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
Love an angle.The font was a lot more shiny in substance painter, here it looks so bleak. Maybe if it was brighterUnfortunately, 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 themForeshadowingI added point lights onto the candlesWhat 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 incidentStarting 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 togetherThis 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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