CAGD 230 (Digital Modeling)

Overwatch Project: Final



For my final update, the project has been completed between myself and my two other partners to also finish their buildings. We were completely inspired by the Route 66 map in Overwatch, so we decided who wanted to do what and the difficult of the building that had to be completed. I chose the building that would be requiring more attention to detail.





The software we used to fully create our scenes were Maya for creating the models, Photoshop for texturing/bump mapping and Unity to have a first person controller explore it.

The workflow was divided evenly among ourselves because we each had buildings to create fully. My steps were to gather references of the building, then blocking out most things to be in proper proportions to the average human height. After everything was up to scale, I added more details into the scene, then created two UV maps to be later imported into Photoshop to create textures and bump maps. The only downside was that I had created to many textures materials, so i had to narrow them down to two for later importing also to the bump mappings to Unity as per the guidelines required. 




The group dynamic was that we were to be finish this scene to have the building look like they belonged together. We each understood each others skills in what we can do and let each other do their own progress, nevertheless, everything was already manged properly in the time and project deadlines.    

Overwatch Project: Modeling, UV, and Texturing (Bump)

For my update of my scene, I added a small amount of detail of the iconic objects all while tittering on my poly count tris. limit of 5000. I created the addition of the arrow sign and the Big Earl letters. My limit was up to 4942, so I couldn't add more things to my scene since the Big Earl's lettering took up a huge chunk of my count and it was still over. To lower the count, I deleted many edges to where the shape and curves are still noticeable. 













I've polished up my UV textures to be in 2 spaces in my UV Editor and added textures with bump mapping. The hardest part was to figure out how to properly do the bump mapping since I little practice with it but it did come out fantastically.
I had to change up the original bump mapping using the bump depth because it was looking pretty rough and rigid without the changes in the Arnold view renderer.





Object List:
Gas Pumps 2x
G.A.S. Signs
Billboard
AC
Fencing
2x4 Wooden Planks
Ventilation
Pipes
Main Buildings 2x
Stairs
Pillars
Roof
Awning

Overwatch Project: Modeling, UV, and Texturing

For our project, I'll just show an update of my own work on the building I am to be building. Based on what I've made in the previous update, I've made more detail on the building to improve the looking of the blocking scene. I've created more detail for the signs, pipes, the back of the building, and etc.


There was a problem based on my blocking and proportions in the first update, and that part is aided by the reference images I was using contradicting each other. My first reference image that helped immensely was an overhead shot that made the proportions proper, and I've also been utilizing a video I found on Youtube that showed an analysis of the map. I used that video to show what items of the building, little folds, and corners I couldn't see to be created. 

The modeling process has be a breeze, and then comes the UV'ing. I have a hard time trying to properly unfold the objects, so I been trying to get most of the them done and orderly, but still have a few more things to UV.


As for the texturing, the texturing is easy for me so far. I've gotten most of the images I needed to apply onto my objects and all I need now is to apply a bump map to those.


Object List:

  • Gas Sign
  • Billboard
  • Air Conditioning Units 3x
  • Pipes
  • Roof
  • Gas Pumps
  • Pillars (Also Brackets)
  • Canopy
  • 2x4 Planks
  • Stairs
  • Corrugated Fencing
  • Main Buildings 2x

Overwatch Project Blocking

For our project, this time my group and myself are doing three buildings found in the Overwatch map Route 66. I'm doing the Big Earl's Gas Station as displayed directly below in the center of the screenshot. I made a blocking of my scene and made sure to have everything to scale in proportion to the average human height. I held back a bit from doing more detail since the 3 references I was utilizing, one contradicted the others in proportion to scale. The trickiest part I've encounter was figuring out how to add in the top stair and the top roof with the boolean. The boolean I used turned the roof into a prism roof with a tons of faces. The solution was to restart the roof and stairs by making different components like a jigsaw, so as to not need the boolean. For the next post, I plan on doing much more detail to make a detailed scene and work on the UV's. I'm very excited for this project and hope my partners are to so we can create an incredible scene.

Object List

  • Air Conditioners
  • Tall Sign
  • Big Sign 
  • Stairs
  • Building (Main, Small)
  • Roof
  • Canopy



Dining Scene Final

Dining Scene - Modeling, Texturing, Lighting Process
So to add on, this is my reference of a homely Pizzeria in a city. This week I've been working on the previous blocking scene of the Pizzeria Diner by adding more detail to the scene such as adding more objects to give a more homely vibe and relaxing atmosphere to give visitors an inviting feel. The texturing is minute in the scene because most of my materials don't have serious attentions to texture. I've added and modified to the lighting of my scene by increasing intensity, knocking down shadows, and adding fill and key lights to brighten up my scene.



I will be working more on adding detail by including plates, forks, cups, bottles, and lighting fixtures. I will also change up the lighting to better suit the environment and bring out more warm colors/ ambiance feeling. After I add more objects, the place will be more lively then I'll arrange the objects to appear like people have been there as well as give more personality. So far luckily, nothing bad has came to make me troubled and finding solutions to, hopefully the streak will continue.

