Wednesday, 26 November 2014

3D Practice - Building a Skyscraper

This was chapter 5 of Michael McKinley's 'Game Environments and Props'. I have started to relate these 3D practices to Don Carsons theories of creating immersive environments using environmental storytelling techniques, similarly used in theme parks:

http://www.primitive-eye.com/pdf_files/Enviromental_storytelling_pt1.pdf

So this project was all about modular design which is highly important for the project I am planning to do. I did occur some issues here which more relate to my cleanliness of 3D modelling. The book starts to encourage you to do parts yourself and this is where I start to fault. Oddly enough I am normally ok but when following a book so far, being expected to start continuing with sections with no help can be quite difficult.

3D Practice - Building a Skyscraper

The Steps

  1. Carefully plan modular design
  2. Create a high poly version
  3. Create a low poly version
  4. UV Map the low poly version
  5. Create the textures using the Transfer Maps Function
  6. Use Photoshop to edit textures
  7. Apply to low poly piece
  8. Fit pieces together

Learning Outcomes

For this project, nothing completely new to me was applied. This ended up being more practice than learning however one issue which I had (which I have had before) came up but I simply fixed it (like I fixed it before).

Ambient Occlusion Map Issues

It was the ambient occlusion map. Annoyingly enough it seems I cannot create an ambient occlusion map for a number of assets at once. This was no problem. I simply created a map for each piece and then edited them together in photoshop. As you can see from above it is an easy process and did not take up much time. When speaking with a lecturer about these issue he seems to think it's an issue with this version of Maya (2011).

Moving forward with this issue I am going to continue with this method but if it appears to come out drastically wrong. I can always use the UV Snapshot to create my own ambient occlusion map.

Personal Notes

Relating to Don Carsons techniques, I am going to use this practice as guidance into looking at 'Contrasting Elements'. Carson states that havign contrasting elements in an environment can help entice and keep the user interested. He mentions:

'...medieval cathedral or even a large old church, there is a reason the vast interior is so awe inspiring. What you may not realize when you enter, is that the architects of these places have forced you to enter the church through a small confined space, before revealing the monumental interior of the main church. This is done quite on purpose, and it is the contrasting effect of having been confined in a small space that makes the adjacent room all the more dramatic.'

With this theory in mind I am going to put it to practice by enhancing the hallway I have been working on and insert, through access of a door, a much larger room, perhaps a grand hall of some sort. This contrasting effect should hopefully spark and interesting vibe within the environment, enticing the player to continue.

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