Gun Shop / Drug Selling Point

Posted by Edens Apple | Posted in | Posted on 17:51

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Going to make some Air con units , Drainpipes and Power boxes that we can scatter around the map amd whateverrrrs. I still think this building needs something else on at least one side of the diagnoal modular piece. Maybe some scattering drainpipes like...


Hotel

Posted by Edens Apple | Posted in | Posted on 01:39

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Here's the hotel its pretty much done, just need to decide on what we want the name to be and i may add a light above the door in the alleyway. Also when we have the whole street together i shall make an air con unit that we can chuck about seeing as it will be on multiple buildings. Let me know if there is anything else people want or at least think should be added/ taken away.

Apartments

Posted by Edens Apple | Posted in | Posted on 18:55

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Modelling on the apartment buildings is basically completed, done modularly of course. It can be repeated down a street as many times as needed, it can also be made taller or lower by repeating peaces upwards. The picture below shows it repeated 3 times, because of overpopulation the buildings have been built connected rather than with gaps between them, for space saving reasons.


As a lot of the environment would be played at street level I have focused more on the bottom floor of the buildings, and to add verity along the street level I am modelling a couple of different shops. They will tile with the rest of the building so they can be placed at will when we are putting it all together.



El train tracks

Posted by Edens Apple | Posted in | Posted on 17:08

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An update on the el train, just chucked this out quickly. It tiles so we can just modularly instance it straight down the street. I'm getting on with a quick generic building next for the corner.
Here's a quick render of the el train:

Shop modelled

Posted by Edens Apple | Posted in | Posted on 23:40

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The corner shop is modelled, this proved to be a bit of struggle. The problem started when we decided to take the street to a 45 degree angle from the 90 degree angle, destroying our idea of the modular Lego city. We knew the idea was visually more interesting so we stuck to it. The problem was that the front of the shop was a 45 degree angle, this didn't pose too much of a problem as I could just scale the modular pieces to fit a tile. it was more the curves going around in the architecture, for this reason the front and back can only be stacked and not used again, but the side walls are completely modular and can be plotted anywhere.

The building is quite bare at the minute, our current target is to get the major buildings modelled ready for Monday so we have our canvas of a city ready.

Zbrush Progress

Posted by Edens Apple | Posted in | Posted on 16:02

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So I have done some work in zbrush now and after receiving feedback from both Leavon and Dave I think there is a lot I could do to improve the model. If I attempted to make these changes in zbrush on the high res however the end result would never be as satisfying as if I went back and edited the base mesh and started the high res from square one. It means more work over this week but I think it is defiantly worth it.

The Zbrush work that shall never be seen.

Character Entering Zbrush

Posted by Edens Apple | Posted in | Posted on 05:05

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Base Mesh is complete, had some issues around the neck when i took him into Zbrush but eventually managed to sort it out. Here are a few renders so you can see how he looks. If all goes well i should have his cloths sculpted by the weekend and providing i can grab some concept art of the face of James then i see no reason why the full high res shouldn't be ready for presentation on week 8.

Finished Base Mesh:



Pavement Texture

Posted by Edens Apple | Posted in | Posted on 21:03

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I’ve been messing around with a texture I created for the pavement. I made a high poly pavement slab in Zbrush, and then used that as a base altering it to create some variations with cracks etc. I arranged these as a chunk of pavement in Maya, and projected the detail from the high poly onto a plane to get the normal map. The texture was hand made using some brushes I created from random photos I had taken. I attempted to make it seem more dirty by adding some subtle green in the cracks as a kind of mould or slime, which would of been caused by water from rain combined with the street not being cleaned at all in a long time. The texture can tile from any side so it can be rotated to make the tiling seem less obvious, I also created a variation in the normal map to have a version with less cracks, this version also tiles meaning we could mix and match them.  With 4 sides per chunk and 2 chunks that offers 16 potential different ways the tiles could connect.

High poly slabs:


Maps:


Single slab rendered in Maya:


Tiling test:


Modular wall

Posted by Edens Apple | Posted in | Posted on 20:35

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Just finished making the first modular piece for the shop. the wall texture was made by creating a couple of bricks and whipping them through Zbrush, brought them back in to Maya and created a quick wall using them. I then used xnormal to get a normal and AO map out of it. Using the normal map as a base, I created the diffuse map. other details are mainly a quick high poly made in Maya.

the map is 1024 x 1024 but this only uses 512 x 1024, meaning the brick wall texture can be used on other modular pieces and there's room left over for creating details on those parts.


