Final Game Scene
December 13, 2020
Our scene turned out beautiful.
Overall, this project went very, very well. It was good that I had the chance to work purely on textures without also being the primary modeler. I love modeling, but it was good for me to focus my efforts and work as part of a team. I could definitely see myself being comfortable in this role for an extended period of time.
Our scene really came together in this last week. Paul transitioned our project to Unity's HD render pipeline, and it felt like that motivated us to make it as pretty as possible. On the left is what our scene looked like on Wednesday, and on the right is how it ended up.
Here are all of the models next to their textures. Most of them were modeled by Tyler, while Paul modeled the vases and goblet. I touched up every model to some degree, and re-arranged and occasionally completely remade the UV layout. The chest, statues, and building exterior ended up needing some significant revisions compared to the original models. I modeled the terrain, rocks, and interior of the capital.
Texturing went smoothly for the most part. I have had a lot of practice in the past few months, and I can usually think of solutions to achieve specific goals in Substance Painter fairly quickly. Often times while working on textures, I felt like I was following in the footsteps of Destiny 2's texture artists.
This prop, for example. When I looked at the image from the game, I immediately thought about using a planar projection to overlay a series of circles, then use that as a mask. As I put this together in Substance Painter, it felt like I was doing exactly what the original artist did.
The trickiest part for me was the interior.
There were a lot of very large walls that needed generic textures, but
not a lot of texture space left. My solution was to texture only some of
it, then tile it. I also set up my UVs so the texel density decreases
as it gets higher up and further away from the player. I was also very careful with the interior lighting so that it brings attention to the assets that were meant to be highlighted.
My biggest problem has been personal health, probably. I am able to spend way too much time on modeling, texturing, and everything I am doing in other classes. But I promise I am totally not a vampire. I love garlic. I guess I am just used to spending every waking hour working on project. But the end result turned out almost perfectly in my mind, so it must have been worth it! Video evidence below.
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Final Game Scene - Week 7
December 9, 2020
Our scene made a lot of progress in a short period of time this past week.We now have solid ground beneath of feet, literally!
Rocks! I modeled these islands to hold all of our beautiful models. These were fairly quick to sculpt in blender, and texturing went smoothly as well. I modeled the big one specifically to fit under the capital building, and I plan on going back and adjusting the other islands to fit as well.
The scene! Once I had the dreamer capital model in a decent state, and the textures sketched in, I imported it into unity. Then I rearranged our scene a bit to be more interesting. Previously, there was a bridge between the first two islands, and all of the islands were closer together. I staggered the rocks out and raised the first platform to add verticality.
The bridge! I gave Tyler some suggestions and requests for adjusting the bridge model. Once he made the changes, it already looked miles ahead of where it was before. The textures transferred over to the new model pretty well, and then I added extra cracks and details.
Final Game Scene - Week 6
December 2, 2020
This week, I took the time to combine some of our models into the same texture sheet. Sometimes I like to texture things individually even when they're going to be part of the same texture sheet. Maybe it just creates more work, but maybe I'm just like that
Lastly, I textured this wall. It doesn't stick exactly to the reference material, but that's fine. This texture went a lot more quickly than most of the others. Really, it was just a matter of using masks to make the same kinds of patterns the other props are using.
So, I have a lot of work left to do right now. But that's fine.
Final Game Scene - Week 5
November 17, 2020
This week, I worked on this chest, and what a chest it was! Tyler originally modeled the base for this, and gave it to me to finish.
Also, I textured this lamp model that Paul made. On the left is the reference material, on the right is the new one.
The crystal material I made in Substance Designer was very helpful here! I also rigged this chest so that I can animate it in Blender, before importing into Unity. I spent almost the whole day working on this.
At this point, I have accepted that I am going to be very busy over thanksgiving break. I still need to draw up a plan for the interior of the building, and I will update this blog when I do. Below, you can see some of our most finished assets in the scene.
Final Game Scene - Week 4
November 9, 2020
It's time for SUBSTANCE DESIGNER.
Tyler made these new modular bridge models, and I got to texturing them quickly. Pretty soon, I wanted to make some custom materials that I could reuse. So I started up a new project in Designer and started on this crystal material.
I am probably going to do some work on the model too, maybe even make a high poly version. That's all for now!
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Final Game Scene - Week 3
November 4, 2020
Final Game Scene - Week 2
October 28, 2020
Final Game Scene - Week 1
October 21, 2020
My assigned role is the texture artist. I love making textures and models, and I find it incredibly relaxing to just make textures. Tyler quickly started churning out models and I got to texturing them just as quickly. This was before our blockout and map were created, so our focus so far has been on props rather than architectural pieces.
Towers: The Problem with Polys
October 12, 2020
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Reference images |
I think they came out quite nice in the end. I was pressed for time when modeling the tree and rocks, and struggled to come up with ideas for what to make. I am happy with how they all turned out, but I would have liked to go back and refine the tree textures some more. The rocks were actually a last minute addition. It was late enough at night that I briefly considered leaving out the fourth prop entirely. I'm glad I didn't.
Sci-Fi Hallway: Disasters & Cookies
September 27, 2020






At some point, I decided that my scene had to be a disaster, much like its author. Something was going to go wrong. There had to be red lighting, alarm sounds, and generally an anxiety-producing situation. Being underwater with pipes bursting, evidence of flooding, and locked doors seemed stressful enough. A sequence I would love to put the player through as a level designer.
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Modular sections with color IDs |
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Final arrangement in unity |
The biggest challenge I encountered had to do with lighting. I had a clear idea of what I wanted for the lighting. There were going to be three different light styles: standard, airlock, and emergency. Area lights seemed to be the best fit, since they gave me the shadows I wanted.
It worked beautifully in Blender, but in Unity, area lights require baked lightmaps. For all the lamps using area lights, I also included a soft, realtime point light as a fill light.
That part was not much of a challenge, it just meant that I had to spend extra time baking my lightmaps.
The difficult part was when I got to my flickering lights. I wrote a simple script to create a light flickering effect, and I am quite satisfied with how it turned out. I used this on the broken emergency light, but my reliance on area lights came back to bite me. I toyed around with various arrangements before settling on a dim area light, paired with a realtime point light that had the flickering script attached.
The broken light at the end of the corridor was where things got more interesting. Area lights were obviously out of the question, because the light needed to rotate AND flicker. Point lights were not going to give me the effect I wanted, so I had to settle for a spot light. I played around with it, and was a little bit satisfied with how it was looking. I wanted to give the light a mask texture so that it would be shaped like a square, and then I discovered cookies, which let me do just that.
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this cookie is for lighting, not for eating |
Playable build: LINK