POGA 3D

TITLE OF UNIT: PRINCIPLES OF GAMES ART UNIT
Name – Lucia (Klaus) Howell
Email – l.howell0120231@arts.ac.uk
10/01/2024
TITLE OF PROJECT: 3D – WORLDS APART


Final Render Series:

Love an angle.
The font was a lot more shiny in substance painter, here it looks so bleak. Maybe if it was brighter
Unfortunately, the top round window stopped rendering correctly. I don’t really know why, maybe I made it upset.
The top window won’t show itself anymore. Scroll up to see it’s beauty.
Pretty sunbeams!

Thoughts and feelings before we begin…

I really enjoyed lighting everything. Even though it tried to go wrong so many times, I think ultimately, it went quite well. I think learning better ways to go about things would help out the most. I was quite frustrated with the fact that I couldn’t make the sunbeams in the actual shape of the lights, instead stuck with the sharp point of a spotlight

I started out afraid of 3D, and while I don’t think I’ll ever love it, it certainly has it’s good points.

OVERALL:

I’m super pleased with how this has come out. I’ve always valued realism, and while it’s not the most realistic scene out there, I proud that I was able to make this on my first try at Maya and using 3D in this way.


Process Screenshots:

The building was done completely in one object – a mistake I’ve now learned from. I then added the building by having one step, and duplicating special a few times. I did this in sections to achieve the perfect curve. Starting from the top gently, then a steep curl, and more gently pulling out to the ground.

Side view. Originally, I had hoped to have smaller thin windows on the sides, but I ran out of time.
I made a candlestick!

Honestly, I was feeling pretty demoralised with creating a whole scene. However, by creating this candlestick, I felt more capable with 3D and happier from playing around with details.

The candles I later seperated for texturing.
I discovered lighting, and was promptly excited to play around with them
Foreshadowing
I added point lights onto the candles
What a composition
This was the end of clear lighting.
I added a sweet little corner feature using a boolean. I also started experimenting with adding designs to the windows. The railing I also added with a boolean. It was hellish to UV and took me hours and several attempts.

The worst thing was UV mapping the balcony railing. Originally, it wasnt broken down into parts at all. I sent it to Mike for help during a friday lesson, and while the advice was helpful, it became really smooth and the meshes didn’t quite work. Eventually, I decided to completely redo the UV map after multicutting it into sections. Without exaggeration it took me 4hrs, and a lot of patience. However, the relief after it worked in substance painter made it worth it.

Enter light fog!!
I really liked what it could do for the overall aesthetic, but all the lights became foggy, which made things difficult later on.
I dont know why it’s transparent
Its starting to get REALLY foggy. We’ve got an issue here, someone air the place out!

In class when I loaded the model, the fog was really overpowering. WE deleted all the light fog and YET IT STILL REMAINED. I got home and eventually figured out atmospheric volume was the culprit, and turned it’s density down.

i took the fog out…
I’ve now been condemened to darkness following the fog incident
Starting to add some textures in. I had such fun with the altar, covering it in blood was delightful. I tried to do it as though a person had been lying on it and the blood drained from their head and hands, hence the placement.
Admittedly, I had to brighten this in post.
Things are starting to come together
This render came out really well, and then I could never recreate it 🙁
For some reason, loading the scene at uni, after working on it at home, meant that it came out shiny at LCC. I had to redo all of the roughness maps. However, it was a cool aesthetic whilst it lasted.

The mesh lights were a bit difficult to work with. There has to be a better way to light windows.

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