Friday, 11 February 2011

Air Conditioning Unit


We knew the air con units were an important feature to add into the scene just to make it all look like it was an overpopulated, heated up city. It also makes all the surrounding buildings looked as if they are lived in and not just blank windows that seem dull and lifeless. Therefore I have created an air conditioning unit which is under the 200 tri limit which I set myself. As you can see from the image I have made a high poly air con unit as well just in case the model needs a normal map in the texturing stage.  On the high res model i have incorporated a metal cage over where the fan would be you just cant see it with the ambient occlusion shader that's on the models in the pictures.

Low Poly Lights


One of the concept arts we had to work from of the environment showed some red and yellow lights hanging from the train tracks above. Now even though this was only a concept I thought I should make some really low poly lights just in case we needed them to light up our scene a little bit more at a later date. The picture shows the main extent of what the model is, obviously without any real texture or light source seeing as if we use them that can all be done in UDK.

Vidran Logo


Looking over James’s concept design and through previous group discussions we knew that we wanted to area to look as if it was under control by a large “suspicious” company. Therefore from the original concept art I created a large company logo that  could therefore be used across any of our textures or if we needed them for decals in UDK.

Wall and Roof Cameras


I made some simple designs for the cameras based on some of the styles you can see around shops and city centres now. They were very low poly and consisted of a half sphere with a base. Even though they looked viable as a camera they were too small for the scene to actually be able to see them and they didn’t really fit in with the semi-futuristic scene. James made some concepts which were much bulkier and looked as if they were put there with the design of being there for a long time. I changed my design to fit in with the concepts and made one that would also fit on a roof bracket.

Storage Shack


Even though it's not seen in the concept art after me and Chris had seen the shacks we had both made it was apparent that we needed to add something that just looked like it was covering objects so the shacks that were built weren’t just for accommodation. Therefore i got onto the task of creating a storage shack that didn’t just look like a single sheet had been chucked over. As you can see from the picture i have added in a few of my breeze blocks and Chris’s cardboard boxes to add a level of variation in the design.
I think the three shacks that I have modelled have turned out surprisingly well. It took me quite a while with all of them to make them look as if the separate objects actually lay on each other and would be stable enough as a household construction.

Couples Shack


Like with the larger shack I kept the same method with making everything all messed up and constructed by people just trying to find a place to live. I wanted to make this shack slightly small so we could have it fitting around the larger shack and alongside any shacks that Chris Edwards has made. I felt it was important to make the shack look lived in so I added in the covered up boxes on top seeing as there wouldn’t be enough room inside the shack to keep many personal items. For some areas where it was possible I managed to duplicate certain pieces from the original family shack, which proved as a time saver as well as beneficial for making sure our scene would run in UDK.

Family Shack


Seeing as we wanted to make sure that we worked as a team and used a professional workflow I felt it was important to create some shacks that came directly from James’s concept art. Therefore as you can see from the image I have gone for a large doubled up shack that could hold a family. I wanted to make sure that the shacks looked like they had been mixed up from various materials and therefore I have overlaid different objects and not made anything look too straight and formal. The one thing that I kept in mind when piecing this entire shack together was to keep it as low tri as possible without losing any detail, which is a method I have kept in mind when creating everything for this UDK scene.