Monday, 2 March 2015

Task 6

Final product
Below is a video of my 3D environment, in which I explore its confines and observe all of the unique assets created by myself.





Production log
Below is a production log for the whole creation process of my 3D environment based on my ideas generation, research, pitch and pre production.

The first step in my 3D environment creation process, was to determine the scale of the different buildings in my environment, I needed to differentiate the scale for three different buildings that I will model to be accessible and inaccessible, The inaccessible building models will be simply modelled using basic cubes that will be textured with doors, windows and roofs added to them. The accessible buildings models will be modelled similarly though they will be accessible and will have models on the inside. There will be 3 different sizes of house building, a small single floored building, a slightly bigger single floored building and a larger two floored building. 
Below are screenshots of me determining the best sizes for the buildings, you can clearly see the 3 different building sizes. l I will model them further using these basic cubes to scale the accessible and inaccessible final models. 

The next step I took was to create doors and windows as you can see below. I created simple models in slightly different variations that will be featured on the inaccessible and accessible building models. Colours will be altered in final production to create variation to my 3D environment though most of the models will be the same throughout. Below you can see the process I went through using primitive shapes to add and alter other shapes to replicate simple windows and doors in different variations and amidst and below them you will see the other models I created in Lightwave Modeller for my environment. All of these models were created using my sketch drawings.  
Door model 




Steps Model




Window Model





Shutter window model 
Arched window model 






Shutters closed window model 

Grass model 









Bed model 
Drawer’s model 






Bedside table model 

Chair model 






TV and TV stand model 

Fridge model 
Dining table model 






Dining chair model 

Now that I have a large amount of my models, I am ready to import some of them and start to layout my 3D environment, in correlation to my planning.  
Though before I could do this I had to ensure that all of my models were textured with UV maps, so they do not all appear the same plain colour.  

As you can see below, I already assigned colours to my models, I just did not assign them as UV textures, so they do not stay attached to the models. I will now UV map all of these models with simple textured colours, as I do not want to make my environment too complex and realistic looking, as it is more aimed at people of a younger age.  











Firstly I laid out the objects as I saw fit and then added the textured versions next to them, to replicate the layout though with added textures. I also added the grass model below the building model and the duplicable fence model around the building as described in my sketch drawings.  
I created the fence model using simple shapes, ensuring that it can be easily duplicated to fir the border of different sized buildings as you can see below, this will be textured with a simple white colour.  
Due to several issues regarding UV maps, I decided to take a much simpler approach to texturing my models, simply by texturing the models with simple colours in UDK, this allowed much more variation and manoeuvrability as well as saving me a lot of time, as UV texturing is quite complicated and takes a vast amount of time when you have a lot of models.  
For this process, all I had to do was create a material and assign a colour to that material, then assign that material to any appropriate models, allowing for an effective way to texture without making my models look too realistic and more children appropriate.    
I carried out this process for all models of my current models.

Now that I have found the best way to texture all my models using simple colours, all that is left to do is import and lay the rest out, according to my sketch drawings and my main layout design as you can see below.  



I decided to add more detail to my city layout plan, identifying the positioning of various buildings and other assets as you can see below. It is quite thorough and clearly identifies where models should be positioned in my final 3D environment.  

Next I ensured that my inaccessible and accessible house models were completed, before exporting them and importing them into my 3D environment to be laid out as in my city layout plan. Below you can see the final models for my inaccessible and accessible building models, aside from accessible house model 1 as I have already imported this model as you can see above. I replicated the accessible building 1 and positioned it in place where all of the other building models will be placed, so I can easily identify where each building should be positioned upon importation into UDK.  

Below you can see my accessible building 2 model, accessible building 3 and inaccessible building 1, 2 and 3 models. They will simply have different variations of colour added to them when they are all positioned according to my city layout and eventually they will all be fitted with doors (animated if building is accessible), windows and roofs.  
Accessible building 2 
Accessible building 3 

Inaccessible building 1, 2 and 3 in order 
I also added a shop model, hospital model, a bank model and ambulance models which you can see individually below. I also laid out the grass to outline the first part of the environment and added a road that leads off to the yet to be created second part of the environment. Below you can see all of this laid out.  

