CAGD 230


Game Scene Presentation



Game Scene-Final Blog Post # 5
  • Since last week of completing texturing the scene I have finished watching the Unity tutorials and have put the scene into Unity with my group. 
  • The issue I ran into with Unity was saving the file and have it be able to re-open into Unity.
  • I saved the file three times first as a Unity File type, but it wouldn't open or be recognized by Unity. The second time I saved the file twice first as a All File type and then again as a Unity File type, but it wouldn't recognize or open it. The third time I saved it as a Unity File type again, it decided to recognize and open it. 
  • The only reason I can think Unity wouldn't recognize or open the files was because I accidentally tried to save the files on the flash drive and not on the computer.
  • Total Hours spent: 7 hours.
  • Poly Count is at 4, 814 or after converting to Triangles is 8, 010. Which exceeds the 5,000 Triangle count.
Here are the renders of the groups scene in Unity:




Game Scene-Finalize UV'ing and Texturing Blog Post #4

  • Since last week of completing the UV'ing of the scene I have completed texturing the scene.
  • I have put the textures over both the UV'ing snapshots in Photoshop and have created two bump maps.
Here are the textured UV snapshots and the bump maps:


 



  • I have also put the textured UV snapshots back into Maya and have textured the scene. 
  • I had an issue with the textures for some of the objects.
  • When I UV'd some objects I made them too small so the textures appeared stretched and not what it's supposed to look like.
  • The solution that Jennifer helped me find was to re-UV the object and then to make it larger and to put it over the same texture in the UV Editor and it will look like it is supposed too.
  • Also I have to say modeling the top was a very difficult process to model, but it came out looking great.
  • I plan to finish watching the Unity Tutorials and to put the scene into Unity by next week.
  • Total Hours spent: 2 hours.
  • Poly Count is still the same as last week at 4, 814.
Here are the renders of the textured scene:




Game Scene-Modeling, UV'ing,Texturing Blog Post #3
  • Since last week of completing the modeling of the building, I have finished UVing the building. 
  • I did run into some UV'ing problems while UV'ing.
  • I solved these issues when I was UV'ing some objects I just had to fix their vertexes and to resize them all to fit in one UV square.
Here are the UV Snapshots:

  • I have also found the textures for the scene and made the URL source word document with all the URL's on it for the textures.
Here are Jpegs of the textures:



 
 
 
 
 
 
  • I plan to have the texturing done for the scene by next week. 
  • Total Hours: 3.5 hours.
  • Poly Count is now at 4, 814.
Game Scene-Modeling, UV'ing, Begin Texturing Blog Post #2
  • Since last week I have completed modeling the scene and have made adjustments to the modeling from last week. 
  • In the reference photos the building's sides are four short on the sides and four long sides in between each short side. 
  • The portion that took the longest time is the crown molding on the building, making sure the vertexes lined up and and that it matched the reference image. 
  • There are six different layers of crown molding on the building with some being curved, straight, or pointing out and each a different size and width. 
  • The crown molding as you go up a layer becomes smaller, until it reaches the metal band around the globe at the top.
Here are the renders of the crown moldings:


  • The longest thing to model and most difficult that I encountered problems with, was the panels and piping on the roof of the building. 
  • The difficult part was linking the panels up with the pining in a circular pattern. 
  • The solution I found was to control and press v to snap the vertexes of the objects to one another and then to adjust from there.
  • For me the easiest and funniest object to model from the reference images was the lantern light on the front side of the building. 
  • Now that I have finished modeling the building, I plan to finish the Uving next week. I also plan to begin to research textures as well. 
  • Total Hours spent: 28 hours.
  • Poly Count is 4, 995. 
Here are the renders of the building:


