Monday, December 17, 2018

Week 5 : Finalizing; Final Product


Week 5: Finalizing; Final Product
Reaching towards the end of the semester, my team and I were able to complete our final game scene successfully, and ended up doing pretty well. The few final touches I made to my Pantheon and pillar prop involved filling in the spots with multiple textures rather than lazily overlapping many UVs with one texture, which ended up making the Pantheon a bit more pleasing to the eye in the final game render (Notice: the two images above are not final renders, but a closer look at my models particularly). My part of the project ended up being done a little bit ahead of the others due to the rectangular and or cylinder shaped models I had to make so I chose to create the final scene, kind of lightening the load for my other teammates' modeling tasks. We recreated a house, some trees, a theater, and a Pantheon recreated from Assassin's Creed Odyssey, which all resulted in a pretty decent game scene. The lighting definitely could've needed some work (sadly wasn't able to figure out skyboxes and or unity's lighting system), but other than that, this project went pretty well with the people I was partnered up with.





Wednesday, December 5, 2018

Week 4 : Texturing & Improving Poly Count/Modeling



Week 4 : Texturing & Improving Poly Count/Modeling
So far what I've got going on is mostly the finalizing of the pantheon and prop material texturing, which seems to be looking pretty good when rendered in appropriate lighting. What I used to texture the pantheon had been a google image of Greek plaster/wall texturing that had a sort of cracking and old sort of texture to it, hence the reason why I thought it'd be great for the pantheon. It had originally been the slightest bit more red, but I photoshopped it to have a more grayish brown color to fit the theme, along with the sculpture I grabbed for the front and back of the Pantheon. Lastly for the pantheon, the pillars supporting it were also textured the same, except I inserted darkened lines to make the pillars look more believable, which seemed to have worked pretty well looking at the render... As for the prop pillar, I used a sample pillar texture to emulate pillar creases, and for the orange patterns I decided to change the hue to orange and simply put the orange texture in the appropriate areas. What I want to work on next is the sidewalk areas of the village and or town we'll be making (if I have enough poly room), and to finally insert the props into Unity.



Week 3 : Beginning Textures and UV Mapping


Week 3 : Beginning Textures and UV Mapping

A good majority of work is being made towards my Pantheon and pillar prop. As of today I've unwrapped the complexity of my Pantheon, and will plan on what textures I want to implement onto my Pantheon. The pillar prop is finished so I can begin work on my Pantheon, concluding towards importing the XBEs to Unity. What I plan to work on hopefully is to implement some sort of terrain (not grasslands or plains) that will be around the objects me and my team plan to finish up along these few weeks. Hopefully when we finish up our arena/theatre, other Pantheon, and houses, we'll  begin making props such as stairs and or sidewalks. A side note about my part in this project is if I should implement flags or not. My reference included flags, but sadly it'll increase my poly limit for the props I can create. If I find a way to decrease polys while not making the flags too blocky, I'll insert some flags to create a more accurate representation of the reference I'm using for my Pantheon. Hopefully once I insert the Pantheon UV texture (hopefully there's not black areas that I have to go in and fix), I can figure out if I can insert anything else towards my building.

Tuesday, November 27, 2018

Week 2 : Improving Prop/Building Structure; Decreasing Poly Count


A week later, our progress was reviewed by our teachers. A few things that I was told to work on for the upcoming weeks were to reduce the poly-count below 5000 (too much polygons on the pantheon pillars), and begin texturing. The outside pillar prop's texture could use a little bit more work, and the pantheon's texture is undergoing picture research (there needs to be some sort of painting I can cover with beige and placed on the front of the pantheon, along with a beige marble-like material. Other than my building and prop, I believe it would be a good time to think about where the props would be placed in Unity to make a well composed game scene. From the YouTube video my team's props are based on, hopefully I will get to work on steps and or walking areas for the scene.

What I plan to work on next is:
  • To improve on the prop pillar texture
  • Think on the terrain of the scene
  • Make a UV texture for the pantheon
  • Improve on pantheon pillars
The process is definitely not difficult, but it will take time and effort to make the game scene look promising and aesthetic to the eye.



Wednesday, November 7, 2018

Week 1: Beginning and Planning Greek Scene

Our game scene will be modeled as a Greek kingdom themed after the video game "Assassin's Creed: Odyssey", a Greek-themed installment of Assassin's Creed. we were assigned 3 major buildings, and a few props to add life to the scene. What we plan to progress with is :
  • 2 Pantheons (Blocked)
  • Arena and or Theater (Blocked)
  • Surrounding Houses (In Progress)
  • Stairs and Flooring leading to the Pantheons and Theater (In Progress)
  • Pillars (Blocked)
  • Trees (Blocked)
My objective in this project is modeling and refining the minor Pantheon referenced in the first picture above, as well as the Pillars referenced in the second picture. So far what I've blocked is pretty well made so far, but could use some work on the drapes, roof, and pillars built around the pantheon. It definitely won't be easy completing the structure but it will definitely not be too difficult. Here's a screenshot of my blocked out models so far.

 As for the rest of the scene, we've got most of the objects we want to enter into the scene, and will be working our hardest to refine them, as well as put them in unity (and adding in terrain of course). The scene in progress is shown in the two screenshots below.



Wednesday, October 31, 2018

Final Image



Final Image Touch-up



Throughout my time modeling the somewhat cleaner version of my apartment's living room, I've come to think through my first impression of what I would've liked to make. Even though I planned on making the full mess of the reference, I ended up going with something more minimalistic, but also staying somewhat true to what I was going for. What I ended up scrapping was the idea of a game console, a bean bag, and a hat (also clothes but I'm still a beginner at this), but most were either removed from the living room, and or didn't look to well in the scene. Hopefully I can learn from this project and improve much more from the experience.

Presentation



Week 5 : Finalizing; Final Product

Week 5: Finalizing; Final Product R eaching towards the end of the semester, my team and I were able to complete our final game scen...