All of the buildings positioned below were positioned according to my plan as you can see above and the ambulance models were placed to the side of the hospital model.  
Bank model 
Hospital Model 

Ambulance model 
Shop model 

Now that my buildings were positioned correctly, I was ready to add doors and windows to them as you can see below. 
I then identified any areas might have looked a bit empty or dull and this provoked me to decide to create a new line of models, to make the environment appear more interesting. 
Below is a list of models, both that I had already planned on creating along with a new set but at this point have yet to do so. 
  • Teddy bear statue 
  • Bush/hedge model 
  • Tree model 
  • Bench model 
  • Street light model 
  • Cashpoint model 
  • Picture frame model – this is an interesting filler model that I will create so different pictures can be assigned to it to create a sense of variation in the environment. 
  • Water fountain model 
  • American style post box (to be placed at the front of every house) 
The first thing I decided to model was the bush model, I decided to create this first as it can be used to fill a large amount of areas and is key in the construction of the island on which sits the overlooking tower. I will also be placing this around and on the second part of the environment and aside the road leading to it.  
I created this model using a simple box model with a large amount of polygons, before extruding those polygons and rounding the object to create a simple, more unrealistic impression of a bush, fit for my environment as you can see below.  


Next I decided to create the tree model. I created the base using a simple cylinder shaper and adjusting the top polygon to alter the shape to be wider at the bottom and thinner at the top.  
I then created the leafs for the top of the tree, this is something that I have never done before, so I had to experiment. Luckily I had a rough idea of what to do and it worked. I used a simple cylinder shape split into 3 and used the twist tool, which helped me to create a leaf shape as you can see below. 

I added more leafs to the top of the tree and ended up with what you see below. 
Though when I decided to save this model, I ran into an error, as I have recently come to the end of my trial for this program at home, I only have the discovery edition, which limits the complexity of models you can create, which in a way is good for me, as I do not need complex models. 

To bypass this error, I decided to reduce the amount of polygons in my model, by simply merging multiple polygons, into singular polygons. 
This proved to be quite an awkward process for this particular model, so I decided that I would save the tree base and leafs as separate models, and attach the leafs within the UDK engine. This is actually very beneficial to my environment, as it will enable me to add variation in my tree models, as when duplicated, the trees will all not look exactly the same, due to a variation in leaf placement and base size.  
Before I decided to export both my bush and tree models, I firstly ensured that my tree model had UV maps assigned with textures. 

Now I was ready to import these models. 
As you can see below, because I added UV maps to texture the models, they come in readily textured. 
Now all I had to do was lay the tree models and bush models out. 
As you can see below, I have laid out my tree and bush models, I think they have helped to add a lot of appeal and variety to my environment and I am very happy with my results so far.  
Next I decided to create my post box model, using primitive shapes to create a model replicating an American style post box. I will create these models so they can be recoloured easily to add variation.  

After creating the main model, I decided to texture the post box handle, so that is the only part of the model that will remain the same colour when different colours are applied to duplicated versions of the post box.  
For this to work efficiently though, the handle is to be imported and exported separately. 
I then began to place the models into my environment. 
Next I created the stand for my bear statue. I did this in UDK, using simple box shapes and stacking them on top of each other.  
The next step is to create the teddy bear statue, another thing I am not very experienced in modelling, but I will create my best attempt. Luckily my environment does not require particularly advanced and detailed models. 
At this stage I was quite happy with my progress and began to add furniture to the remaining accessible unfurnished houses.  
After this was completed I began to animate the doors for the accessible houses.  

The process of animation can be quite complex, though when you get the hang of it is rather easy, especially to repeat the same animation as necessary with my door models. As you can see below I have created an animation process in which the door animation is triggered upon approach and reverses when complete.  
I assigned a movement track which determines where the door model is at what time, as you can see below. 
This is a very effective process which I will repeat throughout and it can be used on other models if movement animation is necessary.  
Next I moved onto the layout of the second part of the environment with the overlooking tower. I started by laying out the ground and bushes and adding the water fountain. 
I created the overlooking tower in UDK. 
I now had the grounds for the second part of my environment, including the area surrounding the tower with bushes and the tower itself with space for doors and windows and I have even set up a fully working lift from the bottom floor to the top floor.  
Below is a screenshot of the entrance to the lift and the animated door moving upwards, I created the animation for the lift doors using the same method for the door animation for the houses. Using a movement track I determined that upon approach the lift door would have moved upwards into the lift walls becoming nearly out of vision and when the lift base is stepped upon it would move upwards to the second floor.  

