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.

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...