Creative and technical model

Today is the hand in date for my creative and technical model. I will be using this blog to hand it in.

 

Research

I started my creative and technical model by researching Chinese buildings in heavily populated areas, as the environment that this building would be going into, is a near future, cyberpunk like scene. I thought that the heavily populated and industrial architecture of modern day china, mixed with futuristic parts would look great

These are the images i used for reference.

Image result for heavily populated chinaImage result for heavily populated china

Wanchai.jpg

I also researched Chinese and Japanese signs, especially signs in downtown tokyo. As they have a futuristic feel at nighttime, with all of the neon lights and busy feel of the city.

Image result for neon tokyo

Image result for neon tokyo

Image result for downtown tokyo nightlife

Image result for downtown tokyo nightlife

Early models

I started by heavily copying from my reference material, mixing and matching parts from the images that I like, and this is what I ended up with. This is an ambient occlusion render of the low poly with a wireframe.

Early model

However, I had several problems with this early model. One of which was that for whatever reason, the high poly model would not bake correctly in substance painter. Another problem was the poly count, even though there inst much on this model, the poly count is 4500. Which is higher than preferred, as our absolute maximum per building was 5000 polys. Since I was running into these problems I decided to restart, which did not take to long to redo, as i reused the signs and the pillars.

Lowpoly faces with frame

TheĀ  new building was looking quite similar to the old one. However, it is taller, the windows all have window frames which makes them look a lot nicer. I remade the door and the garage. The garage is simply a plain which I planned on adding normals too.

High Poly

After Uv unwrapping the new building, I decided to try and add some normals in substance painter. So i started on the high poly model. Here the the Uvs for the main building body, pillars and signs, and the high poly model.

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Highpoly faces with frame

Here is a render of the low poly, with the high poly baked onto it, in substance painter.

Normal.png

Texturing

After I baked the high poly onto the low poly, I took a look at substance share for a nice brick texture, and ended up finding the perfect one. I applied the brick texture along with the with a rust smart mask to the main body of the building. For the windows, pillars, garage and door I just used normal materials that substance provides. In my opinion, it looks pretty good.

Beauty without sign.png

I then moved onto the signs, after looking at my research, this is what i came up with.

Sighn uv

Beauty render.png

Here is a render of the final building by itself, and the building in the final scene.

render 2.1.png

Building 2

 

 

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Imagined worlds: 8

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Today, Billy, Steven and myself imported all of our assets into Unreal. Billy rendered out the assets once they were in unreal, so we could update our blogs. However not all of our assets are currently in. We each have one building in the scene, the lamp posts, my concrete barricade and Billy and Stevens bike. Everything in the scene looks fantastic, and we are sure that all of the other stuff we need to import will look just as good.

Imagined worlds: 7

After finishing one of my buildings the other day I started on another asset. A lamp post. Billy had originally researched and modeled the lamp post. However, after he moved on without texturing I took over. I started by unwrapping and UVing. I then imported the FBX into substance and started on texturing. I started by making a clear version and then making 2 different, dirty and scuffed versions. The dirty versions are also covered in graffiti and stickers.

Lamp post.png

Lamp post 2.pngLamp post 3.png

Imagined worlds: 6

As the deadline for our project is slowly getting closer, as a group we have realised we might not make the deadline in time. As our scene is a lot larger than expected. To speed up our work, and make sure we finish in time, we have dropped a few smaller assets. I am also texturing parts of Billy and Stevens assets, while they both focus towards the modelling side of things.

Building 2 render.png

Today I finished my 2nd model completely. Here is a final render of the building.

Imagined worlds: 5

Since my last post, as a group we have created a new trello page, and gotten rid of our old asset list. The trello asset list is much easier to manage. Since then we have looked at what our scene needs and how it can be improved, we have done several scrums to help improve upon our work. During these scrums we decided that we need smaller assets, like stalls, barrels and debris to fill the open areas. The open area in the middle of the scene will have several stalls, and the ends of the streets will be blocked off with chain link fences.Render 5.png

Imagined worlds: 4

Today the group caught up on some scrums. To start with we discussed where we were as a group, what we have done, and what we need to complete. Looking at our asset list, burn down chart and the feedback from our lecturers, we have come to the conclusion that we have to improve upon our planning. We have improved upon our planning by creating a trello page and moving our asset list to there, and getting rid of the old asset list. We decided upon trello as it is an easy site to manage and control between the three of us.

Now onto model progress, we have compiled all of the buildings we have done so far, and created some ambient occlusion renders. To see what the project currently looks like together.

Render 1

Render 5

 

Imagined worlds: 5

Since my last blog postĀ  I have finished the uvs on my second building and have thought about adding a few normal maps to my model. I have also imported what i currently have into substance painter. With the help of Billy and steven, I also figured out how to add custom materials onto the building, which is what is shown in this picture.

Building 2 half 1

Building 2 half 2

Both of the custom textures are from substance share. One called ‘Oldbrickgenerator’ and another

Imagined worlds: 4

I have started work on my second building. So far I have modeled the lowpoly version of the building and I am currently unwrapping the uvs.

Building 2 wip

Building 2.2 wip

This is my current progress on the building. The uvs for the window frame, main building body and the pillars have been unwrapped.

Building 2 uv 1These are the uvs for the main building.

Building 2 uv 1.2

I also used the same uv map for the the window frame and window sill in order to save space.

Building 2 uv 2

and this is the uv sheet for the pillars.

Building 2 amient.png

Here is an ambient occlusion render.

Imagined worlds: 3

This week i finished the texturing of my first building, It took a bit longer than i originally thought it would, due to the fact that my uvs weren’t done correctly. Each time I tried to bake ambient occlusion onto the building, it would not bake correctly since my uvs were out of place. So i had to go back and fix them. However I am content with my final result, and believe that it will look good in the scene.

Building 1

Building 1.2.2

I am satisfied with my work on this building, however I would like to change the amount of normal maps I have added to the low poly. As all I have added is the indented strip going around the building.

Building 1 amient