Corridor Terrain Project
Corridor Terrain
Deep Treasures
Scene Presentation
Scene Walkthrough
When starting out on my scene, I wanted to design a stone labrynth or castle. A lot of my research was on this look, but the amount of geometry allowed made me reel back on this inspiration. This wa decided because of a lot of individual stones baked in would be required, and they would need to also be modular enough to keep it going.
Decided on an old rich dwarven fantasy inspired civilization deep underground, which inspired me to work a lot with reflective metals while texturing. Really wanted to invest time working with a shiny copper/gold color in a dimmly lit room.
I also wanted to try modeling a sword pedestal with a sword embedded inspired by the Legend of Zelda, so I made this my major set piece for my scene with wrapping walls surround the room where it is located.
- My largest issue was time management. Taking on additional classes that consist of multi-week projects was difficult to manage in the first few week. Spent too much time gathering reference.
- Going forward, I plan to spend much more time planning my workflow process before beginning my models, and less of reference.
- During the 2nd week, I hurt my arm and this impacted the speed at which I was making progress.
- During this time, I became increasingly worried about the approaching deadline. Since I was having trouble getting my assets finished, I spent time planning how and when each segment of the project needed to be completed, and this helped me stick to a productive schedule as my arm healed.
- Near the end of the project, I had a huge Maya freeze that crashed my PC (or vice versa) that caused my Maya file to become unopenable, and I was unable to retrieve my original assets.
- I was able to save the tri-models for almost everything since I had previously exported it to work on with my laptop. I needed to only create 2 assets again, but still lost all original quad-models.
Once in Substance, I was able to play around with materials that were easily blendable to create modular textures without obvious seems. This was the most fun part of assignment, as I was able to spend a lot of time with Ray-Tracing and reflective metals. After completing texturing in Substance, I then export my material maps over into Unity.
With my models and textures completed, I was able to finish up my scene layout in Unity, and then move to bake my lighting and reflection probes around the scene.
Trello Work-Log



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