CAGD 373 Game Asset Production


Game Scene Project


Modern Warfare Game Scene 

For this project, we are assigned a team of three to recreate a large game scene in Unity. The premise is to create and texture game assets using AutoDesk Maya, then import and organize a walkthrough of the whole map while considering the Level of Detail technique and polygon limit of 300,00 - 500,000 tris in Unity. 
We chose to base our scene around the map Petrov Oil Rig from Call of Duty Modern Warfare.

Game Scene Final Week (12/13)

In the nick of time we imported necessary models from Maya, implement simple animations, and a functional walkthrough in Unity.








Final Unity Scene

Unity map layout- Top-down view


Wireframe and UV maps of main assets:




One main issue I encountered from 3D modeling in Maya was mostly the work process order, specifically the Cargo Building. A building with an interior was somewhat new to me, and ultimately delayed work loads due to jagged edges, extra vertices, that made sections of the building uneven.

Wireframe of other game assets/props

Spool of Cable


Generator

In the end, I learned a ton from creating 3D models to UVing them in Autodesk Maya. I learned new workflows that can be used for future projects and more efficient time usage.

My Work of the Final week

For the Final week I was able to complete my assigned tasks, as well as make necessary pieces for the multi story cargo building to look functional.





Game Scene Week 7 

My Work

For Week 7 I remodeled and UV'd the cargo building, made a few exterior pieces, and modeled a large computer panel.  

I remodeled and made an opening near the staircase path second floor. This is so I could use one of Jake's catwalks from his other building to connect the second floor to the roof. 

I also deleted the middle portion of the second story to make room for one of Jake's catwalk platforms.

Remodeled Cargo structure

Cargo Building UVs 
The UV process for the Cargo building was a pretty messy process overall. I divided the Cargo Building into around 5 sections. 
All of the sections and UV shells were relatively different, this made stacking similar shells relatively difficult.

I modeled a microphone loudspeaker, and a small vent for the exterior pieces

Double Microphone piece and Small Vent

Large Computer Panel


For the rest of the week I plan to finish modeling the radar communication pieces, interior/exterior pieces for the cargo building, as well as completely UV all the pieces.

Floor 1 Mechanical Room in-progress



Game Scene Week 6 

My Work

For Week 6 I made wall/window extrusions for the cargo building exterior portion. Made some progress modeling radar communication pieces.

For the base structure of the cargo building I was able to UV the rooftop and a majority of the second floor.




Issues that delayed work progress


  • Extra faces/vertices
  • Deleted extra edges by hand before realizing there's a quadrangulate clean option after some time

  • In the UV process, there are many separate smaller pieces that are different sizes, mostly due to inaccurate edge loops out of place
    • Ended up spending excess time attempting to stitch together the smaller pieces, straightening edges, and flipping faces
    • There are still some smaller pieces to be stitched 
    • Was not able to use the straighten edge option due to low CPU performance (3rd generation CPU)   
  • There are many small extrusions/gaps that are the roughly the same shape, but many differentiate in size
  • Overlapping 
    • Tedious process to spot/resize each one
  • Accurate measurements of edge loops at the start would have simplified the work flow greatly, along with splitting/grouping objects for less confusion
In the coming weeks I would have to complete UV's for the base model of cargo building, UV communication pieces, model exterior pieces for cargo building, then start modeling a large computer module interior piece.



Game Scene Weeks 4 & 5

Trello Board


Assigned this week 

  • Cargo-like building with 2 or more floors
    • Interior
    • Exterior
    • Separate cat walk piece connecting other buildings 
  • LOD models of crane tower
  • Radar/communication tower-like 3D modeled pieces

Completed this week

  • Base layout of floors 1 & 2
  • Partial exterior design for cargo building
  • Crane Tower Low LOD model 

Still In-Progress

  • Multi story cargo building
    • Finish second floor Exterior design
    • Exterior/Interior pieces
      • Make future object list to work on
        • Roof
        • First/Second floor
  • Radar pieces

My Work

For weeks 4 & 5 I made a base layout for the first and second floors. I added in a layout of where I would like to place the stairs and catwalks, as well as some placeholder items for the base design, such as a pillar, boarded window plank, catwalk, placeholders for machinery objects to be made in future sprints. 
I also made a low poly LOD model (~50%) for the Crane Tower. 

Cargo building progress

Cargo building layout 

Crane Tower LOD low: 9591 LOD

Crane Tower high Tri: 17044 LOD

Problems

 Majority of the time was spent on cleaning cargo building topology. Misaligned edges and extra vertices caused problems before extruding/beveling exterior side of rooms. This occurred when beveling window openings then attempting to clean mesh. This caused much confusion as it went everywhere in the floor. Also I just realized from writing this post, I should of divided and separated the rooms prior to adding exterior detail. This delayed the work process overall as well as poor time management from other classes and outside of class.

