CAGD 398
Sunday, May 15, 2016
Friday, May 13, 2016
Final Game Blog
I've completed my StarCraft 2 game scene. Maya 2016 was used to model and UV, Substance Painter was used to texture / create normals, Unity was used to implement the objects and render, and Crazy Bump was used to create additional maps.
Final tri count:
Nexus: 2968 tris and 1659 verts
Forge: 1644 tris and 918 vertsGateway: 1496 tris and 912 verts
Minerals: 172 tris and 108 verts
Pylon: 734 tris and 377 verts
Assimilator: 1572 tris and 878 verts
The least strenuous part of the assignment was modeling. Except for a few exceptions (assimilator!), I feel like I was able to capture the general essence of the shape of the objects without too much stress. If I were to go back and change anything, I would have bumped up the poly count on all of my objects except for the mineral. With the poly limit we were given, I could have done a lot more making the shapes more defined. For what I was able to capture however, I'm content with it.
I would say the hardest part I faced was dealing with the textures because StarCraft has more of a stylized, hand painted style with unique looking parts. One of Substance's strong points is the ability to drop in pre-made materials, which didn't help me for most of the detail the objects required. I had a difficult time making stylized texture in Substance due to the lack of artistic brushes. I also had a strange brush bug where Substance would make my brush appear tiny despite cranking up the size to 400 (the max size!). I showed it to Justin and he didn't know a fix for it except to try making the models themselves smaller. It worked a little bit, however despite scaling my objects down to around 1cm the brushes were still really small compared to their preview.
Here are three render shots from Unity:
And here are all of the objects within my scene including their maps:
| Mineral |
| Pylon |
| Assimilator |
| Gateway |
| Nexus |
| Forge |
Tuesday, May 3, 2016
Game Scene Blog 7 - Texturing
So I've begun some detailed texturing. I'm about done with the mineral, however I haven't tested the emissive in Unity yet so here's hoping I don't run into too many problems! I've also begun work on the pylon and assimilator. I went back and stacked some of my UVs, which I think will help tremendously with the texturing process. Right now I'm just trying to get the material right before going into the smaller details.
Next week is the final blog so between now and next week I need to complete all of my texture work. I want to begin transferring my objects into Unity ASAP so I'll have to get a lot more work done.
Next week is the final blog so between now and next week I need to complete all of my texture work. I want to begin transferring my objects into Unity ASAP so I'll have to get a lot more work done.
Wednesday, April 27, 2016
Game Scene Blog 6 - Texturing
This week I've added the base colors to all of the objects for my game scene. I was in the process of testing some Substance materials / smart materials for some of my objects to see what I could come up with, however nothing looked quite right. The assets are more stylized and painterly in StarCraft so I'm wondering how I will compromise between the original assets and ones realistically achievable in Substance. Perhaps I will use Photoshop in order to get the more intricate designs done. I'm not sure how much we are allowed to do in Photoshop actually.
With the base colors complete, I will be adding more complex details by next week.
With the base colors complete, I will be adding more complex details by next week.
Wednesday, April 13, 2016
Game Scene Blog 5 - Normal Baking + Texturing
I've moved to Substance Painter now to begin making the texture maps. Right now I am working on baking the normal maps for all of the objects. I've been messing with the poly count of the low and high poly in order for there to be less critical seams in the normal maps. Because of the amount of tris in my low poly, some of the normal maps baked with obvious distortion so I had to go back and either up the poly count on the low poly or reduce in the high poly. Now that I'm done with the normal map baking, I will be moving on to texturing. By next update I want all of the objects to have basic textures. Once all of the objects have their base colors in order, I will start adding more detail in the texture.

FireHouse Final
This is my final FireHouse modular model. In total it reaches 21k tris and 13k verts, most of it going towards the rounded trims on the building. I spent most of my time with the building's multitude of trims. I had difficulty with the corners until I discovered a technique where you can alter the rotate options to Step Snap at 45 degrees, which I applied to the vertices, and then duplicate it over to the other side to form a corner. This allowed me to make more precise corners with minimal touch-up, which was nice! Texturing in Substance was a lot easier when I utilized materials. It's a super powerful way to crank out appealing textures.
Here is the link to my FireHouse in Sketchfab:
Here is the link to my FireHouse in Sketchfab:
Tuesday, April 5, 2016
Game Scene Blog 4 - Modeling + UVing
I'm done with modeling and UVing! I've also made the high poly of each object for normal map baking except for the mineral (when I attempted to do Mesh > Smooth it becomes majorly contorted, I'm guessing due to the points and triangles. Because the mineral has hard edges anyway, I decided not make a high poly of it). The assimilator and gateway definitely took me longer to model than everything else because they're such weird, unnatural shapes, but I've got it as accurate as I could. Now that I'm done with the Maya portion, my next step is to go into Substance and begin texturing!
The final tri count is as follows:
Nexus: 2968 tris and 1659 verts
Forge: 1644 tris and 918 verts
Gateway: 1496 tris and 912 verts
Minerals: 172 tris and 108 verts
Pylon: 734 tris and 377 verts
Assimilator: 1572 tris and 878 verts
The final tri count is as follows:
Nexus: 2968 tris and 1659 verts
Forge: 1644 tris and 918 verts
Gateway: 1496 tris and 912 verts
Minerals: 172 tris and 108 verts
Pylon: 734 tris and 377 verts
Assimilator: 1572 tris and 878 verts
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