I put much thought into what this main overlooking tower will contain, I decided that I would make it into a library type building filled with books and various art and artefacts to create a sense of mystery to the environment.  
For this interior I need to model the following models: 
  • 4 unique artefacts 
  • Duplicable bookshelf’s with books 
  • Artefact stands  
  • Unique framed paintings  
  • Rugs 
Below are the models for each of the above and  their UV maps.  
Artefact stand 
Artefact stand UV map 

Artefact1 – The artefacts are not meant to be anything specific, they are vague mysterious objects that create a sense of mystery.   
Artefact 1 UV map 

Artefact 2 
Artefact 2 UV 

Artefact 3 
Artefact 3 UV 

Artefact 4 
Artefact 4 UV 
Shelves  
Shelves UV 
Book inside model 
Book inside UV 

Book outside model – No UV map as colour will be added upon importation and replication to create more variation when placed upon shelves. 
Picture frame model 



Picture frame UV 
Painting models 
To fill wall space I created a large amount of paintings using the paint software. None of them are meant to be anything specific and they are made completely of random shapes and colours. Each painting was created with a simple box shape which I created a UV map for in which I attached each individual painting.  
In total there are 18 unique paintings created by me as you can see below. Each will be placed within a scaled frame when imported into UDK for placement on the walls inside the overlooking tower.  


















I am now at the stage of finalising my environment, I am happy with the amount of models I have created and I am ready to lay out and finalise everything else within the environment.  
I will now lay out all of the models and texture where I see fit. 
Below are screenshots of my final environment in editor mode with all models imported and textured. You can see animation triggers, light points and every asset appropriately laid out within my environment.  
















