CAGD 230

Bio-shock Infinite Week 5 Final Models


This project was a difficult project because it sent us out of our comfort zone and allowed us to explore more of the Maya Software. This is my cathedral and my table prop. The cathedral was base of the cathedral in the scene that we used for the Bio-shock scene we took inspiration from. We used maya mainly to model and texture everything and photo shop to create UV's that we needed to texture everything. Texturing for the most part was straight forward and I had lots of trouble with the tri count since it was only 5,000 tris per building. the building as of now is at 5,058 and I hope that doesn't over do it. because of the tri limit I was not able to complete all of the cathedral because there was not enough tri's for  me to complete the building. Me and my group split some buildings and props for each of us to do and we all collaborated making the scene with each of our work.


Bio-shock Infinite Week 4 Progress
For this week I tackled the poly and tri count problem and i was able to reduce a lot just by deleting unnecessary edges that include tris for example this window and wall had way to many edges in the middle and it was adding to the count hurting it and as you can see not all edges are needed for the result you want. I still plan to try and remove more edges so that the tri count gets reduced way more. I still have not started on the bell tower with the bell but i believe that i will have more than enough time to model and texture said models since for the bell there is already a copper preset i can adjust to fit the color scheme of the building. I am also communicating with my team so we can be able to work on unity and make our game scene come to life. I have also started on my table and chair for the props and again the 1000 poly count is not enough to have creative freedom. I don't completely understand why we are limited to a count when computer can run them with no problem. 


Bio-shock Infinite Week 3 Progress
 

This week I was able to finish the models for the rest of the building for the base of the building. This allows me to be more productive in order to achieve my end result of the whole cathedral. My next step is to finish the bell and the rest of the tower for the cathedral. I have run into the major problem of not having enough polys for the cathedral. this means i  will have to remodel the window with the wall part since each wall has almost 300 tri's. apart from that each stone slab has 260 poly's and since there are eight parts of them on each side  they add up to 32 pieces over 250 tri's and that adds up to almost 5,000 tri and that is  still not including the corner pieces the roof triangles and the roof tile. My plan is to remodel those two pieces and make them simpler that way i can have a smaller tri count. i still have yet to include my pro pieces. For the bell itself i plan to make it as simple as possible meaning it'll prob be only a blocked out or very roughed out model of an actual bell. I definitely have a lot of work ahead of me.

Bio-shock Infinite Week 2 Progress
For this week I managed to start modeling the window with wall which is going to be my main pieces of walls for this cathedral. I also finished modeling a brick slab that is aesthetically shown so that the view knows that this is a certain type of art for the game scene and most buildings have such an architecture. I have began UV'ing these models and tried a different color scheme than in the game but it all goes together nicely. Some problems i encountered were figuring how to do the arc in the window but with some help I was able to figure it out. I also have never modeled a 3D model out of a 2 d plane. I get why this is and it's to save polys and tri's. For next week i will plan to model the rest of the walls and finish the Uv's for these and the other models. One issue that I am concerned about is the number of polys since i believe to make a good looking building 5,000 is a very little ammount. 
I am also trying to decide if i wanna make the windows glass of the window meaning it'll be see through or if i should use the curtain technique and just leave it as a texture.




Bio-shock Infinite Blocked Out Scene

This scene is a blocked out scene from the reference setting above this text. our team decided to make this blocked out scene and assign colors for  what objects we were all planning on doing. My color is blue so ill be doing everything in blue.

We would like to make a "level" that the player could walk around and explore the different buildings. for example think of a game where the player goes to a social place and interacts with multiple mpc's. This place can be either a level that a character can get through or a level that the player keeps coming back for. this place will include many buildings surrounding the plaza. this place also includes a cross in the middle signifying that this place is somewhat religious. benches lights, and billboards will be included for aspects of what things one could find in this type of plaza. In the game this place is floating in the sky and we plan to make it look like that by adding clouds as the terrain later on when we move our models into unity for the map to be played on. 

