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In this assignment I worked on creating an outpost from modular components I created myself. I had great fun in this assignment, as it was personally very easy to make, and I felt I’ve already gotten back into the flow of 3d modeling again. That is to say, I am a fan of simpler designs than more complicated ones; a design is much better when few details make it recognizable, rather than being filled with unnecessary noise. That being said, it made modeling in that type of style much easier than if someone were to go for a photorealistic look, which, in my opinion, isn’t always the best look. In this assignment I had almost no difficulties creating it, but was able to better practice my use of modular design, which I’ve found has great practical applications in all forms of modeling, and is so very much easier than creating one large object out of scratch. I look forward to being able to apply these techniques on our own game later in the year.
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In this assignment, I worked using a new style of modeling that is actually a lot more convenient than I first thought. I used modular components to put together my piece, and modeled various portions of a house separately to combine into one finished product at the end. This method is good for putting fine details into things people typically wouldn’t be looking at, with less effort than if you had modeled an entire house normally. By reusing multiple assets into one compound object, you can prevent the house from looking copy-paste, or repetitive, while saving valuable time and effort. And by using generic structures from my pool of components, I was able to formulate two different houses while not making them look too similar. In a real game, developers would use tactics like this to create maps quickly and save valuable developer time, while only changing the textures or the formula used to create the buildings every once in a while. While I’m not very good at texturing, I feel I am good at making flat-colored objects detailed in some way. A skill that came back to me was chiseling an object to give it more ridges which in turns adds depth to what would have been a simple flat primitive. However another thing that came back was my issues with scaling. I’ve always been a stickler for scaling objects, but I seemed to have lacked in making a good ratio for my components in this assignment. For the sake of having everything fit in place, some items have had to phase into each other so the overall house could look good. In a AAA game, or even most indie games, this isn’t a rare occurrence to do, but the way they would have gone about this is hide the sections that aren’t seamlessly phased into each other using some other object or artistic method to distract the player. For me, however, it wasn’t obvious and added a little depth to the walls of my houses. This issue wasn’t too hard to overcome, as previously mentioned the walls being inside each other was barely an issue, and it looked good as is so I left it as it was, instead of remodeling new components for each house. The fire hydrant assignment retoned my ability to put items together and give them a slightly more detailed appearance than before. Using those skills I applied it to both of these modeling assignments and created a personally satisfying outcome.
The Fire Hydrant project was one of the first big focused 3d modeling assignments that I’ve been given this year, and I was able to finally dust off my wings to have a go again at 3d modeling. Although I was slow to get back into it, I found it an enjoyable experience to recreate an object and have a clear reference of what I want. I was able to create the fire hydrant similar to the reference image and felt satisfied at the end of it, reigniting my fun with 3d modeling. I was unable to make a good uv texture for the hydrant and just ended up using a metallic red on it, because although actually putting it together is easy for me, I always struggled with laying out the map and editing an image to fit into it, making it look seamless and good on the eyes. UV modeling is one of my weakest points when it comes to 3d art. I will however, try harder to attain some form of fluency in creating good uv maps later in the year for our game, as it’s something I truly want to get good at.
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My name is Mario, and am currently studying Digital Design and Game Art in DSA. This is my class blog Archives
January 2023
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The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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