As you can see I have created my final product according to my planning and preparation. I have added extra assets and left some out, but overall I am very happy with what I have created and it fits well with the target audience. 
After receiving feedback from my tutor, I decided to create some models using the program Blender, as he informed me that it a more commonly used program in the gaming industry and that I would get better results in this program. Over the course of a week I decided to practice using this program to create a varied amount of models that I can import into my game environment to give it some extra appeal.  
Below are some of the models I created using the Blender program and I have had much more success with this program than Lightwave Modeller. These models are a lot more appealing and are of a far higher standard. Blender allows me to create more realistic shapes as apposed to what I can create in Lightwave modeller. My Lightwave modeller creations tend to have sharp edges and are very basic due to the lack of  maneuverability within the Lightwave Modeller program. Blender makes it much easier for me to create high quality, appealing models and after learning a great deal about this program and it's wide range of tools, I can now create a vast array of models to a high standard.    
Below are some of the models I created within Blender, as you can see they are of a far higher quality than the models I created in Lightwave Modeller and I only wish I used this program sooner. Note that these images are of low quality renders to save time.  
Teddy Bear Model  
This particular model of a teddy bear, I created using simple UV sphere meshes and altering their shapes by adjusting the position of various vertices to create the general shape of the bear. I scaled and positioned the various parts appropriately to from the whole bear object before using a fur modifier and using the comb tool to create variation within the hair strands. I also coloured the different parts of the body appropriately and added a reflection material to the eyes. Lastly I added a plane with a diffuse texture which I set to the colour blue for the bear to sit on. I am very happy with the standard of this model and it has really helped me push the boundaries of Blender, helping me to learn a great deal about the program and what I can create using the tools I have learnt to use and manipulate.  
Un-Textured Bed Model With Sheet 
Below is a bed model I created using cube meshes in which I added extra vertices in order for me to add a subdivide modifier in order for me to be able to create a rounded object, as in real life beds are rarely accompanied my jagged edges. I also smoothed each individual model as well as adding a subdivide modifier to create an appealing sleek looking model. To create the sheet asset I added a cloth modifier to a rectangular plane and set it to self collide and I set the bed model parts to have a collision. After doing this I then navigated the timeline which plays the cloth animation, I waited until the cloth animation had collided with the bed model and was sitting appropriately, before applying the cloth modifier to set the position of the sheet asset so its position is permanent. I am very happy with this model and it can be easily textured. I will use what I have learnt in the process of creating this model and using the cloth modifier in the future to help me create a wide range of non cloth based and cloth based models.   
Textured Cup 
Below is a cup model I created in Blender using a UV sphere in which I altered the position of vertices to create the appearance of a cup. Once I had the general cup shape I extruded the outside edges and vertices inwards to create the illusion of a hollow cup able to hold liquid. I then created the handle by setting a curved path and bevelling it to a circle shape and subdividing and smoothing it to create a realistic handle shape which I connected tot eh cup. Lastly I added a glossy material mixed with a diffuse material to create the realistic glossy texture you can see assigned to the cup below as well as adding a blue plane for the cup to sit on. In the creation of this model I learnt how to manipulate meshes to create different shaped models quickly and how to use materials to create realism in objects.  
Flower In Vase Model 
I created the model below using the same method as the cup, in which I altered the shape of a UV sphere by moving and scaling vertices to create the vase shape. I then extruded the outside of the shape inwards to create a solid hollow model. I then added a glossy material to the vase that reflects light and creates a more appealing overall look. I then modelled the flower by first creating the stem by scaling a cylinder mesh and then creating the actual flower using a mixture of spherical objects altered to appear curved and more appealing. I am very happy with this model, though it is not intended to be life like, it could fit well if imported into my cute 3D environment.  
Sofa Model 
I created the below sofa model by placing several cube shapes on top of each other, before subdividing, scaling, bending and altering the position of various edges faces and vertices to create the impression of curved couch cushions slouched over and pressed up against each other. To created a sense of realism and variation in the sofa model, I used the sculpting tool to sculpt creases into various parts of the model creating the impression of the sofa having been used. The sculpting tool is very effective and helped me greatly in creating variation in my model. I also added a legs to the bottom of the sofa model using a scaled cube which I extruded the corners inwards to create an appropriate group of legs which I textured with a simple black diffuse material. Lastly I unwrapped each individual part of the model and scaled the UV's the  same size so I could apply a fabric texture to the model to create even more realism in the model. I am more than happy with this model and it has tested the boundaries of how realistic model can become in Blender, even on a low spec PC like the one I am using.  
I also created a chair model simply by duplicating the sofa model and halving it before scaling it appropriately as you can see below. 
Wooden Cup 
As you can see below I created a realistic wooden cup model by scaling and altering the vertices of a cylinder shape and making it hollow by extruding the outside vertices and edges inwards. I then made a random selection of faces and vertices which I extruded outwards to create a varied look in the shape of the cup. I then added a wooden textured image to the object and edited the nodes to create displacement in the model to make the texture appear more three dimensional. As you can see this was a very successful method and it can be repeated in other models I have yet to create.  
Glass Models 
Below are two wine glass models I created in the same manner as my cup models, though this time I added a glass material to the model making it transparent and reflective of light. This was a successful attempt and I will use the same methods in future models. 
Character Models 
I also experimented with creating character models as you can see below, these are fairly successful attempts and it was interesting to practise character creation.   
Bear Bot 
Female Bot 
Now that I have a good number of models, I can now begin to put small scenes together that are quite visually pleasing and a vast improvement on my pervious creations as you can see below. 
I am extremely happy with my current progress and I will now go on to import new improved assets I have created in Blender into my Cute 3D Environment project for my FMP. I am doing this to create a more detailed and appealing environment, as my models created in Lightwave Modeller are mostly quite basic.  
I first identified the locations of all of my sofa and chair models that were imported from Lightwave Modeler before replacing them with  the models I created in Blender, which I exported as lower quality models without textures, so I could replace their colour in UDK.  
After I identified the locations of the models to be replaced, I replaced them with my new models from Blender, whilst assigning them the same colour 
Already with adding my new models the environment is beginning to look a lot better. The other models within the accessible houses are of a fairly good standard already, though I will add the bed model I previously modelled and a table cloth for the dining table. 
Next I imported the bed model and the bed sheets separately to create variation in colour before importing them into my environment.  
I then repeated this process of replacement in every other accessible house and added sofas and chairs to the overlooking tower building.  
Now that I have added some up to date models to my environment, I am more than happy with this as a submission for my FMP.  




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