2nd Project (Unit 5,6)

Introduction:

In the second project I am aiming to make a 3D environment or asset that could be used in a game using skills I develop throughout the process. I will be researching already existing environments from anywhere we choice. At the end of the project I am hoping to have made something interesting and fun. I am particularly interested in looking into cars, cartoon and weapons as they can have a lot of animations attached to them.

Starting Activity:

The 3D asset is made by Playground Games and published by Microsoft Studios in Forza Horizon 3. The game is known for it’s realism as the car can be destructible, changing the more you damage it, you can view the engine and inside the car as well as it being true to the original. To do this, it uses the Frostbite engine, a engine that has been use more most modern game released in the past decade. The car is based on it’s real life counter part the Ford Focus RS RX, this one in particular is Ken Block version of the car. This will be complex to make as it will be using many technique’s I am not familiar with such us edge modelling.

Task 1:

3d Modeling:

A 3D model is a mathematical way of representing an object in three dimensions through software. The 3D model are used to represent a visual concept in all different types of media from entertainment to science. Examples of software used to make 3D models are: 3DS MAX, Maya, Photoshop, Sketch up and Blender.

In this software, it works by using the software to create 3D models. 3D models are made by manipulating a simple shapes polygons and vertices by using different types of tools. By using different methods and tools it builds up a basic geometric shape, with new elements.

I have provided some examples of the models I have made in the past and how I made them such as the coffee table and usb stick

coffee table for blogcoffee table for blog 2

Firstly, I made a box, then used connect to add extra faces and to keep it symmetrical (I did this for a second time on the other side). Then I used the inset tool to create a second square inside the squares on each of the corners. After that I extruded and bevelled the inner square.I used the connect tool to add more edge to then add more detail, I used the resize tool to add a groove to the table. Finally I resized the leg to also add more detail.

usb stick for blog 3usb stick for blog 2

For the usb stick started with a box (the same as before) but have added more edge as it was easier now than to add them later. I extruded the four faces in the middle, inwards as well as moving some corner’s inwards. I added more loop as I wanted to add more detail then I originally thought. After that I extruded faces inwards and outwards to create the slider, slightly raised part on the top and the usb slot. Finally I just chamfered the edges to smooth them out.

Some of the common steps when making a model in my opinion are to not use one object to make a model as you can join them later, if something is symmetrical just copy it onto the other side as it saves time also keeping models neat as it is easier to solve a problem if it’s tidy as well as it will look better. In future I will plan out future model to make sure I know how to make the object as this will save time and confusion.

 

Environment analysis:

The two environment scenes I have chosen to compare and analyse  are the cave scene from Oxenfree and the cauldron from Horizon Zero Dawn. The games are created by Night School Studio (Oxenfree) and Guerrilla Games (Horizon Zero Dawn) and were released on 15 January 2016 (Oxenfree) and 28 February 2017 (Horizon Zero Dawn). In Oxenfree, You play as Alex on a weekend trip to a local island. After seemingly supernatural events occur, Alex and her friends must unravel the secrets of the island after discovering a unnatural occurrence in a cave (seen in the picture below). On the other hand in Horizon Zero Dawn the plot follows Aloy, a hunter in a world filled by animal-like machines, who sets out to uncover her past. The cauldron is where the animal-like machines come from a series of underground facilities disguised as caves.

oxenfree photoHorizon Zero Dawn™_20171107212321

Both scenes uses hard surfaces and organic assets as both scenes are in a cave, they both use geometric shapes in their design and those shapes are able to move (the floating triangle and the door.)

These scenes are both strong in their own way but with similarities between them such as they both take place in a cave. As these scenes are set in a cave, it brings a sense of mystery because cave are obviously dark and you won’t know is in there until they enter. This to discovery, in both games this is where major plot points are discovered this links to the mystery as they have more questions since they made the discovery. Where it differs though is in their style, Oxenfree has a pastel-like cartoon style which makes it more lighthearted and exiciting compared to the tension that the other scene using a single colour as well as low lighting.

