This was probably one of the least stressful turn ins I’ve had for a class so far. My group decided it would be best to have all of our work done and set up to turn in on Monday. The final project was not due until Wednesday. All of the team members were able to finish on time with not real issues. On Monday we walked in and threw all of our work into a scene to get it ready to turn in. I am very experienced in Unity, and went through the workflow of properly importing assets from Maya the night before. This meant that before the end of class Monday we had both our Maya project completely ready for turn in, as well as our Unity package built and ready to go.
My final Building (above)
With all of our work done, my group came in on turn in day very relaxed. We spent about an hour playing with our environment and setting up nice screenshots. Since my building was quite a bit smaller than others, I took one screenshot with a post processing effect on the camera for aperture, making my building a nice focus. The other screenshots we took to turn in more so highlighted all of our buildings together.
Overall I’m pretty happy with the result. I feel that our buildings do not match as well as they could as far as the colors and textures are concerned. The buildings themselves however seem to fit very well together. I feel like a large part of the success of our group was strong planning, as well as a strong team. We set very conservative and careful deadlines, and hit them all pretty comfortably. When the most stressful part of the assignment approached, the week of turn-in, we were all very comfortable. We didn’t have any long nights or crazy crunches, and no unexpected crazy things happening before turn in. This experience was refreshing compared to some other turn ins I’ve had. I can say personally that working with group members made me feel like I had to stay on top of my work even more, so I didn’t let down my group members.
I was discussing with my roommate that this project helped us both feel much more comfortable and confident in our ability to model for games. I was planning on waiting until I had completed some more advanced modeling classes before I started working on models for personal projects, but now I feel like I’m ready to get started. I’m sure I’ll learn lots of neat new tips and tricks, but I really do feel like all I need to do to do well is put forward the effort. I am also now thinking about taking senior portfolio after I finish one more modeling class. I feel like spending some real time sitting down and making some really nice assets could be fun and almost relaxing experience. I’m pretty happy with the results of my project as well as the class, and I’m looking forward to learning more in the coming semesters.
When we started our project, my group knew that Texturing would be one of the hardest tasks we had. We allocated over half of our time on the project to texturing. When we finally got to the project we asked our professor if we could pull textures from game itself. She said that was fine, and our lives got substantially easier. I had allocated full days from my weekends to painting out my own textures, and they probably would have just been okay. Once I knew that we could pull from the game my stress was reduced quite a bit. I jumped into Overwatch, took quite a few screenshots, and was on my way.
These are my final textures. I pulled my screenshots into Photoshop, cut out the parts that I needed, and pasted them into new layers on my UVs. Overall this process would have been very quick, aside from one small hiccup. I only have a Photoshop license on my laptop. I had mostly been working on my desktop for the project so far, and I had nowhere to comfortably place my laptop. This meant that with every texture update I would have to walk across my room between the two places I had my laptop set up to see how things look, which really slowed down my workflow. While this was a bummer, overall texturing was much easier than I had originally thought it was going to be. As I finished my project, I also got the bug in Maya where none of my textures would not show up. I was not too concerned about this because it was a known bug, so I just kept working.
My group decided that it would be best to take plenty of time to texture our models. We started by rushing through our modeling pretty quickly, then jumping into UVing as soon as possible. This would give us as much time as we could get to Texture, which we knew would be the hardest part of the project.
When I was working on my project I decided it would be best to split my building into a top half and a lower half. This made things easy on me as far as modeling was concerned. When it was time to UV I knew I had to split my project into two separate UV images. I decided to do the top of my building on one UV, and the bottom on another. This is the top of my building.
I tried to give the objects that I felt needed the most amount of detail the most size. Things like the roof got much more area than others. I felt that my packing was decent. I could have likely packed better, or tried an auto packer, but this looked friendly for texturing. I didn’t really have any huge issue UVing. The process could have been easier if I had UV’d all of my objects as I made them, and then duplicated them after. Instead once my model was done, I would UV one object and then duplicate it to replace all of the other instances of that object. I ended up doing that quite a bit for the roof.
This is my lower half UV. The UV came out pretty simple. I stacked all of the objects that I knew I would be applying to wood into one space, and then gave plenty of room to the other objects. With all of the empty space I had I probably could have had a few different types of wood, and then sampled from each of them for more variation across my wood pieces, but I felt that this turned out fine.
Overall I found the UVing process pretty easy. A majority of the time I would just auto UV, to see what I got, and then sow together to get what I really want. There was only a few times that I had to go in and UV things up individually.
This is my first update for the Overwatch Game Scene. I did some searching on online on how to achieve the overwatch style and I found this fantastic write-up on polycount: http://polycount.com/discussion/170394/technical-study-overwatch-image-heavy . After skimming the write up, I discussed with my team members that it looked like a large majority of how Overwatch got its look was almost exclusively through textures. It seemed as though all of their modeling was pretty basic, but their texture work was really crazy and used in a way that added a lot of faked detail to objects. With this knowledge we decided it would be best to try to finish our modeling by the end of the first week, and UVing by the end of the second. That would give us the rest of the semester to finish what seemed to be a majority of the workload, the texturing. So by the end of the second week we all had our models (mostly) done. Here’s mine
While it was a relatively small building, especially in comparison to my teammates, it had it’s own slew of weird things about it that made it very odd and challenging for me to work on. When I looked closer at the building, I realized that the bottom half of the building was an octagon, and the top half was a hexagon. These two halves were blended together with the use of the walls and the doorways. This was giving me a lot of trouble to make as a single piece, so I just made them as two separate halves.
By working in two separate parts, it made it easy for me to blend the two together. The ways that I was combining the two was not perfect, but some of the conveniently placed slats of wood going up the edges gave me the perfect tool to cover up any odd lining up. Once I had my base for my top half and bottom half put into place I was able to start adding embellishments. I had been told at some point that when you are given a poly count for an object that that is a goal, not just a limitation. Your goal should not be to make things as low poly as possible, but to use the poly count that was allocated to you as efficiently as you could. When I finished my base I was sitting at around 2.5k polys, out of my 5k poly count limit. With room to spare, I decided to add some embelshments/more fine details.
While these more fine details were what quickly ramped up my poly count, I had budget for them. I feel that my building would have felt much more plain overall without them, and I’m glad I took the time to get them in. I did a few other embellishments as well to help the building feel more complete.
For my next CAGD 230 assignment I need to do a group project making models that match the visual style of the game Overwatch. We have to get into groups of 3 people and each of us makes a building. As the project progresses we all have to check in and work together to make sure that we’re all working towards a similar direction. At the end of the project we have to take our final models and put them into the Unity3D game engine. Before the project even started I put my group together. I knew that I would want to be in a group with my roommate Josh and friend of mine that I had worked with before, James. I knew that the three of us would be able to get our work done on time, and it would be a pretty low stress experience.
After we officially got into a team, we searched through different Overwatch levels to help us decide which level we wanted to do. These are some of the buildings we were considering.
After talking it over and going through the different screenshots, we felt that the level in the first image, hanamura, was something that we could all be excited to work on. It was a visual style that we all felt was cool, and the buildings were a bit different stylistically which made the assignment sound more fun. After finding the buildings that we felt would be best for us to work on, we divided them up between us. I ended up with the smallest building, but it didn’t look like it was lacking in it’s own fair share of difficulties.