Game Scene-Reference, Blocking, and Modeling Progress Blog Post #1
  • Our group chose to do a scene with buildings from the map Ilios from the game Overwatch.
  • Since a group member wanted to model the windmill I decided to choose a building close by so the scene can look cohesive. 
  • I chose a building that I found interesting. I found the architecture of the building interesting in how it symmetrical with a octagonal shaped bottom that leads up to a circular top shape. The most unique aspect of the building is the steel frame on top of the building with orange reflective panels. 
  • I plan to do the entire building with the panels and steel pipes on top of it as well as the staircase if I have enough time and if I have enough triangles to do so.
  • I went into the game Overwatch and took the reference images of the building as screenshots while playing the Ilios map.
Reference Images:                    
                                                                                                            
  • I have finished a rough blocking of the building in Maya. 
  • I have blocked the octagonal bottom shape, the three layers of molding, and the circular shape at the top. 
  • I still need to block the steel frame and the orange reflective panels at the top. 
  • I plan to finish modeling the scene by next week.
  • Total Hours spent: 2 hours.
  • It is currently in progress with a poly count of 547 faces.
Here are the renders of the scene so far:

Dining Scene Final Blog Post and Presentation

             

Dining Scene Lighting and Texturing Assignment Blog


What I've accomplished so far is modeling and texturing the ceiling lights into the scene. I have also finished  modeling and texturing the bar stools. I moved the counter tops to the left to give more room for the coke machine and jukebox to be in the aisle together. I have also changed the texturing and color scheme of the diner. I re-textured the walls into a white plaster material and I changed the color of the window frames to black. I have also changed the texture and colors of the tables from a chrome bottom stand to red and I have added a black and chrome frame to the tabletops. I also added red frame to the counter tops. Renders:
                  

                  

I will be working on finishing texturing the coke machine and the jukebox. I also plan to model, uv, and texture a coke bottle, ketchup and mustard bottles, and some salt and pepper shakers. I also plan to add a checkerboard pattern to the floor and to part of the walls. One problem I had was that when I was modeling the bar stools I accidentally inserted a edge loop to the bottom of a counter which caused it to bend out of shape. I didn't catch it so I had to re-model,uv, and texture the bottom counter. UVs:                                                              
                             

Scene Renders: 



Dining Scene Modeling and UV'ing Assignment Blog

What I've accomplished so far is modeling,UV'ing, and texturing the tables, booths, and counters in the scene. I have also put texture on the walls, window frames, and the windows. I will be working on finishing modeling, UV'ing, and texturing the stools, the door, the jukebox, and the coke machine. I plan to finish them by next week. After completing these objects I was going to model, UV, and texture some coke bottles, menus, salt and pepper shakers, and some light fixtures. Render:






Dining Scene Blocking Assignment Blog


We have been assigned to create a eating establishment scene by using our experiences and all the techniques we have learned to model the objects in the scene. This is the blocking scene of the 50's Diner I chose as my theme and how I set up the lighting and the elements in the scene. I have created a reversed cube shaped polygon to act as the walls, ceiling, and floor of the scene. Next I began to work on modeling the stool with detail I have not finished that yet, but I added a quick stand for the stool for the time being. Next I created the counter area, the booths, the tables, the doors behind the counter, the jukebox, and the music discs on the wall. I added a three-point light system into the scene. The only issues I've encountered so far is when I added the lights into the scene I couldn't see anything. I solved it by increasing the intensity of the lights. 

I am using a picture of another 50's Diner as a reference for the counter for the color scheme. I am using another image as reference for the floor checkerboards pattern. I am also using another image as a reference for the jukebox, and another picture as reference for the stools. I am using a picture of a 50's Diner as my overall reference for the color scheme. I am using the layout of the picture reference for the booths and tables against the wall, with the counter to the left with stools beside it, and the back wall straight down. However I am changing the checker pattern on floor with another reference picture. I am also using another picture as reference for the stools. I am also placing not a table and chairs in the back, but a jukebox against the wall. I am also using another picture as reference for the color scheme and layout of the counters, booths, and the overall scene.              Reference Image:                                             



Renders of the Scene:
                 
Object List:
The Room, 9 Stools, 3 counter-tops and bottoms, 2 Doors, a Jukebox, 3 Music Discs, 3 Tables, and 6 Booths.