To combat this, I would need to in an orderly fashion by planning ahead of time, do further research on cleaner topology work flows, and simply manage my time more wisely. 
In the future, I would want to finish extrusions for cargo building second floor, make an object list for floor pieces, and find references for Radar pieces, and cargo building interior/exterior pieces
Hopefully I can pick up the pace during break.


Game Scene Week 3

Trello Board















Assigned this week 

  • Cargo-like building with 2 or more floors
    • Interior
    • Exterior
    • Separate cat walk piece connecting other buildings 
  • LOD models of crane tower
  • Radar/communication tower-like 3D modeled pieces

Completed this week

  • UV'd
    • Crane tower
    • Spool of cable
    • Helicopter pad

Still In-Progress

  • Multi story cargo building
  • Crane tower LOD's
  • Radar pieces

My Work

For Sprint 2 I UV'd the crane tower, spool of cable, and helicopter pad.

Crane Tower UV
Helicopter pad UV
Spool of cable UV

Due to other time conflicting projects, I was unable to complete other assigned tasks for this sprint and would have to move them for the next one.

Future tasks

For next week, I plan to work on the cargo building, LOD's for the Cane Tower, and 3D model communication building parts

Cargo building layout



Game Scene Week 2

Trello Board


Assigned this week 

  • Model, UV, Texture
    • Crane Tower
    • Helicopter pad
    • Spool of cable
  • Export fbx to Unity and share scene 

Completed this week

  • 3D Modeled
    • Crane Tower
    • Helicopter pad
    • Spool of cable
  • Majority of Crane Tower UV'd

Still In-Progress

  • UV
  • Texture
  • Complete export to Unity

My Work

For this week I 3D modeled a large crane tower, helicopter pad, and a spool of cable. 

Problems occurred
While UVing and finishing up 3D modeling the helicopter pad, I ran up to many problems that ultimately delayed my overall workflow. First was discovering the extra vertices in the cargo crates for my tower. This was due to accidently making extra extrusions on faces I found out later. This led to me re making the crates, costing me some time. On top of that, was the failure to check for n gons for both the tower and the helicopter pad. This also delayed my time to UV and soon burned me out.

Future tasks

For next week I plan to finish UV'ing and texturing the assigned models from week one, then share completed work in Unity. In the future, research and create appropriate LOD's for the Crane Tower. 

Crane Tower UV Progress


Weeks 1-2

Reference

Map layout goal


Our Unity Annotated Map 

In this project, I will be taking the role as an 3D Model Artist. I will need create 3D game models along with UV maps by using Autodesk Maya. The main assets I would need to create are the following:
  • Large Crane Tower - LOD model; large communication type model to be seen from far away 
  • Large Multi story Cargo Building - functional building viewable also viewable from inside
  • Large Radar/Satellite - Communication type piece

For Week 1-2 I will be 3D modeling a large crane tower, a spool of cable, and a helicopter pad using AutoDesk Maya then texture them in Substance Painter.

Tower progress:


Spool of cable progress:


Object list
  • Base structures
    • Crane Tower
  • Small props
    • Chair
  • Large props
    • Spool of Cable




Tower ePortfolio Post

Unity Scene
For this assignment, we were assigned to make a miniature scene that consists of three towers in a landscape created by utilizing Unity's terrain editor tool. The requirements for this assignment were to create low and high poly models of three towers with three unique toppers, but with the same base. The meshes are created using Autodesk Maya, and textured with baked lighting using Substance Painter. Low and high poly meshes are made to incorporate the Level Of Detail (LOD) technique; the comparison of detail seen close up and from a distance. Some restrictions we had to keep in mind was the limited triangle count: 5,000 for high meshes and 2,500 for low. We also needed to make 4 props (500 tri count each) for our scene, but low and high poly meshes weren't required.  

More Unity Shots

Problems Encountered
Some issues I struggled with on approaching the work process was figuring out what to create. I spent too much excess time trying to find the right theme for the project. During the work process, I spent the majority of the time Modeling/UV'ing (80%), while the other 20% was towards texturing and organizing my scene in Unity. In Autodesk Maya, I struggled to find solutions on complicated N-gons that ate up my time. This resulted with obscure shadows baked into Substance Painter.

Maya Scene/UV Maps


Substance Painter Baked Lighting of textures 

During the process of this project, I learned many useful techniques and workflows. From Maya, I learned new valuable work flows that that would speed up the process of modeling and UV mapping, such as cleaning N-gons and stacking shells to keep a more organized layout. In Unity I was surprised at the new things I didn't know was available in Unity, such as creating the Terrain with a variety of tools and how LOD works inside Unity. 









Sci Fi Hallway
  • Underestimated time required to complete work loads
  • Inaccurate measurements of module pieces consumed a majority of time
  • Personal situation delayed work to be done
  • Was only able to export low poly files from Maya
  • Lots of errors fixing modular pieces and attempting to upload appropriate ID's to Substance Painter



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