Showing posts with label Modelling. Show all posts
Showing posts with label Modelling. Show all posts

Saturday, 19 November 2016

My Contributions!

Here's a Unity scene with all of the assets I worked on/created for the group project. I was head of Environment Design throughout the project. :)
I textured and UV mapped everything shown here.
Modelled the character's outfit, the background, the pod and the barrel.
Gabe modelled the other assets.



The project has been very difficult with only 3 members, but I'm happy with how the end result is looking and hopefully we'll be able to setup the game on time.

Cleaning Up Gabe's Models

Me & Gabe came to an agreement that he'd model a bunch of assets for the environment, then in turn I'd UV map and texture them. This worked out really well in the end, because there's a definite consistency to the style of everything.

I did have quite a bit of extra work to do on the models because there was a lot of unneeded topology and every piece of the mesh was a separate entity. This meant I had to combine the objects and then merge the vertices which was very tedious. In the end this came down to a misunderstanding between Gabe and myself, since he uses a different workflow to my own.


This is a small example of the kind of topology I was able to cleanup.

Barrel Model

We needed more models to fill up our scene, so here's my contribution!
I made this before I received feedback on the Pod's texture, so it uses the same stone looking texture.
If I had more time I would revisit the textures for this & the Pod, but that's not possible this far into the project. I would also have liked to swap the toon-shader we're  currently using with the Maya method, but again, there's not enough time remaining to change this.

Friday, 4 November 2016

Clothing Models

I was tasked with modelling the clothing for the character and was able to use Gabe's female model as reference. I ended up making a lot of adjustments to the model's proportions and used photo reference instead, however a few elements of Gabe's original model still remain. (neck, hands and stomach). Otherwise everything shown here was modelled by me.
Once the models were finished and the topology cleaned up I began UV mapping. It's hard to show off the UVs in a screenshot, but they came out really well with very little distortion and minimal seams.




Wednesday, 2 November 2016

Platforms

I started working on the platforms for the game. They still need a little polishing, but for the time being the results are good enough. Unfortunately the toonshader in Unity does not support the use of Normal Maps, and it's too late in the project to make a change to this.


Thursday, 29 September 2016

Modelling the Pod



I actually really enjoyed modelling this asset. I didn't run into any problems with it in this stage at all, I made sure to correct the topology as I went, and UV mapped it at several different stages so it wasn't a massive job at the end of it all. I think I did a really good job as it looks exactly the same as the model sheet. - Aside from the back plate which I added as a last minute change, I figured it was better to have it there so the top piece didn't appear to be floating once the tube dropped away.

Thursday, 31 March 2016

Modelling Tweaks

Today we had a group discussion & gave feedback on the pieces of the model, there were a few things that we thought needed changing. There were a few things that were off model for the sake of easier 3D modelling so we changed these as much as possible without affecting the topology & overall design of the 3D model.
We thought the breast-plate could protrude from the characters shoulder more, so I altered this for Gabe to save him some work.
[Left = Before, Right = After]
Originally I had the hands as seperate objects (fingers,thumbs and hands). I checked with Gabe, the head of 3D, and for the sake of smoothing, texturing and skinning; I've made them all into one object. This meant merging the vertices and then rearraging the topology since the fingers & thumb had a lot more edges than the hand. Luckily I was able to come up with a solution, leaving the model entirely as quads (aside from 1 triangle which is hidden from view).
Now that it's all one piece we'll be able to smooth the hands properly.

Wednesday, 30 March 2016

Modelling X-22's Hands

This week I ended up modelling the hands for X-22 whilst the rest of the group finished off the modelling they were set.
I was told to build the hand relatively low-poly so it could connect with the arms being built by the others. I've had a bit of experience modelling hands prior to this so it didn't prove to be too difficult to model.
I started off with a few cubes and slowly built them up with edge loops to make the rough shape of the hand and a finger. The finger was made of two seperate objects (for the finger & armour).
After I got the shape and edges looking good I duplicated the fingers and began to attach it to the rest of the hand.
Gabe wasn't too happy with the number of edge loops I had in the hand, I was planning on removing some as they were only placed their temporarily (to snap the finger to the vertices). With some help from Rhys & Gabe I was able to quickly fix the topology whilst still retaining detail. 
All that was left to do after that was the thumb, unfortunately I had to model this twice due to Maya not saving correctly. I seperated the thumb into three objects.
Once the thumb was modelled I had to work out how to connect it to the rest of the hand, me & Rhys decided to base it off of human hands. 
At this stage I got some feedback from Dane and he suggested the kunckles are made to look more organic by having the fingers at different heights. Initially we'd planned to have the fingers all uniform lengths so this keeps them at the same lengths whilst still looking organic.

I also had to duplicate the hand & model the right hand slightly differently due to it being larger & more armoured.

Wednesday, 23 March 2016

Modelling The Synth Overlord

This week my group has started modelling our characters in Maya. 

Gabe has made the base model for X-22, Matt, Jacob and Rhys are creating the armour plating for X-22 whilst i'm working on the head for the secondary character; the Synth Overlord who appears on the laptop screen.

Because this character will only ever be seen from a front view I was able to take a lot of shortcuts making the modelling process extremely quick and painless. I had a few issues with double faces after extruding however I was able to identify these really early on and fix them, saving myself from any potential issues in the future.
Other than that everything went really smoothly. Our head of 3D, Gabe, provided me with constant feedback and made suggestions on how I should go about modelling certain things (such as the hoses) which made the process even easier.


First Attempt - the topology was entirely off so I decided to rebuild the model using different techniques,


I created the face from a sphere and then extruded faces to create the jaw structure.
The mask was made from a plane.


I added the hoses into the model using a cylindrical polygon.


I then added in the neck & eye/lenses using cylinders and spheres.


A close up of the Jaw-Spikes and the Hosing. 
The spikes were made using a simple cube and the hose was a cylinder with edges to simulate the grooves that would've been in the piping (referenced the pipe in a previous post).


The final model and topology for the Synth Overlord!

Tuesday, 1 September 2015

Test Lighting & Texturing

An example of the lighting I will be using:
(Moon lit & face highlighted)

Close-ups of a few details in the texture.