Grocery Shelf Assignment Blog


For the Grocery Shelf Assignment I created three glass jars of spaghetti sauce, a bottle of mike juice,and an apple juice glass jug. I also created six boxed items of a pudding box, rice krispy cereal box, a beef hamburger box, an orange juice box, a coffee bean box, and a whopper candy box. There seems to be a issue with the UV editor it kept grabbing the UVs from two objects when I only wanted only one of the object's UVs. I tried selecting part of the object right clicking UVs then control and right click selecting the shell option but that did not work. Also the images for the boxes all turned out inverted and upside down though they are straight in the UV editor. Final Render Scene:


Wine Bottle Assignment Blog


For the Wine Bottle Assignment I used the wine bottle already modeled and by using a reference of a wine bottle and a wine bottle label; I UV’d the wine bottle in Maya and textured the label in Photoshop. The issue I encountered with this project was that for some reason a section of the wine bottle was black and the glass effect would not go over it in the render view, but in the outline view it was covered with the glass texture. I solved the problem when I watched the video from where the glass texture to the bottle the color mode went from RGB to HSV. Final Render Scene:


Table Chair Assignment Blog


For the Table Chair Assignment I modeled and UV'ed a chair and table in Maya, while texturing them in Photoshop. The problem I encountered with this project was that while the chair and table attached files with measurements were available on Portal the wooden texture in the videos was not. I solved it by doing everything else but the wooden texture until I had access to the computer lab at Chico. Besides the texturing file problem the project went by fine and uv'ing was slightly easier this time. Final Render Scene:


Pencil Assignment Blog


The Pencil Assignment's objective was to create a realistic 3-dimensional pencil in Maya. This is version two I started the assignment from scratch after there were complications with my first attempt. The pencil reference would not show in the Outliner or in the history tab; also the cylinder and triangle point would not combine into a point. After starting over I realized I forgot to put the triangle tip barely over the cylinder in the beginning. The most difficult thing from doing this project was saving it to the turn in folder the file would not go into the 230-3 folder I figured out the solution is to copy the file and then create a shortcut and paste the shortcut into the 230-3 folder. Final Render Scene:


Primitives Assignment Blog Post

The Primitive Assignment's objective was to create an outdoor scene only using the basic polygon shapes. I did an outdoor park scene with two slides facing parallel, but in opposite directions of each other. A wooden bench and steel monkey bars. A plastic seat with red handles and a wooden base seesaw. All these objects are inside a sand box with a blue box rim, blue sky and green grass outside of it.

I composed the scene so that the two slides are parallel to each other, but facing the opposite way because in the reference photo of a park I used to create the slide with the two slides in it were facing opposite directions and parallel to each other and it makes for a great dynamic composition. I put the seesaw adjacent to one of the slides to help connect the viewer’s eye to the side of the box to take them to the wooden bench that is also adjacent to draw the viewer’s eye to the second slide and to the steel monkey bars.

I decided for a semi-Ariel side view of the park because you can see all the objects in the park without any objects being hidden or obscured by the other objects in the scene and the shadow play in the scene was interesting to me.

The overall scene I was trying to create was either the experience of going to a park with your family and playing on monkey bars or going down the slide. Or in elementary or preschool going out to recess and playing on the seesaw or playing in the sand.

I feel that I accomplished the overall scene I was trying to create it brings back memories for me and hopefully to the viewers of playing in a park or school as a kid, though in retrospect I would add a swing set because they are in almost every park.

I had a few major issues when working on this project. The first issue was somehow I selected the rotating view tool to not be used. I googled and watched videos and visited the Maya help website to resolve it. If this happens to you select View, then go down to Predefined Bookmarks and then check Perspective, this worked for me. The second issue I faced I have not resolved or found any solutions to it online except for older versions of Maya. In the Channel Box/Layer Editor when you go to change the name in the Input for some objects the Input is there and I can change the name, but for the majority of the objects where the Input section should be is blank and I can’t find or change the name in the Channel Box/Layer Editor. If anyone knows the solution to this problem let me know.

Reference Photo:


Primitives Assignment:



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