Splash Damage
For Unit 6 one of our assignments was to create the splash damage art test, we have to do it in several parts and then put all of the parts together in the game engine to make it a scene.
MODEL 1 - Platform
Mood board for model 1
Model 2 - Stairs
Model 3 - Wall
Wall mood board
Model 5 - Door
Door mood board
Model 6 - Pipes
Pipes mood board
Evaluation
I opted for a mix of post apocalyptic, steampunk and sci-fi. To accomplish this I used textures including gravel, wood, stone and rustic metal. I took a lot of inspiration from games such as the Fallout series and Bioshock. I also took inspiration from movies. The reason for this is that at the time of making the models I was also playing Fallout at the time and decided it would be a good theme for the scene.
This is the first time I've ever tried to make a scene in maya and texture it, which was quite a challenge at times, especially when it came to UV mapping and many of the models had to be remade numerous times. I had a lot of problems making the pipes for example, were the UV would not apply properly around the mesh and so the entire model of the pipes had to be redone. I also had an problem with the main wall being way too thin which meant I had to remake it as well. I also remade the stairs from the first model to make the steps stand out and work better than the first model, which was a basic extruded cube to look like stairs with a wood texture UVed over it.
There were also practical issues with the UV mapping, which I had no prior experience with in the past and so was difficult to pick up at first. I also did not have too much experience with 3D models prior to the asssignment which was good experience for me.
The mood board section of the assignment was a good reflection from original ideas to looking at the 3D models and seeing how much it has evolved since the initial draft.
I opted to use the barrels from a previous assignment to give the platform the effect that it was floating on the water which I thought would go well with the scene, opposed to having a regular platform there.
For the pipes I chose simple rusty textures as this fit the image I had envisioned. For the platform I chose basic wood textures as I felt that area of the scene shouldn't have too much stuff cluttering it.
As a general pallet I wanted to go for dark colouring as that would suit the theme better than having tons of colour in the scene. I also wanted it to look a bit destroyed and wrecked in places to give it the overall atmosphere.
If I were to do this again there are quite a few changes I would have made such as using higher detail textures and models, more models on the scene to give it more life and then I'd put it into the game engine to give it lighting and see the in engine effects such as shadowing, lighting, texture filtering and possibly AI. I would also build a wall around the map so that it can be used as a map in a game.
This is the first time I've ever tried to make a scene in maya and texture it, which was quite a challenge at times, especially when it came to UV mapping and many of the models had to be remade numerous times. I had a lot of problems making the pipes for example, were the UV would not apply properly around the mesh and so the entire model of the pipes had to be redone. I also had an problem with the main wall being way too thin which meant I had to remake it as well. I also remade the stairs from the first model to make the steps stand out and work better than the first model, which was a basic extruded cube to look like stairs with a wood texture UVed over it.
There were also practical issues with the UV mapping, which I had no prior experience with in the past and so was difficult to pick up at first. I also did not have too much experience with 3D models prior to the asssignment which was good experience for me.
The mood board section of the assignment was a good reflection from original ideas to looking at the 3D models and seeing how much it has evolved since the initial draft.
I opted to use the barrels from a previous assignment to give the platform the effect that it was floating on the water which I thought would go well with the scene, opposed to having a regular platform there.
For the pipes I chose simple rusty textures as this fit the image I had envisioned. For the platform I chose basic wood textures as I felt that area of the scene shouldn't have too much stuff cluttering it.
As a general pallet I wanted to go for dark colouring as that would suit the theme better than having tons of colour in the scene. I also wanted it to look a bit destroyed and wrecked in places to give it the overall atmosphere.
If I were to do this again there are quite a few changes I would have made such as using higher detail textures and models, more models on the scene to give it more life and then I'd put it into the game engine to give it lighting and see the in engine effects such as shadowing, lighting, texture filtering and possibly AI. I would also build a wall around the map so that it can be used as a map in a game.