Building Alliances Week 9,10,11
Asset modelling
This week I will be focusing on starting some initial 3d models in order to get an idea of what the different details in each of the levels would look like. To start this off, I will be modelling in Maya to create the basic block out of the assets, which will then be taken into zbrush to make the models more organic to stay in theme with the rest of the game.
To start off the modelling process for the big tree for the lungs level, I modelled the trunk of the tree, starting with a plane which I arranged into the desired shape for the trunk, I then extruded the plane upwards, scaling it inwards the higher I got. Once I had the trunk in place, I used the insert edgeloop tool in order to create more faces from which I could extrude the branches out from the main trunk. For the general shape of the branches, I used the same process as with the main trunk, scaling the branches inwards the further out they got, I also rotated the extrusions of the branches to give them a more natural look rather than them being straight branches.
With the branches in place, I started to add the alveoli clusters to the ends of the branches, in order to do this, I grouped up several spheres and scaled them depending on what I needed for each of the branches. With this block out complete, I will now send it to my group for feedback.
After sending my model for feedback, my group has said they like the model I have made, I will now model two more trees of different sizes, these will be used for variation in the level design.
Using the same methods that I used for the first tree, I made a medium and small tree model. I will now start to work on the UV map ready for texturing the model in Substance painter. In order to do this, I will use Maya's Uv editor in order to move the different sections of the model about, making sure nothing is overlapping as this would interfear with the texturing process.
Once the UV for my assets was sorted out, I exported them as an obj file ready to put imported to substance painter so that I can texture the models. In substance painter, I was looking for some more natural textures for the surface of the trees since they're based on the inside of the lungs. Eventually I decided to use the creature tongue texture for the branches and trunk of the trees, while the alvioli leaves were textured using the blue alien skin texture as this best fit the idea for the leaves. In order to apply the textures, I placed a base baked light texture on the whole model, on top of this texture I then placed the red tongue texture which covered the whole tree. In order to apply the blue texture to the leaves of the trees, I added the texture to the whole model, but then applied a black mask to the layer so I could reveal the texture only where the leaves are.
With the textures now applied to the model, I am pretty happy with how it has turned out, I will now set substance painter to render the models to see how they'd look in different lighting, as this will inform me on my lighting and colour choices for the rest of my environment assets.
Moving on from here, I will start working on the entire lungs level model, this will be used as one of the final models to give a better idea of how the game would run
Once the UV for my assets was sorted out, I exported them as an obj file ready to put imported to substance painter so that I can texture the models. In substance painter, I was looking for some more natural textures for the surface of the trees since they're based on the inside of the lungs. Eventually I decided to use the creature tongue texture for the branches and trunk of the trees, while the alvioli leaves were textured using the blue alien skin texture as this best fit the idea for the leaves. In order to apply the textures, I placed a base baked light texture on the whole model, on top of this texture I then placed the red tongue texture which covered the whole tree. In order to apply the blue texture to the leaves of the trees, I added the texture to the whole model, but then applied a black mask to the layer so I could reveal the texture only where the leaves are.
With the textures now applied to the model, I am pretty happy with how it has turned out, I will now set substance painter to render the models to see how they'd look in different lighting, as this will inform me on my lighting and colour choices for the rest of my environment assets.
Moving on from here, I will start working on the entire lungs level model, this will be used as one of the final models to give a better idea of how the game would run


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