Asset list for me: 
  • Cathedral
    • windows, corner pieces, doors, door frame, dome, cross
  • Town hall
    • windows, corner pieces, doors, door frame, signs
  • Hot dog stand
    • wheels, hot dogs, cart
  • Chairs for restaurant
    • For umbrella tables outside the restaurant
  • Benches\
    • for the plaza
  • Plaza Lights  
    • surrounding the plaza and the bridge





Week 5 11/5 Final Renders
Problems Encountered:
  • Unwrapping UV's from objects since I did that after I modeled most things.
  • Lighting Concept was difficult to understand but after a few tutorials online I learned what each light did and how to use it.
  • TV lighting was difficult since It's a curved TV and I used Blocked lighting emanating from the screen.
  • Drapes were made using a curve tool rather than a primitive the only reason why this is a problem is that I could've used more faces. 
  • Couldn't figure out how to push light through the window.
Total Hours(approx): 
  • 14 hrs
How I will tackle the next project:
  • For the next project I hope I have more time to work on it. I worked on it only about 3 hours per week and I feel like I could've always done more. I'm mostly blaming it on work but I know I had extra time that I could've been working on this. 
  • I will also try to pay more attention in class for the tutorials since those have proven to be very helpful from time to time. 
  • I will keep using YouTube as a resource to learn more and more about the program. 





Week 4 10/31 Progress

For this week my goal was to finish all the texturing and modeling for the objects I did. I believe that my composition is pretty good as well as the color scheme i went for since it all revolves around a grayish dark navy scale, the paintings being the exception. The wood oak from the table also is a blend from the wood tile on the floor to the darkness of the sofa and the paintings. I also managed to make the bulb look very good. you can't see it now since its "off" but once I put the lighting for the coming up week it'll be noticeable. I've also decided to leave the outside window to represent that its night time giving the aesthetic of an evening in the living room watching TV kind of feel. I also really like the rug pattern I chose because it goes well with the color of the drapes and the color pattern of the floors and the walls. I also haven't talked about the couches a whole lot and they are made out of leather which is why they look so smooth. I made sure to take off most of the effectiveness from the texture since leather isn't traditionally reflective. 


Week 3 10/17 Progress

This week I Started on the UV's and textures for the Objects in my scene. I had a hard time figuring how to unwrap the objects since I did the objects first. I still haven't figured it out and this led me to use lots of soft or easy textures to apply to my objects. I also used presets to help me with making my scene look more realistic. I'm also having lots of trouble passing light through the glass that I have(Windows, and Light Bulb). I can treat this as a huge issue or just try to play around and figure it out myself. I've looked at tutorials but I can't seem to find the answer. The reason I hesitated to texture the TV is that I'm still not sure on how I want it to look since this is something I added last week and it's not in my reference picture that I'm mostly going off of. I am really happy with the way it is coming out For this next week I am hoping to finish the rest of the objects I'm going to end up putting in this scene so maybe I can get started on the lighting. 

Week 2 10/10 Progress

This week I went ahead and did most of the modeling done. I still need to add a rug and figure out the floor pattern and the wall pattern. I'm also aiming to make my window the glass item in my scene. I have not UV'd anything yet because I have been caught up in doing the modeling first then the texturing after. I don't know yet if i want to make the scene bright as day or something more calm and relaxing like a night at home. with the problems that I'm sure to have with lighting I will probably go with night time. the drapes were really confusing to make transparent so I'm most likely going to leave them a solid color with a fabric texture. I am also skipping out on making plants since the professor has warned us that it would take to much time. I also think I want to make the lighting sorta like blue if I go for the calm ambient scene. I will also be looking up tutorials on how to properly use the types of light. Ill try to get as much done as possible since I'll be busy with work for the next to weeks as well as other projects like animation.


Living Room Proposal

For my scene id like to replicate or reference this living room since i like the way the color pallet used for this living room compliments a calm and relaxing environment. The layout in this living room is not too wide making it much more captivating to the viewers eye, or in other words there is a lot to look at. The painting and the plant also help out the scene putting a nature vibe. for the tables id like to follow that design since its simple but looks very clean and unique. For the sofa id like to make it a different color maybe blue and change the design since i believe this can be better. for the rug i think its a really cool texture but i would like to see if there could be better looking ones. 
OBJECT LIST:
1 Couch
1 couch/chair
1 Coffee table
2 Smaller coffee tables
3 Painting/s
3 Plant/s
1 Lamp
1 Rug
3 Pillow/s
2 Drapes
1 Window

