I'm wondering if the other environment artists would mind trying to make some brick textures the same way, it's a quick process and will provide more variety in our environment.
Here is a quick shot of the modular piece repeated 4 times in Maya.
I would like to grunge up the wall texture but I'm thinking this would be better in vertex painting or offsetting overlays so to not look too repeated.

Any comments would be appreciated.

Modular Road

Posted by Edens Apple | Posted in | Posted on 03:03

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As part of trying to understand modular modelling more and de-risking our project I’ve created the base modular pieces for the road and pavement, and got them to connect seamlessly in UDK, these base pieces can be used to create variations, with things like cracks, drains, manholes etc. 

This might sound like the most boring blog post ever, but it caused some real problems. Making modular road pieces for a straight road or even a road with a 90 degree angle would have been pretty simple. With our 45 degree angle, and the way the pieces have to snap to the grid in UDK it became a struggle. In the end I used 2 pieces for the road (1 for the pavement and 1 for the road.) These pieces can be tiled to form a stretch of road, the stretch of road can then be rotated by 45degrees. To connect these separate stretches of road I resorted to creating a larger chunk of road with a bend in it making sure the edges of this bend fitted exactly onto the grid. Because rotating the road pieces stops them fitting to the grid evenly. A whole stretch of road has to be rotated simultaneously, and with the pivot point exactly on the corner of the piece that attaches to the bend it can be seamless. 

Individual Pieces:


Tiled Road:


Test in UDK (material borrowed from UT to test tiling):



Concept Art

Posted by Edens Apple | Posted in | Posted on 02:49

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Drew up a concept for character outfit and face for presentation, thought it was alright but took a long time (from 10 pm to 10am); need to get better with the graphics tablet and use a greater variety of techniques.

Did a paintover for final costume design of the character for Callum so he could draw up some orthographics to start modelling from

Did a paintover for the strip joint over a blockout render of the scene; took a lot less time from the previous job; think it looks alright though buildings are a little bland. Scene could do with more decals like drainpipes, wires etc but the feel of the place is there...

Low Poly Assets

Posted by Edens Apple | Posted in | Posted on 02:02

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Just chucked together some simple low poly assets that we can use in our scene if needs be. I still need to finish off the high poly models but none of them are far off. Leave some comments at the end of this telling me what you think or anything that needs to be changed in the design......or if you think less polys should be used in certain areas.







I have a vending machine that should be finished shortly, which i am thinking can maybe go down in the subway and either look old and broken or should be selling something "unique." ( like them pollution masks or something along them lines / maybe something more modern. )


Also thought i would chuck up this website so everyone has it easier to hand if we needs it;

http://www.chrisalbeluhn.com/3D_Tutorials.html

Blockouts

Posted by Edens Apple | Posted in | Posted on 01:10

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Inital blockout created for our enviroment:


After a few meetings and talking about the environment we decided to alter the layout slightly, to this end I altered the blockout. The road changed to a 45degree angle instead of a 90 degree angle, just to make it more visually interesting. This caused a couple of problems with the layout and the shape of some of the buildings, but in my opinion was defiantly worth it in the end. The road and pavement were made wider along with other general tweaks after taking it into UDK and realising the scale or spacing were wrong.  


Revised blockout:

Modular fun

Posted by Edens Apple | Posted in | Posted on 00:10

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Spent the past week looking into the best way to create the environment and keep management of the team pretty simple, after talking to some people on CGSociety I was directed towards some interests articles on modular level design. spent the weekend researching into this and running it by the team.

 Here's a quick screen of a test ran through UDK to make sure I understood what I was doing, the texture is nabbed off of cgtextures.com just to check if it would cause any texture seams or any other issues. The only issues present appear to just be normals and a couple of issues with the actual mesh, so the test was a success.

Update on Gilligan

Posted by Edens Apple | Posted in | Posted on 03:59

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You know there is something wrong when you're working on a Friday night. Any way despite some minor errors i keep coming across in my orthographics the base mesh is coming along well, he has arms and hands now. Can't wait to get him into Zbrush but still got a lot of Maya work to do yet.

Base Mesh Start & Blog notes

Posted by Edens Apple | Posted in | Posted on 05:24

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Someone needs to get this blog rolling so ill begin by posting the start i made on the base mesh for Mr. Gilligan tonight.



Random notes to do with blog: 
-When you create your individual blogs could you hyperlink your names on the About Us section of this blog to your own for easier navigation. 
-Whenever your post something on this blog at the bottom right of the post window there is a little text box titled "Labels", put your name in there so it's easier for Dave to see who posted what.