Objects:

  • Paintings 7x
  • Chairs (Small, Large)
  • Tables (Small, Large)
  • Stools
  • Counters
  • Shelves
  • Beams
  • Aisle Chairs
  • Mirrors
  • Windows 
  • Walls
  • Roof

Dining Scene Modeling & UV
This week I've been working on my previous blocking scene of my diner with adding more details and cleaning up the UVings. I created more detailed chairs and tables, plus the counters with shelves added. I am creating a more detailed homely scene of a pizzeria with a warm atmosphere. The layout of the scene has been nearly mimicking the reference and good layout following restaurant codes. 



Object List:

  • Counters
  • Shelves
  • Chairs (Small and Large)
  • Stools
  • Table (Small, Medium and Large)
  • Large Aisle Chairs
  • Walls
  • Support Beams

Dining Scene Blocking




This is a blocking of an Modern Italian Pizzeria in the city. I was trying to go for a blend of ones I've visited and eaten at to create a blend of the dining scenes. The objects I've made are tall chairs, small chairs, big tables, and small, also the wooden beams. I've created blocking of the front with counter tops for the register and guest to eat eat. Their will be more added to this to create a better, more homely scene.


Grocery Shelf

This was the fourth project after having to separately design wine bottles, boxes, and jars. This project was to create a grocery shelf with a 4-point basic lighting system. This project wasn't really all that difficult since its was repeating what I've done for the boxes and just changing the scaling/textures as well for the jars too. The shelf was easy for myself since I have 4 almost exactly like this one with just a few small changes. No matter how difficult it was designing the entirety of the scene, I enjoyed this one since I was able to flow through the designing, lighting, and overall everything based on what I've learned from this class.

One thing that was the most difficult and the biggest pain was the Bread Pudding and the San Marzano Jars being completely invisible as an fbx export, same goes for the obj exports too. The only solution was to copy and paste the object into the scene which worked out perfectly. Afterwards, I organized the outliner and rendered my scene. Yet, the glass in my scene did not become see-through and I still have yet to figure out why.

This was a joyous experience with the troubleshooting and breezing through the rest of the design phase to better improve my skills as a modeler/animator.

Table and Chair



For the third project, the class was to individually model chairs and a table to scale. This was a bit difficult for me, since the guidelines required measurements, so I had to be precise as oppose to my way of just eyeballing it. However difficult it was, I'm happy with the way how it turned out. The contrasting wooden (traditional) table with the metal (modern) chairs created a scene I can admire. The furniture was a challenge for me, but having to relearn these lessons helped to better improve myself and my skills as an animator.

The scaling for myself for the table was easy thanks to following the instructions, but as I went into the chair, I was a bit lost on how to start out. For the dimensions of the chair I measured out using the grid and the snapping tools, followed by an easy duplicating / mirroring since I couldn't find a blueprint for the kind of chair I wanted.

Another lesson I've learned from this, is how to properly make a scene. Modeling is a necessity, but to make everything shine, I'd learned the tips in the lighting, spacial awareness, and the backdrop making a scene pop.

Of course I'm surprising happy with how the results turned out. I could learn a bit more on texturing and finer detailing, but one step at a time.

Pencil



For the second assignment, we had to create a basic pencil utilizing the booleans, specular, bump, and UV mapping in Photoshop as well to get the finer details in the pencil's tip and then my name in the side. This was an enjoyable project, but also a bit of a pain since of my unfamiliarity this early in Photoshop. Overall, this project was a blast.

This pencil was created in three pieces: the tip combined with the body of the pencil, the metal end, and the eraser. Booleans were used to combine the tip (cone) and body (cylinder). The metal end was created using CV curves to form the one line of the side edges, then a revolve function created the polygon. Of course with a little bit of adjusting to fit the body. Out of the whole project, the eraser was the easiest to create from a rounded cylinder.

Applying the materials to the pencil was a little difficult since I had to used Arnold Materials when I thought to use lamberts and blinns, but step-by-step this pretty much was an easy step. The easiest was the UV mapping, but it was incredible how this process was made even easier with a push of the button. However; the bump/specular mapping in Photoshop was a bit of a pain. The channel colors just wouldn't duplicate, yet it was still completed. Maya never crashed on me, but it froze on me then proceeded to work fine after a few minutes when I was using the render view to create my renders.

I'm loved this project since it has taught me more to what I already know, especially using Photoshop and texturing made easy.

Primitives
Kame House from the Dragon Ball Z series during a sunset.

Why did you arrange your scene in the manner that you did?
I chose this manner because I wanted to show the reflection of the palm trees from the water as well as the shadows too and show as much of the house as possible while trying to make the view nearly first person.

Why did you choose the camera angle for the final angle?
I chose this angle to get a little bit of everything in the render and to appear as a camera floating or one of the flying main characters taking the picture.

Overall scene you were trying to create?
The overall scene I was trying to create is a basic primitive scene of the Master Roshi’s                 Kame House.

Any problems or design complications you may have encountered and how you solved them?

One of the ways were the red roofs because I wasn’t too sure if more detail would’ve been allowed, so ran with a basic prism and applied material to the face. The second was a minor one, but figuring out what to use for palm tree leaves. I was searching through polygons that don’t need a lot of attention and came across the disc polygon. 

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