This week, since Monday was Memorial day and we were invited to a banquet fundraiser by Doug, we were not able to get as much hours in this week as we have done in past weeks but we were able to create assets that Courtland (QBots concept artist) sent us that weren’t trees or flowers. They were different things such as a auto-turret, drop pod, and energy cubes. I decided to work on the auto-turret and the drop pod.
The drop pod turned out nicely (especially since it took less time to create than any of the other assets that I have worked on for the entirety of the internship). The auto-turret also turned out nicely. With help from Charles, I was able to figure out a better realistic feel for the weapons on the turret.
This internship was a great opportunity and I’m glad that I was able to be a part of it. It allowed me to hone my skills and learn more about 3D modeling and working in a group of people that is spread throughout the US.
Until next time!
This week is the last week that I will be making models for QBots. I have been making different variations of fallen tree models and being able to have different models to place in the game will make the environment feel more lifelike.
The fallen tree below is the model that I created today making the tree upright and then cutting faces, separating the two objects to make them individual, and the rotated the tree to make it seem broken and fallen over.
The drop pod was a “relief model” that I started working on to take a break from working on trees. This model took me about an hour to create. I used the multi-cut tool to cut some of the faces to extrude in for the screen on the front and give the bottom extruding edges of the drop pod to give it more originality. I also duplicated some small cylinders on the top and made difference booleans to give indentations on the top of the pod.
The flower is looking pretty good so far. I had to use my imagination for the foliage for the inside of the flower so I used a photoshop leaf texture and placed it around the inside of the flower so that it looked full and more life-like.
The only problem that I am having is with the petals. I originally made a layer, created sub-divisions, and modified the vertices so that it looked more like the petal in the concept art. After that, I added a bend deformation to give it more of a curved look and then added a wave deformation to have to curl inwards to give the impression of the flower being closed. After applying the deformations, I duplicated the layer and it started deforming on it’s on; even after I deleted its history. One of the petals likes to scale itself outward and move the vertices so it is more difficult to fix and modify.
Today I have finished some of the fallen tree assets that will be in the game, I’ve made different variations of the fallen trees so that way if there are many of them throughout the game world, they can be different trees spread around rather than just one and have it be replicated.
I created the branches by using cylinders and doing a difference boolean to add the cylinders and connect them to the whole tree so that it is all one object and it’ll have less faces.
For the color scheme, I used a checked pattern and applied a texture to the black and white placeholders. I added a green texture to the black side and a wood texture to the white side. Then, I raised the alpha offset so that the colors blended together rather than showing the edges of the model. I played with that for a while until i found a texture pattern that I liked. I applied different wood textures to each tree and darker and lighter greens as well to complement the wood texture’s color.
This wee, I’ve been working on mushroom tree with the high polygonal version of the model and the model that just has textured layers applied to it as the vines. I created a fallen tree model last week and was able to get feedback from Dave about it on Wednesday and he liked it but wanted more originality and everything to be on different planes such as the branches and to make everything less symmetrical. After taking his advice, I created a second model and he liked that one even more.
Next week, I will work on creating different versions of the fallen tree model and start working on the rest of the flower models. Since Cody has given us a larger benchmark for polys and tris, we will be able to make the models look more realistic inside of planar and basic.
See you on week three.
Today I finished a fallen tree model (picture at the very bottom) and started working on a mushroom vine tree. There was need for a high polygon model as well as a low poly model. The picture on the top is the low poly model with alpha textured vines and the picture on the bottom is the high poly model with cylinder vines.
When creating the tree, I created an 8-sided cylinder to make it easier to work with as well as using less sides because low-polygon models need\ as less polygons as possible. I first created the trunk and the branches using cylinders and then used my own creativity to make the tree branches curve outwards using references from the original sketch. After finishing the trunk and branches, I made a 4 x 4 plane to use for the mushroom pads. I selected the middle vertex with soft selection on and slightly transformed it up to give it the pad look to it. Next, I selected the outside vertices to make the square plane more circular.
After playing around with the vertices for a while, I applied a color texture to the pad and applied them to the tree.
For the high-poly model, I took everything including the vines and smoothed everything.
This week has been a huge learning process for me. So far I’ve learned more about texturing with Maya, Photoshop and Illustrator using Alphas, different layers and transparency values as well as working on learning more about planar mapping.
I have completed one model (Flower C) so far but I plan to work more on it depending on the feedback that I receive from the team this Sunday. I am currently working on a fallen tree concept to take a break from layering flower models and that involves learning more about planar mapping and making sure that I understand it so that I can apply it to other models that are being textured.
Next week should be even better and I should be able to produce more models that week since I have a better idea on what I need to do. I know that I am going to ask the team if I need to focus on texturing, producing defined models with low poly counts or both. Depending on what they decide for me to do, I will focus on that on the upcoming models that I will be making.
Until next week!
After adding planes instead of individual polys as the petals ( saving poly count in the long run), changing their different sizes and shapes to look more lifelike and give the plant more individuality, the picture below is the outcome. I also made a plane and manipulated the different vertices to produced the dirt under the plant as well as placed a bump map on it to give more life to the soil it’s growing in.
Overall, this week has been very productive. I have been collaborating with Cody to figure out the texturing method that I am using to make foliage and different leaf textures. Dave also came in today to check on our progress with what we have worked on so far in the past 4 days. We have been moving at a steady pace and we have lots of artwork to create and work on. This is a learning process as well as an experience that I am grateful for. I’m excited to see what is to come for the following weeks to come.
Everything is going great so far in our internship. Below is a flower that I created with multiple petals curved outward to give the flower the impression that it has bloomed while the other has not bloomed yet. Cody has recommended me to take away the petals and use a texture on a plane since the planes have less faces and the curved polygons now have a lot of faces that might not be able to be inserted in the Voxel engine. I will continue to come back and edit it as much as needed so that way it meets the needs for the engine and design purposes. I plan on changing each of the petals to planes so that I can modify them and get rid as many faces as possible.
Today was the first day of our internship! We learned more about what assets we are going to be making. Our first assignment was to start working on some of the foliage and terrain assets for the Qbots game such as trees, vines and flowers. I have started on the flower for my first asset. Arie has started making a tree with hanging vines. These assets do not have to be rushed but Dave requested that these assets should be done soon rather than later so we will be working on one model at a time while getting feedback from Dave, Cody and the other team members. This will be a great learning experience for Arie and I and we are looking forward to collaborating with Dave and the rest of the team.
Look forward for more from us for updates on the internship and the projects we will be working on!