CAGD 320 Blog

 

Final: Charcuterie Board Microscene "The Wretched Knight's Feast"

    The final involved taking one of the previous projects and further developing it into a microscene. This would involve potential re-modeling and UVing in Maya as well as making some new models in Maya. These would then be textured in Substance Painter including designing and implementing some new textures from Substance Designer or Substance Sampler. The elements would then be transported into Unity and put together in a microscene. A video would be made showcasing the microscene.

    This assignment ran into some obstacles early on. I fixed up most of the original UVs in the Charcuterie scene but ran into issues with the acorn. I set it aside and started on designing the new models. Modeling and UVing these was challenging but eventually I made some models I liked and successfully UVed them. Then I designed some new textures for some elements in Substance designer. After finishing the final props I ended up having to retexture the Charcuterie scene and I also re-created the ID set as I had changed the UVs for everything. While working on this I ran into an issue with the retopologized acorn as its model had corrupted and now had holes and other bad geometry. While not a great model originally I was planning on using it and now it had to be scrapped. I ended up making a bunch of new textures for the charcuterie scene models as my original textures I used from Substance Painter were a bit slap-dash. The last issue I ran into was time as I was unable to properly set aside enough time to add proper lighting and terrain for the microscene in Unity. While flawed I am proud of the overall work on this project.




VW Bus
    This assignment was a behemoth of a UVing assignment in Maya primarily. There was also some additional models to be made and texturing for everything in Substance Painter. Then this would be imported into Unity for a microscene and a video showcase.
    This one was going well initially but I ran into problems with UVing and was unable to finish the texturing for everything at the end. The UV maps were a mess as I still have not fully mastered UV mapping with a model with a few massive main parts and many smaller ones. Due to underestimating the work required the texturing was uncompleted, the additional models were not completed, and the Unity scene was not done. The video was also not done. This was a disappointing moment as everything was fine until it came apart near the end.


SCIFI
    This assignment involved UVing a scifi crate and a Starwars spaceship. These would then be textured in Substance Painter and imported into Unity for a microscene. Being primarily a UVing assignment and learning about importing models and textures into Unity. A video would be made showcasing the scene in Unity and some technicals in Unity.
    This one had a few problems. Firstly I did not allocate enough time to it and the UVing for the crate ended up unfinished. At the time I was confused but looking back the last minute problem I ran into was not deleting history/freezing transformations for transferred UVs which were abundant with the crate. The ship went comparatively better but had some weird texturing. I also did not leave myself with enough time to set up a proper scene in Unity for this microscene.

Charcuterie Board/Retopology Assignment 
    This assignment involved UVing a charcuterie board and accompanying items, creating some new items in Maya, and retopologizing two different nuts. All of these would be then textured in Substance Painter. Retopologizing was the main crux of challenge on this assignment as the acorn has incredibly dense geometry and even a simplified mesh is very challenging to get right. 


    Retopologizing the acorn was a nightmare. While the majority of it was reasonable getting to connect the cap of the acorn to the base was a nightmare. Unfortunately this resulted in a massive spiraling edge loop but it was a closed mesh that was able to be textured. The walnut went fine and the charcuterie board items were reasonably easy to UV. The additional items were a tad simple but worked and added a little to the scene. The textures I used were not great for everything which lead to some oddly shiny looking items.


Scifi Wall and Normal stamps
    This assignment involved making both simple walls in Maya as well as more complex Normal stamps. These would be combined in Substance Painter to add detail without more complex geometry. One wall would be more fantasy themed (top) and the other wall would be scifi themed. These walls are rather similar in basic geometry but look quite a bit different due to the use of textures and strategic use of normal stamps. 
    This was a fun assignment and I recall no particularly notable problems.








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