environment scene

Hello it's William again and I'm here to talk about my latest project with my group. what we are going to do for this project is recreate Hateno Village from Zelda breathe of the wild for our 230 cagd class. What I was tasked to do however is to make the Ancient tech Lab of the Hateno Village. I Haven't really accomplished anything yet but the blocking of the scene, but what I want to do next week is make the building itself look kind of like the game counter part so that we could use unity to bring all our things together.

Blocking scene:
object list:
chimney,
2 houses
huge light post with stairs on it.
stairs
blue orb thing (optional).

refrences:



11/8/2017



Hello again this is William Onejeme and I'm here to bring to you another update on mt ancient tech lab design for the environment scene for 3d modeling. The modeling for this pace is coming along quite nicely I believe, though I need to go ahead and do the Uv's today so that I can get the textures later on. So my plan of action for this week and the following week is that I need to get the Uv's done for the Ancient tech lab then I need to texture it So that when it comes time to put it to unity I will be ready. Also I need to also make a chimney out of the naked cylinder right there as well.

references of the ancient tech lab.




One thing I am struggling with is figuring out How 'm going to make the roof  look almost as similar to the game counter part. the roof looks like its all deformed and I'm not sure how I can do that with Maya yet. So what I will do is ask for assistance on that when the time comes for it. Or I might just leave it as is if necessary.


11/15/2017

Hello everybody It's William again and I'm here with a little update to my blog about the game environment.  I didn't get that many updates on my scene other than making a few details for my building and add better looking stairs to the cylinder shaped building. The reason why I couldn't make more updates is because I lost my flash drive for quite sometime and I have been looking for it until Tuesday. SO on the bottom you can see some screen shots of my model as of now.
As you can see I also refined the little houses that were on top of the towers as well to make them look less awkward.


Some problems I'm having however is that I'm not sure how to Uv pyramids because it's such a complex shape and I haven't found any guides to really help me with that situation. So what I will do is when I get to class I will ask for some help on that because I really want to  make them look as good as possible. However I do have Uv for the base of the houses and the basically look like this.

Finally here are some of the textures I plan on using for the houses once the Uv's for it are complete.


The middle texture will be used for the roof of course while the other two will be use for the building.



11/29/2017

UV snap shots:








Textures:

Models:



What has been completed:
So far in my model I have been able to complete the textures and the modeling of the building. I decided to use more generic textures for these because I wish to do more of the details a bit later after all my other things are off the table. the only texture i didn't do though is the texture for the stairs, but i will get to that in time.

next week:
I will have the stairs done by next week with the model completely uploaded to unity as well. Along with that i will try to make sure that my models have a bit more details to them along with my textures because i want to try unity out before I put too much time into the models I'm making. After that all the work will then be focused on unity and I will try my best to make the environment fit with this model.

problems/solutions

Some problems I had when creating this model was the Uv's for sure because after I created them cutting them was a huge pain. they would always be stuck together some how and then more problems would arise. So in order to solve this problem I used many tutorial videos on you tube to figure out these problems and finally I received the answer I was looking for. Though some of these UV's look a bit wonky they still work and I'm happy they do. I also figured out how to make the textures work so that they don't look so magnified when placed onto the object.






12/6/2017

Summary:
Hello guys this is William and I'm here to bring you the final installment to my game scene project. what inspired me to do this scene (actually I was forced) was the fact that I resonated the most with Zelda because of not only nostalgia, but also all the landscape of Zelda has always been so beautiful to me. The reason I went with the ancient tech lab is because I wanted to challenge myself when it came to modeling a building to that caliber. Not only that but in my opinion it was the most interesting building of all the buildings in the village. However I wasn't able to get those extra details in their because of my lack of knowledge and time. However I did quite enjoy the process of making the Ancient Tech lab.

Software used:
Photoshop, Maya, Unity

Steps:

So what I did to create the lab was, first make a blocking of where the all the building's of the tech lab will be. After doing that I made sure to give the models a bit more detail to them to further replicate the look of the building. After modeling the building I made sure to gather plenty of textures and references from normal houses and the original Ancient tech lab so that I could make it look like the lab as much as possible. Following that I made sure that I did the Uv's before adding textures because I needed the Uv's to be just right so that they could fit. Then Finally I took the UV sheet to Photoshop and I went to town on the UV's to make them fit the model. After that I put the Uv's to the model on Maya and that was the end of it.

Collaboration:

Our group was pretty collaborative throughout the course of the project. However  we barely met up with each other outside of class. SO we did most of our communication over text or Facebook. I would say Emma's time management was very good, but for me it was good until the end because I messed up my textures and I had to stay up all night just to get them right again. For the most part though our team was pretty good when it came down to team work. Plus Emma pretty much organized most things so props to her.

Final screens shots:
















Scene:




Comments

Popular posts from this blog

CAGD 345

Grocery Shelf