373 Final: Final


Presentation: Google Slides

Walkthrough: Video



 We have wrapped up our 373 Final based off of Jedi Fallen Order. Above is the conclusive presentation of the individual members of our group has done, alongside a quick video showcasing parts of the map.

The primary work I did centered around the Mantis, which is the ship present in the game. This took a solid amount of time to model, as I wanted to have as much as the actual detail present in the model itself, as the UV map it would be on is just 1024. With that resolution, a lot of normal stamp details would become difficult to see.

Here's two of the primary reference models I used:






Alongside my complete Model:



I would eventually end up using a color scheme mirroring that of the reference above,


This modeled ended up being roughly 19k Tris, and I split into two main 1024 UV maps:






In terms of actual materials, the model does not have a ton of variation. I ended up only needing to ID 6 materials: Metal, Matte Metal, Rough Metal, Reflective Metal, Thruster, and Glass. This resulted in the ID layout below:


I modeled everything with a human to scale, but still found the ship to actually be slightly too small regarding the references to other objects present in the final scene. So I scaled all the axis's by 20% to get a more accurate model.


Once the ship was imported into the Unity Scene, I gave it colliders as well as making a particle system for its thrusters. The actual thruster material on the ship is emissive, but having particles added another layer of detail.


The other models I worked on were some smaller props. That being the chest, which would later be animated, a hut, and a zipline. These all used the same UV 1024 map, so I ended up personally using 3 of the total 10 maps were could use for this project. The ID and Texture map can be seen below





The Hut was always a background object, so find any reference of it that was from at least 200 feet away not possible. The chest also was difficult to get a close picture of due to the inability to zoom in the game, with the zipline I was very fortunate to find the original model for, so it's the most detailed and accurate of all the props



My models:


In terms of actual stamps, the crate had the most detail. I took some creative freedom in parts of the detailing to all references of it being quite blurry.



After all the models were imported, I duplicated everything but the ship to have help set up the scene, and then I worked on the lighting. Besides the directional light and the fog, I set up multiple different volume layers.



This was pretty fun. I ended up using a 8k HDRI of a field at Dawn; giving the HDRI a slightly yellow tint, the bloom gold, the fog cyan, the reflections teal, the shadows navy, and any reflected light a lime hue. The direct Light in the scene was a more generic eggshell or ivory color. I had to mix a lot of these colors to attempt to mimic the lighting conditions from the original game, which I believe turned out rather well.


I added additional ambient occlusion as well, along side some other more minor volume layers to help add some detail. The ship had ambient occlusions itself, but due to the 1024 map it was on, the majority of this detail was lost.


This wraps up the majority of the work I did in my group. I was quite happy with the work I got done and thought the project turned out pretty good given the restrictions and our limited skill sets. One of my most favorite parts of large projects like this is when your finally finished and you can look upon all your different maps and saves from individual programs, right before you compile them into a singular folder to be archived and saved.





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