Sac-Actun-cavesoxenfree photo

The asset I have chosen to do with its life counterpart is the cave in oxenfree. Being very different to real life it has less but larger smooth edges, this is due to the style being pastel and the colours are vibrant greens and browns. As the cave in oxenfree is open, the water below a little reflection coming off of it. The cave feels like it was made out of clay as it’s so smooth compared to the lumps and bumps of the life counterpart. The oxenfree cave has a small amount of light coming from a hole suggesting that it is close to the surface where as the actual cave needed a light to see so is far underground.

Mapping:

In 3D Modelling we use different maps to provide low poly models with texture, colour and lighting without affecting the game engine very much. Diffuse maps are used to provide a model with colour and shade but won’t reflect light in any unique way. Specular Maps add light or shadow to a surface by turning the image into a greyscale image, the brighter shades will reflect more light, and darker shades will reflect less light.​ Bump maps add depth to an image and this is done by using a greyscale image like the Specular map but only accounts the darker areas that register on a model creating depth, or bumps.​

brick wall text lesson need for blog

We make these by starting making a Diffuse map which is essentially painting an image on a surface, this gives colour, pattern and reflects basic light. Other maps needed to get some depth and realistic reflection and shading when light shines upon the surface. Colours on the maps should neither be too light or too dark as it will ruin the textures. You can either have a pre-existing image of a texture and apply it to a model in the 3D software, or paint it by yourself by using Photoshop etc.

brick wall text lesson grey need for blog

Specular maps is the next thing to improve an image, they are completely desaturated (grayscale images) versions of diffuse maps. Specular maps will add simple light reflection to a surface. Lighter tones on the image will reflect light more brightly, while darker shades will reflect less light. Completely black areas on the map will cause no reflection. Also the shinier the object is supposed to be, the lighter the diffuse map should be so that the spec/reflection will be high.

brick wall text lesson weird image need for blog

Bump maps are very different to specular maps. It is essential that these maps are completely desaturated versions of diffuse maps, unlike specular maps, which can contain colour hues. Bump maps are supposed to give more depth to the surface by doing the opposite of specular maps by only registering the darker areas on the map on a plane. These darker areas will create bumps. The contrast between light and dark areas on the bump map will depend on the intended texture of the surface. The very dark areas will create a lot of depth and bumpiness, while the lighter areas will not do this at all.

Task 2:

In this task I am going to talk about different developers and other their objects they create compare to their real life counterparts.

Image result for sega logo

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The games I have chosen for Sega are Valkyria Chronicles, Alien Isolation and Jet Set Radio.

The first game is Valkyria Chronicles is set in a alternate version of WW2 so it takes alot of inspiration from the era. The object I am looking at is the Gallian 1/2 which I think is based off of a German rifle called Gewehr 43 (G43). It uses a few washed out colours as it doesn’t want to stand out and be efficient as possible. The tone is lighter and is more drastic because of the comic book/ manga style but it has similar textures like wood and metal like G43. The shape and form of the Gallian 1/2 is very similar to the G43 but with subtle differences to be quite accurate to the time. It has a few pattern like the wood grain and the magazines like its counterpart.

The second game is Alien Isolation which is from the alien series and is set on an abandoned station. The object is a round table with chairs, the colour of table is white as white is associated with being clean but it’s surround by darkness because it’s for he atmosphere, the shape is a circle as it doesn’t want any sharp edge as well as a clean, smooth surface to reinforce the cleanliness. There is a subtle pattern to have a more futuristic vibe. Contrast to the table, there Is items sprawled across the table to show that it was deserted.

The third and final part of my first mood board is graffiti/ logo from jet set radio, it has vibrant, bright, colours as real life graffiti has, it’s matte and has a lack of tone because of this. the texture would be similar to whatever the spray paint was sprayed on as well as having it’s dried paint on top. The shape is following the cartoon font which makes it very random. The images mainly has the text itself and other small graffiti tags and additions.

Rockstar_Games_Logo.svg

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The games I have chosen for Rockstar are Red Dead Redemption 2, GTA 5 and Batman Arkham City.

