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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.
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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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