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Showing posts from December, 2018

Eportfolia Game Scene Post 4

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Ragalla Seliby--Kaplan I was UVing the rest of the building, such as the sign, and front doors which required a different texture than the base building due to how different and honestly contrasting it was. The red hue from the light was difficult to get but I used a texture of grey light marble and provided it with a red hue to make it appear red from the lights from under the sign. The text for the sign was also a bit of a hassle, as I used to Text available in Maya to make it but as you can see from the concept and official art some letters are missing and others are positioned awkwardly. I had to separate and arrange them all separately to make them fit but what really was an issue was the inconsistency between artworks. The concept art features different text than the official art and both of them are rather hard to make out. I decided to follow the concept art more as it allowed for a front view making it easier to model. The posters and shingles in the front we

Eportfolio Post Game Scene 3

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Ragalla Seliby-Kaplan When working on UVing, using the templates I found the main issues were getting realistic brick types that didn’t seem too out of place. I tried to match the images I found on the internet as close as possible and I felt like it did for the most part. The overall image is quite inconsistent on the official art with bright whites clashing with rusty reds and that required me to make some rust textures to use for my texturing. What I found was orange tinted rust textures, but I altered them a little in photo shop to make them more vibrant and hide some of the more contrasting colors that can come from rust. Using the concept art to fill in the spaces helped with UVing the roof as I had to find textures that could replace the ones on the art because they were drawn by hand not made using computer software.  The vents also had to get the same rust texture as being drawn and being at a distance prevented me from seeing what made

Eportfolio Post Game Scene 2

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Ragalla Seliby-Kaplan My plan for my game scene was to utilize basic brick mapping from templates I could find online. The bricks I found were specifically grey and those that were not were altered in photoshop. I plan on proving a lot of guess work for the areas of the building I cannot see as I do not own Fallout and cannot find a full image online which kind of is bothersome. The next issue I feel that I must tackle is the broken windows and damage landscape. I’m doing only the building but pieces of it are rather inconsistent regarding certain images online. The building appears to be ragged in some images but clean in others. Again, I do not play Fallout, so I don’t know if this was in the story or not. I plan on meshing certain images together, however. Using the concept art and the official art as a reference to make a blend of official and concept for this project to better fill in missing spaces. I also beveled many of the polygons for my block out

ePortfolio 230 Game Scene Final

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Ragalla Seliby-Kaplan Final Assignment The project as a whole was a rather difficult one for me due to having to balance it out with multiple projects and groups. For the most part I worked on this on my laptop to avoid incidents that plague my last few projects. My building the Memory Den utilized several brick, rust, and marble textures to make out the main base of the buildings. The inspiration from Fallout 4 was a challenge as I never played it and could not get a good look of the building using online images. I improvised with the unseen aspects and also used a combination of concept art and completed art of the building. I used Maya 2018 for my project as and I followed the portfolio patterned of project development starting with blocking, restarting with the block as a reference, bevels, UV, coloring, and lighting. The most difficult part for me was the sign and I felt it came out the worst in Unity with the words bugging out on me which was upsett

Living Room Slide