Posts

373 Final Game Final Product Post

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  For this project my group decided to recreate Sanctuary Island from Sea of Thieves.  As the scene was an island, I felt that we could get a good scene from it within the time frame, with our skills with modeling, texturing, and coding.  The mood of the scene is supposed to be calming, the scene at sunset with the sound of waves and the singing in the bar makes it seem like a crew trying to relax for the night after an adventure.  Personally for me I did not have too many problems when making my models and texturing.  The only issues I encountered were when I was using GitHub to work on a collaborative Unity project, I have never used Git so it was mainly just the learning curve of me, which group members helped with.  There was also an issue with uploading textures to models in unity, however it was just an outdated model that we were trying to apply the textures to. The maximum tri limit that we had on the scene was 500,000 which we had set limits for ea...

373 Sprint #4 Luca Maggio

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     In this week I was deciding do to some very important pieces to the island, to help make it feel much more natural and less empty with the rocks scattered around the island, as well as working on the docks, which can also be used as walkways on the island.      The docks were not extremely difficult, however my main concern was keeping their tri-count lower than our recommended because this piece will be repeated around the scene many times,  I also decided to make it modular and able to snap onto each other piece of the dock.  The dock was split into three pieces, the main dock, the stairs, and the end of the dock.  The end of the dock is not required to be the end of a dock piece, but it allows to have some diversity with how the docks look around the scene.  There was also a smaller set of stairs that I created to allow access to the shipwright shop.  The dock and stairs all share a UV sheet, which was a bit difficult t...

373 Game Sprint #3

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 This week I was not able to get as much work done as I wanted to, I was able to finish creating the tent for the Gold Hoarders, however I wasn't able to UV all of it.  There were a few issues that I had to overcome while creating this building, such as finding a way to make a material look like cloth without using N-Cloth, creating lower poly nets as well as UVing them, all while staying under the Tri limit. The other pieces that I was able to finish this week is the wooden docks, they could also be used as the walkways around the islands, and they do in fact Tile so it will be easy to have connected paths, I plan on finishing the other pieces of the docks to have fully tileable pathways for the project. The final thing I was able to finish this week was Creating UV's for the Armory Box.

373 Game Sprint #2

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     When I was working on the water tower that was unfinished from the previous week I had discovered that I was very much under the tri limit that we had set for the asset. I had tried to figure out a way to maybe get closer to the limit by adding more details like nails, and debating adding ropes, however the way that the tower was looking seemed to be very nice and how I wanted it to look.  The nails and extra details can be added during the texturing process.  The barrel at the bottom of the tower is actually the barrel from the previous props that I designed, because the faucet on the barrel is adjustable it can easily be implemented into the other assets. The UV mas on the tower is complete, it was rough when I took until about halfway through the modeling to start doing them, which caused me to have to delete many objects to duplicate the now UV'd pieces.     The next prop that I had completed for this week is the weapon box that is on nearly e...

373 E-portfolio sprint 1

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 In this first week we spent the fist bit gathering information and deciding on what game scene we wanted to do, we decided on a location from the game Sea Of Thieves.  After deciding, we started finding reference for the objects that we were designing.  So far I have worked on two of the medium sized props, a barrel that can be changed to have a spout for liquid to come out.  The other object that I had finished is a crate used for carrying animals in game, however in our scene it will be used as a decoration piece.  The large scale prop that I have been working on for this week is a water tower that will be in our scene. It will be one of the larger props in our scene and will have a much higher poly-count and many more parts for the prop.  I had to install the game to record a video for our references to give to the other other members of our group.   The Animal Crate was fairy hard to keep under the limit that we had set for it, because there ...

320 E-Portfolio

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Final Project Microscene     For this project we were given free reign to model and texture a scene however we wanted as long as we made a scene and at least 10 assets for the scene.  For my scene I decided to make a waterside dock camping scene, which I encountered an issue while creating the ground and water.  The main issue was trying to get the shape I wanted to extrude, which I tried to make a NURBS Curve but instead I had to create a circle and shape all of the vertex points to what I wanted instead. VW Bus Microscene     For the VW Bus we were tasked with creating UV maps, textures, and materials for the bus model that we were given.  This project was rough, I had a few issues close to the finishing date of the project that caused me to submit it late.  After thinking I had finished creating my UV's when importing to substance painter, the maps would be remade.  After hours of troubleshooting, the problem was discovered as an object th...

CAGD 230 Eportfolio

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Final Week 1 For the first week of our project it was mainly to find the concepts of our project that we would be modeling modularly.  I decided on a few pieces from the Horde in Warcraft 2, Mainly because I liked their architecture and uses of rough wood and spikes.  I also chose a fountain from a different faction that I don't know the name of, but I enjoyed the design.  The most difficult part of the models I expected to encounter was modeling the roof. Week 3 This was the week where I did the majority of my modeling and taking on the largest and most detailed piece of my project, the main hut.  I learned many ways to make the process much easier than I expected.  The roof, which had me very worried, was fairly simple after modeling a few panels, inserting a bend deformer allowed me to pinch them to fit being a ring shape.  I then set the pivot point to the middle of the model and duplicated the planks around to test if it worked.  After testing ...