Obviously the horses in red dead redemption 2 are modelled after real horses, it has a black stallion kind of feel/ untamed where as the real life horse looks domesticated and look like it was bred to be a work horse in the past. This horse on the left shows a lot more muscle than the counterpart this provides more shadows than on the real one.

My next asset is the jetpack from GTA 5 which took inspiration from it’s real life counterpart. It’s colour is a lot more vibrant than the real jetpack as it looks like it’s more advanced and look like it’s in state to sell unlike the real life one which look more like a prototype. The GTA 5 jetpack is made with a plastic shapes and a metal frame as well as tubing so it looks smooth and neat. On the other hand, the real jetpack has a foil looking material and is smaller as well as having smaller side sponsons.

My final asset for this mood board is the steel mill from batman arkham city. The steel mill itself is very bleak, blending into the rest of the dull gotham apart from the few flares the colour brought by the joker. As their regulation, the real steel mill has clean, simple look, flat heat resistant walls etc so it has a shiny texture. Obviously both are building so they are similar in form, just one is more modern. The images compersition is also similar because both have something long in the foreground as well as a building being the focus.

1200px-Electronic-Arts-Logo.svg

imageAvatar-war-robot-learns-to-walk-and-mimic-human-movements22_-_The_City_9bld_fillerplants_vs_zombies_2_sunflower_by_illustation16_d7gic8z-preSonnenblume mit Insekt

 

The games I have chosen for EA are Titanfall 2, Mirror’s Edge and Plants vs Zombies.

The next asset i’m going to look BT-7274 a mech from Titanfall 2, unlike the rest of the assets real life mech are generally inspired by fiction rather than the other way around. BT looks more advanced by having smoother panels and more joints for better movement. It’s a lot more military istque so has military colours, weapons and armour. The armour is for combat so is streamlined and isn’t flat to allow thing to ricochet off the pieces to avoid damage where as the real mech is just for testing at the moment. Both mechs are mechanical so generally uses metals, certain plastics for protection.

The second game asset i’m going to look at is the skyscrapers from Mirror’s Edge. The game stylised so has a very clean block colour platte comparied to real skyscrapers which have glass. This means that the real skyscraper has more colour because of the reflection from the sky and the ground etc. Because of the stylised look there is no hard lines for corners, edges, instead is rounded off. The shadows are very defined because of the colour platte , this means that large parts of the city are dark.

Finally, my last asset is the sunflower’s from Plants vs Zombies, they give you sunlight to spend on other plants. The sunflower’s colour are the same as the actual sunflower’s but is duller because of the cartoon style. Both are very bright and the asset only uses dark a colour to outline the sunflower. The asset has a simple texture because of the cartoon style, unlike it’s real counterpart different textures for the different parts of the plant. The asset is exaggerated as the stem is shortened and the head enlargened. There is also a pattern on the face to represent the seed on the sunflower.

 

UV Unwrapping:

UV Unwrapping is making a net of a 3D object so it can be ready use texture maps. Where Texture mapping build up different types of maps, UV unwrapping deconstruction into 2D faces. To do this apply the Unwrap UVW modifier to an object in 3DS Max so it will unwrap this object into flat faces in a UV editor to then be painted on (in programmes like Photoshop) to create texture. Once an object is deconstructed and unwrapped, the creator can stitch faces together to create an organised map. This makes it easier to distinguish the different face and which elements of the object they represent. It is very much like paper craft, origami but digitally.

UVW refers to XYZ coordinates and is a second coordinate system made for texture maps, mostly a 2D coordinate system. The U is for horizontal, V is for vertical map and W is the third-dimensional coordinate. As UV maps/editors are usually 2-dimensional, the W is often used. In short, XYZ coordinates are used for 3D stuff while UVW coordinates are used for texture space to create UV maps.

Unwrapping can be done by the engine itself but usually the object is more complex so seaming and peeling will be needed.  Seaming and peeling helps deconstruct the object so that it can be unwrapped entirely, as the seams distinguish different parts from each other. To do this we need to clear its version by applying the UVW Mapping Clear modifier to the object, then use the point-to-point seams and edit seam to create parts that you want to differentiate.