Grocery Shelf

For this assignment we were required to create a grocery shelf design of our choice with 6 boxed items of our choice along with 3 glass items of our choice, and 1 plastic item of our choice. We were allowed to reuse the pasta box and the pasta jar from the dinner assignment to save some time with a glass item and a boxed item. For the boxed items I chose cereal boxes such as Trix, Reese's Puff, and Honey Nut Cheerios, as well as snacks like Pop Tarts, and Ritz, and I reused the Pasta Box for my 6th Item, For glass items I mad a Coca Cola glass bottle, as well as reusing the Pasta Jar, and I changed the label and sauce texture to a pickle label and a pickle texture for a Pickle Jar. I did not create a plastic Item because I could not get the material to look right it was either to much like class or not transparent enough. The self itself is a simple design I took inspiration from a google search. Biggest problem I encountered was when I did the UV for the jar and any revolved surface. I still don't fully grasp the concept on how to properly UV there are a lot of things you can do in this program and its easy to forget where a certain tool is or how to use certain tools together to get what you want. I believe I did a good job and capturing the viewers eye to the shelf because the contrast of the many colors with the black shelf should attract the attention of just anybody.



Dinner Prep

For this assignment we were instructed to follow online tutorials in order to learn certain tools such as the curve tool and expand our knowledge on how to properly UV. The tutorials showed us step by step how to create the pasta jar and the wine bottle as well as how to UV it. We were also supposed to set the lighting correctly and accurately use the curve tool to create the jar along with the cap for the jar. I had lots of fun doing this assignment since it was mostly tutorial based and was  easy to follow. The biggest problem i encountered was learning how to use the curve tool since sometimes when i went to revolve the line I've made it went really distorted and did not look right at all. for this I tried looking up other tutorials as well as emailed one of my friends for help but in the end I ended up just re watching the tutorials provided and I did everything all over again and it worked. For the wine bottle it was confusing to texture a label to a curved surface but watching the tutorials helped since the way to fix this problem was to select the faces with the face selection tool. Overall this was a really fun project to work on because it taught me new tools and the end result was cool.





Table & Couch

For this assignment we were required to model a table based off an amazon item that gave us basic dimensions in space but that was alright since we just had to make it look like the one in the picture. We also had to create a second model based off a couch that was also an amazon item but we weren't given any dimensions, the only reference that we had was the picture of a simple couch. Also this was intimidating at first I came to quickly realize that we just had to get close to the design and just make it look good like the table. We were also required to texture the couch and table appropriately. This part was the most confusing for me since the UV is confusing for me. For the table I followed in class instructions since our professor did a quick demo in class, but when it came to doing the texture from home I did a single texture for the whole couch of leather. the legs for the couch were also just a repeat of the table texture so that they could match. overall I definitely think that I could've done way better with this assignment. I also don't think I got credit for the lighting because I have yet to understand the proper lighting effects in the program. For the table it wasn't too difficult to get since I for the most part as soon as I did some of the object and the UV I could just duplicate it such as the legs of the table.


Marker

For this Assignment we were required to create a dry erase marker from a google image as reference. We were also supposed to add a label to it like the one of an expo marker but instead of it saying expo it would instead say our name with the title of dry erase marker as a subscript. I was very confused following this assignment but i was able to get to making the marker and adding a basic material to it. For the UV I had no idea what to do which is why i didn't put one on there. When I found out that Photoshop was a big part in creating the UV I was intimidated since I consider myself not to be good at that software. That was the main reason I didn't include my label on the marker. another major thing wrong with this project was that i didn't put much light in the scene and it looks terrible. For the next time I'll try and add way more light to accomidate the lighting. I had my classmates help me a bit but i still was confused and I even looked up tutorials online to help as well. I believe that my ability to make an object depends on how well I know how to use Maya and as of now its not going to well. Apart from all the negative problems I had with this simple project, I had fun learning from my classmate and learning somewhat how to use the curve tool.




Primitives

For this assignment we were allowed to create anything in primitive shapes. For this assignment I chose to do the Tower of Pisa but when I was done with it I decided to add the cathedral in the back of the tower. I used Google images to find out where the tower was in relation to the cathedral. In  all the images I saw people taking pictures or just walking near it. I decided to add small figurines to represent the amount of tourism the tower itself produces throughout the year. The most challenging part of this was getting the proportions right and i believe it still needs improvement. Another problem I encountered was lighting since as you can see the image is not well lit. I had lots of fun doing this project since it required me to put some creativity on how the scene is meant to look like. I gained some knowledge from my classmates doing the same project but different scenes. some of their scenes were really cool and i gained inspiration from them. I understand why this is the first project since it introduces you to the basic shapes and tools one will use for the rest of their experiences on Maya.




Comments