3D live brief world skills

Words skill
In this were would be tested on our skills and knowledge of Maya, using an challenged that was set up by the Live Final in 2017 for a game called overcooked.This live brief was done by code master.
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Modelling assets
 For this we would create the assets for game call over cooked which is a top down game.All the assets are base off the game and we had poly count for each assets.To make sure I that my model were close to Game I had to use reference Image which were given by our temporary tutor.The assets had to use the lowest amount of polygons and one way of making sure that I was using the lowest amount of face I can was by deleting a few.I learnt that people playing the game will not be able to see the bottom face or the back faces , so I could delete them without.
A problem would be that I would go over the Polygon limits I would need to delete some face but it was hard to chose which face to delete because deleting the wrong face could ruin the look.I over came this problem by look for any face that people could see or were hide and deleting those.


This is first where I first started with the windows and walls. The wall would uses more than 5 face that was required from the polygon count.I got around this by deleting the bottom faces of the wall because you are unlikely to see it.The wall light could use the same wall I made and for the light I could add a cylinder. As for the windows I used the multi-cut tool so I could cut the window and to make sure that it was the correct size I hold shift to centre the multi cut.

 Where I completed the utility for the overcooked, I first started with the fire extinguisher by using the a cylinder then closing in the top of the fire extinguisher so it has the curve look of an extinguisher.As for the top , it was modelling using cylinder as well and I used the side faces of the cylinder as the handle by extruding.I uses this same process for the pots by using cylinder model to start the work my way to other feature.The bin was a tricky one for me because it had a strange structure, such as the curve top.I over came this using the vertex to selected both side of the bin top then move in a way that make it look curved and the rest of the model I followed the reference image.

A problem I ran into was getting the right shape for the plats because of the curved square shape.I overcame this by using a square model then curing the sides by using the bevel tool.



This is final assets I completed which compose of the games kitchen worktops and they were the final asset I needed to do.These manly used cubed structure and most of the modelling was done on the top

problems
The problem I had was Included getting the right size and curve on the edges in my sink .I over cams this by using the bevel tool so once I made the sink instead of using the multi cut tool I would select the edge and bevel to make sure that all four side are correct size.


This is the poly count list were giving to follow.

Uving
   UV is used to map out the texture for your objects.The processes modelling of  modelling is that you first access it by going into UV editor and selecting the object you want to select then a new window will open.In That new window you will find the many facing scrambled around and need to be neaten before texture.This is done select the facing moving them about ,some facing will be snap to other parts and only way to separate them is by clicking planar.When UVing it best to be shading ,this shows that your facing are facing the right way and if they need to be flip they will be highlighted red.while UV I had to make sure that the faces were as big as I could possible get and with out and faces escaping the UV area or else those faces would not texture.




Texturing


This was done Photoshop, were I used the snapshot UV image I saved and place it into Photoshop.The save has to be in the right format and size which is 510 x 510 and format such be Tanga. Then I Covered the background with a black and in the UV faces I coloured them in  the colour they are going to be in.I could then save it as a PNG so it can be put in Maya and place it in your Maya work folder.In Maya go into attribute and find file , there should be icon of a file and then just find your Uv map fully coloured. finaly just active texture so it apply to the 3D objects.


Modelling Hangry
The final section of our brief was that we had model a character from game,the character was called Hangry who is a giant plant creature.I started of by first using a sphere as base of hangry's head with it I did the lips by selecting the facing the middle of sphere then deleting those so I have the mouth.But when it came to shaping the lips I ran into a problem, when I attempted to make the lip bigger the lips from the other side would move in another direction.I manged to resolved by only starting with half sphere and extruding the faces that were unnecessary to make the lips.But the lips also needed some detail so using bevel tool I included a curving limp for the lips.
Once I had the lips I started with teeth using the edge on top of the lips in side the mouth I extruded it out until I got the size I wanted.Then I extrude it down until it meets half way from the top and middle.The teeth needed to more curved from the edges so I used the bevel to curving the sided between each tooth.Once half of my face was complete I could copy half the face and then bright the two halves of the face together to make one.

In today lesson I manged to finished the whole head of hanged face.First by shaping the head into the correct look by curving the front into a ramp shape, Then stretching the top of the head.I then went on to the bottom teeth, following the same process I did with the top of the teeth.


This part of process I added leaves to my model, by using a flat square modelling I increase the amount of edges of on it by 2 X 5, and I moved in the two top of square to make the top of my leaf.Then I moved out the other edge line to get a curved shape of a leaf.Once I had the correct leaf shape I copy and pasted it and place it on four side on the back my model head.I then copied those four leaves and scale it down to place between the other leaves.


After the leaves I started on the stem., using a cylinder I would slowing extrude it down.I would have a section where I would make the stem wider then continue extruding until I got to the end



In this brief the task was to creature asset and character model for the game overcooked and during this brief we would show that I understand Modelling UV and texturing in Maya.I started with assets first going from the walls to the kitchen work tops and I was given a poly count limit which I had make sure the assets did not go over..During the project I learn't the correct process of UV an model and how to do texturing.I was given reference imaged which model example of the assets done by the tutor, I also had access to reference imaged of the character, outline the shape with a front, side and top view.While doing my asset I would run into the problem of going over the poly count, but I would over come this by deleting face that would be seen in the game.I am satisfied with work n the asset and model turn out and If i more time I would work on added more detail to my character model.

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