An example of unwrapping in 3ds max is when I modelled and textured a simple pencil. I started by using a six sided cylinder to create the shaft of the cylinder. After that I bevel one end twice to make the lead and the wood. To finish of the pencil I used chamfer to soften the other side to complete the pencil.

pencil

Once I made the pencil I now had to make the textures for it. To do this I used the UVW map clear tool and the UVW Unwrap tool to clear tool removed all of the automatic unwrapping seams made by 3ds so I can make sure the seams are correct. Making seams is like making a net of an object but spilting it into key sections, for example spilting this pencil into the lead, body and end.

Pencil UV

Finally, once I had finished up, I was ready to put it into photoshop and to paint/make the texture. I basically had to paint inside the green lines to avoid any errors when applying the texture to the pencil. I when made a standard surface on 3ds max and added the bitmap to base colour.

 

crate box paint

Evidence of crate painting exercise, including UV and diffuse maps, plus a render

Task 3:

In task 3 I have to plan 6 objects and make 3 of them. do to do this I will create a step by step plan for each object as well as a I will talk about how I made them.

The first object I have chosen to plan is a xbox. the plan is to make the xbox out of two boxes on top of each other. Then I will split the upper box in half, then scale down on only two of the axis. Next I would inset and scale again. Finally I would extrude one face inwards, add cylinders and extrude one face outwards as well as move vertices to round off the corners.

xbox plan

The second object I have chosen to plan is a mug. This one I would start with a cylinder, then inset on one end and extrude on the inside. After that I would scale the other side’s edge inward and chamfer it to smooth it out. Next I am going create a donut and delete half of it as well as attach it to the rest of the mug.

mug plan

My third object is a TV and I am going to start with a thin rectangle. Next I am going to extrude two faces slightly, then again for the second time. After that I will split the face down the middle and then move them into shape then I would extrude outside faces and finally chamfer edges to smooth them off.

tv plan

My fourth object is a pencil case and I would start with a box and move the corner’s inwards as well as chamfer them. Next I will add two edges to make the zip and extrude in slightly, then inset and extrude outwards.

pencil case plan

My fifth object that I have chosen to make is a dog bowl. I would start by creating a cylinder, inset it slightly and then extrude down. Then create a plane circle then connect the edges together. I could also add water by adding a second circle and moving a few vertices down as well as texturing it.

bowl

For the final object I choose to make a lamp. I started with a cylinder and then scaling and moving vertices to make a curved shape. next I would create a sphere and remove a face to then attach to the other object . After that I would create a second cylinder, delete the ends of the cylinder and remove face to then attach the lamp shade to the lamp.

lamp 2

The object I  have chosen to model the xbox, tv and mug as it has a verity of shapes to make compared to other objects. Here are some of the finished pictures of the models I have chosen.

xbox 3ds max pic

tv 3ds max pic

mug pic

I manage to create the models without much trouble, I learned new techniques such as swift loops and the inset tool. Some of the problem I encountered were, attaching the handle to the rest of the mug and splitting the stand for the TV.  Some of the thing I did differently to my plan were, the handle for the mug as it is different in design, I removed the cable for the TV as they weren’t apart of the asset and I didn’t add the Xbox symbol as that would be added in when I would texture. I will plan my model out as well as use the new methods I learnt to make my final piece.

 

Task 4:

In task 2 I am going to plan my scene, make it and document it as well as evaluate the project as a whole.

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My plan for my scene is to have my Aston Martin DB11 in a basic garage, the walls will be made out of brick and metal beams, the will be concrete and it will have two wall lights and a skylight.

IMG_20190224_173304572

My final sketch is quite simple because of time but it serves it’s purpose.

