Friday 1 July 2011

Evaluation

After completing my project I am pleased with the final result. The textures look professional and there is little texture stretching in my scene which is a good surprise since I though that I would have problems texturing the tunnel walls. Also, the models don’t reduce the frame rate too much and the lights and fog give it a great atmosphere and suit the scary theme that I was going for.

However, next time I would like to have had more time to make the textures look even more professional and also improve the lighting to make it more realistic. Also, I would have liked to add more objects into my scene like bins or more details like that. Finally, I completed my project on time and I feel that I made good use of the time that I had and my end product is of the standard that I wanted and meets the assignment brief


Tuesday 28 June 2011

Production - Texturing

On Monday I completed adding my brick texture to the walls of my subway. I would have moved on to rendering out the final images of my room  but the room that I was using was unavailable at the time, so instead I begun improving my textures in Photoshop and making them more detailed or dirty. I think that the texture that was added to the wall looked realistic and suited the theme of my environment; however the colour of the bricks was too similar to my wood textures and looked strange when next to a bench.  To fix this I may edit the texture in Photoshop at a later date and make it have less saturation to bring the colour down.

Monday 27 June 2011

Production - Texturing and Rendering

Today I am going to finish off my project by adding the brick texture to the walls of my train station. This will roughly take 1 hour and a half because of complications in trying to get the texture to fit around the tunnel without stretching.  After that I will check that everything is completed and meets the requirements of the task. After that I will start rendering and then work on creating a conclusion on my blog and finishing or improving small parts of my work.

Monday 20 June 2011

Production - modelling and texturing summary

At the end of the day I had completed my bench and barrel, complete with textures and fire. However, I could not add them to my scene because of problems with the different versions of 3Ds Max. This also means that I could not add the new textures to my scene and so instead I worked on improving them in Photoshop and creating some extra models to go into my scene (like wall lights). To solve this I am going to use the original version of 3Ds Max that I was working on to open my work tomorrow, and finish it off then.

Production - Models and texturing

Today i will begin modelling my bench and barrel and then apply textures to the walls of my train station. It will roughly take me 1 and a half hours to create the models for my bench and another 1 and a half for my barrel as well, so i will be done by around 1'oclock. I think this is achievable because the models do not have to be really detailed since the environment project does not focus on the modelling skills.

Next I have to apply textures to the bench, wall and barrel. This probably will not be completed today and will have to be continued due to problems with textures stretching or having to edit them in Photoshop. I think it’s achievable because there are not that many textures left to do and the objects that I have to apply them to are simple.

Monday 13 June 2011

Production – Textures and Objects

Today I have started to put textures onto my object that I had made last week. First I gathered textures from town using my camera. I looked for things like wood, concrete and metal textures that would suit my environment theme which is dark and grimy. Then, after getting the textures I edited them a little in Photoshop (to crop images or make them darker) and then tried applying them to an object in my scene using UVW maps.

However, they were stretched most of the time and you could see where the image ends and the next one began clearly so I had to go back into Photoshop and make the image smaller and then copy it to fill the space.  I also used the clone tool to make sure all the edges were the same and blended well together.  Then I applied the texture and resized it so that you could no longer see the edges. Finally, I cleaned up some of the extra polygons by deleting the polygons and then using the ‘cap holes’ modifier to fill the hole.

Next week I will finish creating the more complicated models in my scene and then try adding textures to them. Also I may try playing around with lighting to see what would look best in my scene.

Production – Room and Object Shape

I have begun production of my environment project and have started with the main shape of the room. To do this I created a cylinder and sliced it into a half. Then I used the shell modifier on the cylinder to create the inside of my room. After that, I used inset on the sides and extruded out wards to create the tunnels of the subway and used shell a second time. Finally to create the stair-case I extruded a polygon on the side of the cylinder and then moved the edges to make a corridor. Then I made a box and extruded each of the polygons at a different height to create a staircase.

I then moved on to creating the Train tracks by using the cut tool to make some polygons in the middle of the room and then extruded the polygons to create a dip where the tunnel is. To make the rails I made a box with lots of polygons on the side and then moved the edges to make a curve. Then, to make the wooden planks, I just created a box and then copied it all the way down the tracks. The final object I made was the pillars which were easily done making a box, using the slice plane to add polygons, and then moving the edges to make the curves at the base.

Next week I will try to improve some of the objects that I have made and try to apply textures that I have gained to the objects. I think the objects I have made today are up to the standard that was expected in my environment work and they don’t have as many polygons as I would have thought, however, the room walls have too many polygons for a game and will have to be cleaned up at a later date.