Thursday 12 April 2018

Post Mortem

For my final project, I wanted to research into a technique for 3D Modelling that would allow me to hone skills needed for jobs in the industry. I undertook autonomous study and tests with feedback from my specialist tutor and produced a final set of assets for submission to demonstrate the skills I had learnt and which I could use in my portfolio.

By the end of the project I was able to produce a set of modular tiles with two props that could be used to construct environments. These assets used PBR Textures to produce renders of the assets as environments.

I felt that the research I undertook was thorough, and where it wasn’t, I was able to rectify this by listening to feedback from tutors. While I am pleased with the renders, the assets themselves are flawed and there is room for improvement, both in geometry, and texturing.

If I allocated more time for it, I would have produced a user guide that enabled the tiles that I created to be more user-friendly, as, currently, they have no directions on how to use them, and are used by me to create the environments that I did for my renders.

In a previous blog post, I mentioned wanting to add grime and texture to my assets, something I felt I did not achieve last year. This is also something I feel I missed out on accomplishing with these assets too, which, ultimately, leads to a very clean, flat looking scene in some areas. The quantity of props is something that I would have liked to improve upon also.

Saturday 7 April 2018

Modular Assets: Texturing

Having UV Unwrapped and modelled the assets that I want to texture, I took them into Substance Painter to texture. This software I have previously researched into, and conducted tests to use, but had never undertaken the task on assets that needed seamless textures, so this was a task that was new to me.

Overall I am disappointed with this stage, as I felt I didn't leave myself enough time for it and the phase was rushed. There were maps I didn't use, such as an opacity map, which would have made the tube props look more realistic in the final renders. However, I was pleased with the stone brick texture. Unsure of how to accomplish it in the program, I did not make any decals for the environment, which could have added the level of detail that would make the scene look less synthetic and clean.

Prop textured in Substance Painter

Brick wall textured using a default material, and layered in Substance Painter to add grunge and grime effects.

Friday 6 April 2018

Modular Asset: Production

I have now produced 15 assets that are modular, as well as 2 props. The modular assets have been textured progressively, as I modelled the geometry to maintain a consistent texel resolution, as well as to ensure the assets tile the texture too.

This UV Unwrap ensures that Substance Painter materials arent warped or offset to the point they're no longer seamless in their texture.

The props I have produced are to reinforce the theme of modern, industrial elements being hidden among the old, decaying underground. While these still need to be unwrapped and textured, I want to ensure the environmental assets are complete first to allow the environments to be built for renders.

Thursday 5 April 2018

Modular Asset: Constraints

In looking at assets available on the asset store, I considered a poly limit that considers the fact that these assets will be used as modular, accumulating a larger amount of polys just from the construction of environments. Each asset that is used as an environmental piece is limited to 5k polys, which allows for geometry to be detailed enough to be of a professional standard, but lacks the 10k+ polys that I have seen from other props at industry standard.

As I am able to include more geometry in these assets, I have looked at reference material, and tried to add as much detail as I can to match these images. This includes things like using Substance Painter to paint calcium buildup caused by water damage, or using alpha maps to include hanging algae from the walls and edges of the floor.

As these are game assets, I am optimising as I model, and using textures that are placeholders to UV unwrap the assets. In my tests I have done, this ensures the best tiling from Substance Painter, when implementing the PBR Materials, however, I have experienced problems with Ambient Occlusion tiling improperly due to the nature of the atlas of textures. Any grime or effects added to the materials in Substance Painter need to be tilable too, otherwise the modular asset creates a seam, so this is something that I will need to consider as I continue

Wednesday 4 April 2018

Modular Asset: Pre-Production

Deciding upon using remaking my modular assets from last year, I retrieved what files I could from the project.

While the assets were still able to be used, the textures and modelling did not conform with the quality seen in professional portfolios I had looked at, or requirements cited from job listings.

Therefore, I decided to begin constructing and testing a new set of modular assets. These would have a high poly count than the previous ones, while using a texturing method that followed a PBR pipeline.

In terms of rendering, from my feedback during my presentation, and from the research into how different portfolios present their assets, I need to decide where appropriate to commit time to full, still image renders, and where to include real time rendering examples. Both I would like to include as my end deliverable. Props and assets that require evidence that I have textured and modelled them to the quality necessary to include in my porfolio would benefit from a turnaround, as this allows perspective employers to examine textures and modelling methods used, without having to open large, 3D Modelling programs.

While full renders I would like to use to show the skills I have gained in conveying mood within an environment, not just in creating assets, but how I am able to control the elements in these renders to create an atmosphere for the player who will explore them.

Tuesday 3 April 2018

Modular Assets: Theming

My assets from last year used the setting of an underground sewer system for its theme and while I was happy with how they turned out, there is room for improvement which I would like to address.

Pipes

In my original piece, the pipes were a big disappointment, the texture being unrealistic and pixelated due to improper texel density compared the rest of the model. The pipes also could have had more variety in appearance to break up the monotony of the tiles.

Tiling capabilities

Unable to spend more time on them at a certain point, it was too late in the process that I realised some of the assets weren't tileable, so left minute gaps between geometry, while this was fixable with hiding the seams, I would rather the pieces were completely seamless, so as to avoid any unnecessary hiding of seams.