Final piece:

car pic 1

I started making my final project by starting with the arches, I did this because it is the most easiest way to make a car without having problem down the line. To make the arches I created a tube, then got rid of the faces just leaving the arch and I duplicated it and move it into place.

car pic 2

Next I made the side of the car by joining the arches together by creating new faces following the topography of the car such as the gap for the door and how it curves when it reaches the window. After that I headed round to the front of the car and did a similar process as before just had to compensate for more than before.

car pic 3

Proceeding making the front I focused on making the back and roof. I started by creating the back like before  but came across difficulties on how it flowed as well as how it could make it smoother. I made the window frame connecting the front of the car with the back of the car with a soft curve.

car pic 4

I solved the problem by redoing parts of the back, I completely deleted the rear bumper and parts of the side and front. I found that the back just suddenly cut of rather than slope down which is what I want. Other I deleted was because they weren’t smooth enough so I decided to improve them too.

car pic 5

I started and finished the roof and top side quickly as it is very simple. Almost all of the things I mentioned have been improved like the front and side but particularly the back as the topography is a lot better.

car pic 7

At this point the back was practically complete, I smoothed off the side as well as added small details here in there like the door frame and other bits. I also added a wing mirror and the parts it connect to this was rather difficult as I had to change both the car and wing mirror to get them to fit. I improved the front topography as well fixing the headlights 

car pic 8

This is when I started to move on to other parts of the car as the frame was mostly finished. I added in some windows, most of it was easy apart from the back side window which curves inward as well as up wards. I started to work on the tyres and rim by using tubes as that was the easiest way. I move and used scale to curve both part of the wheel. I decided to do the wheel first as it is an important part on how the car looks.

car pic 9

I bridged the rim to a central cylinder as well as added a disk brake etc, to complete the wheel. I added a grill at the front and I added a back panel as well as adding the front window. I also add a under arch behind the wheel to cover the insides. Next I am going to create a scene for it to go into.

car pic 10

This is the car completed I used the mirror and symmetrical tool to duplicate, then I reverse and then attached to the other half.

uvw map pic light

frame uv

wheel uv

Before I finish making the scene and adding textures, I started to make some uvw maps to correct mistake when I would go to add textures.

car pic 11

I have made the garage using basic tools like extrude and attach to connect various different planes etc together. I made different texture to varying degrees of success because of certain issues.

car pic 12

I have corrected the textures for the brick walls and concrete floor as well as improved the roof and lights by adding the rest of the uvw maps.

Final render?

Evaluation:

For this project I have made a car in a small garage with wall lights. The cars is an Aston Martin DB11, the wall are made out of brick and metal beams. The floor is made out of concrete. At the start of the project I had a few ideas going into the project such as a bedroom (so I could fill the room with what I wanted), a car (as I wanted a challenge) or a part of an inside of a castle. I chose to make the Aston Martin in a garage as I wanted to test all that I learnt so far. Over the course of Project 2, I have learnt all sorts about modelling, materials and maps for 3D modelling. I have learnt new skills to use in modelling such as how to unwrap an object and to make our own textures for materials (using photoshop) and how to apply them properly. Some the new tools I know now how to use are the symmetry tool, the autosmooth tool and connect tool. All the new tools I have learnt, have been useful but not always successful.

Overall, I think my final piece was successful because I feel my topography is very detail as the shape is quite smooth (minus a few, small spots) and lines make sense on where they are and how they flow. My main negative however would be my textures and colours as my texture could be improved and because of this, the colour also suffers.I have found the 3d software quite challenging at times but I feel as though I now know a lot more about 3d modelling than before. I prefer actual modelling, rather than texturing because I can get the model to look how I want a lot easier. I have unwrapped a few thing but primarily resort to detaching the object apart to texture them individually, in future i’ll try and unwrap properly. As I find texture making difficult in general, I have used not very many as I can make it easier in photoshop but the ones I have used are quite basic compared to other textures. I am pleased overall with my scene that I have created but I feel that I could do better if I tried again. The model itself looked quite realistic but I think the textures let it down as they like a low quality version of the image.

During the project I have come across some problems over time such as not being able to get things how I like it or encountering small setbacks that hold me up from completing the rest. I think I managed my time well until I got on to my final piece which took me a lot longer than it should because of me trying to continuously improve upon what I already had. I think my scene would look professional with enough time as there would be a few thing I would change before I would consider it looking professional. For the next project I will take a few thing going forward as a greater emphasize on time management, certain aspects of texturing and to continue to learn more ways to improve my work.

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