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Showing posts from November, 2022

373 Final: Sprint 5

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     I made considerable progress this sprint, specifically regarding the IDing and Texturing. Sprint 5 encapsulated Thanksgiving break, and I ended up working a bit on the project during that time as well. The first think I did was actually revert to a older save. Somewhere along the line I seemed to have lost the UVed version of half my ship model. Luckily I tend to do separate save files every 30 minutes. I ended up grabbing the UVed version from a week old save, and dragging it to the current one. After the issue was resolved, I made the IDs. I also made the final resizing of the models to match their true scale. Everything was already made in meters, but there still had to be some adjustments in order to make the models be proportionate relative to the player.      After the ID's were all done, I brought over the ship to Substance Painter. The ship is in two separate parts, as it has two different UV maps. So I made sure to save all my color, roughness...

373 Final: Sprint 4

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       Sprint 4 I spent the majority of my time UVing. I had a pretty mixed experience with this as the ship went super smoothly and I did not encounter any major issues. I was even able to optimize the model even more, deleting a lot more internal faces that would not be seen by the viewer. Regarding the props, I UVed the crate, zipline, and the hut. I don't believe this is final, as some of the UV space feels wasted and not particularly optimized. I also plan on doing a additional model which will also share the same UV space, hopefully contributing to using this map more thoroughly and efficiency. Far less minor work, but equally important, was refining and separating components of the crate, as well as changing the anchor points and locations of the joints, so the model can be far more easily animated later on. The ship is separated into two different UV groups. The primary engine and the front being one, and the middle, tail, fin, and back engines being the seco...

373 Final: Sprint 3

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       This sprint was pretty modeling heavy. I the hut/house completed, which will be dotted around the map. More importantly though, I started and completed the Mantis, which is the ship in the game. The hut is pretty basic geometry, while bevels and extrusions in most areas to add more detail and depth. Since it's rather low in Tri count, we can have lots of them in our scene without worrying about hitting the Polycount limit. I used three different references primarily for the ship, A early version of the model, some concept art, and a in-game picture from the customization menu. One of the nice things about the Mantis, is that it comes with a lot of skins. So once I get to the texturing portion, not only do I have a lot of colors and materials I can work with, but also a ton of different patterns. Below is my completed model of the Mantis. I built the Mantis in 4 primary sections: The back, The main engine, the middle and fin, and the front. I think it's a lot e...

373 Final: Sprint 1 & 2

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For our final, I brought up the idea to model the starter planet (Bogano) from Star Wars: Jedi Fallen Order. My groupmates seemed to love the idea, so we agreed to use that as our game. For the first sprint, I was tasked with gathering overall reference for our layout. This included some basic props, but also larger structures like stone towers and huts. I was also responsible for modeling the zipline and the crates that will later be animated. I was luckily with the ziplines, and found a awesome reference for them online, but there was no good references for the crates. All online pictures were very low resolution and how horrible angles. Luckily I had played the game before, so I simply redownloaded it and played for 30 minutes or so until I got to Bogano, and found the actual crate I wanted to reference. And here's my model of it: I made sure to model the lid as a separate component, so it would be easier to animate the opening sequence later on in Unity. I was super exited that...