Posts Tagged ‘The Street’

This is the asset I agreed to do for the group when we had our discussion at the beginning of the project.

sign untextired 1

signUVMap

signUVMap2

I kept it generic for my shop but I will give people the texture file so they can add whatever sign or wood texture they would prefer.

sign textired 1

sign textired 2

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As I said in a previous post I think that this would make great cover in a game so I decided to make one as an asset for our street.

signboardplain

advertising boardUV

advertising boardUV2

I just picked this colour scheme and posters (Iron Man 3 and River Island) as one example I will discuss it later with the group on which posters to use and what colour it should be.

signboard textured side 1

signboard textured side 2

I then did a second UV map with different adverts on so we had more of a verity to choose from.

advertising boardUVMoreAds

advertising board v2

advertising board v3

I tried importing the model I made in Sketchup over to 3Ds Max to try and work it up but when it transferred it added a lot of UN-necessary polygons so I decided to just use it as a reference and start over.

development screen 1

I was then walked through the best way to reproduce the bay window of my shop.

development screen 2

I then started to measure a base cube to work from but realized that the scale in 3Ds Max and what is used in UDK is different.

development screen 3

To help with this I got rid of the Sketchup model and found a 3Sd Max model of the UDK man to use as a scale reference.

development screen 4

After making a new cube that was a good proportion to the UDK man I then detached the front of my building to add detail this allowed me to use the loop tool and not add unnecessary polys to the sides and back of the building.

development screen 5

I then attached the front of the house to the back and made a gutter and drain pipe which was also attached to the front.

development screen 6

To help me see which area I had selected in the UV map window I was suggested to add a checkered texture. this allowed me to see which areas were lined up correctly by the way the pattern lines up on the model.

the street screen shot 1

I then grouped the UV sections into groups like windows, drain pipe, door etc.

the street screen shot 2

While doing this I noticed a few polygons that were not needed like the base of the door and the caped poly at the bottom of the drain pipe. I will have to be more thorough in looking for access polygons when I start more advanced projects.

commic shop UV map

This was my first attempt at the UV map but when it came to putting poster images in the window I realized that the windows could be moved and made bigger allowing for a higher quality image.

commic shop UV map2

This was a much better layout and allowed me to keep the quality of my images.

commic shop UV mapno light map

This is the basic map with all the textures in place.

commic shop UV map copy

I then used 3Ds max to create a light map for my model and add more detail to my texture.

commic bump test copy

I also made a bump map for my model but found out that you cannot use these in UDK but its still nice to have when looking at the model in 3Ds Max.

commic shop screenshot front

The posters I used are from; One Piece Movie Z, Soul Eater, Gurren Lagann, Death Note and Dragon Ball Z Movie: Battle of the Gods. I am happy with the end result but if I was to do it again I would try and find some better doors and maybe make a few more signs for the shop window like opening times etc.

I had a go at quickly making a 3D model of my shop for the street using Sketchup, I only made the basic shape and will add the main detail using 3ds Max:

House mock up 1

House mock up 2

House mock up 3

After I left it for a while and looked at it again I realized I had missed out some features that would be useful to have blocked in like a chimney and the small windows under the sign:

House mock up 4

I also decided to make a copy of the shop and remove the support at the right hand side of the sign block and make it a little shorter on the side:

House mock up 5

At the moment I prefer the version without the sign but decided to wait and ask other peoples opinions before I take it to the next stage.

In this post I am going to upload any other shops, buildings and features I find that may be useful for me and the other people in the group while walking round:

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I thought this was interesting because of the number of washing machines stacked on top of each other; if you were to put this in a game it would make for good cover or allow access to a vantage point if you climbed.

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I think that these would make great cover in a game rather than have open streets relying only on the buildings for cover.

I walked round town and got some photos of the local comic book shops:

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I noticed while looking at both these comic shops that the store signs are very simplistic and only text but they have lots of posters advertising what they sell in the windows which catch your eye more than the actual store sign.

I also found an old book shop down Holderness road that is the same type of building I am trying to make:

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I like the layout of the building front with the doors next to each other but I think I will have my show window be more angular than this shops.

After we discussed who was making what building and assigned an asset each that would be associated with our own building, we set up a sticky note system for all of the other assets we listed in an earlier part of the session. The system works by having sticky notes in red as the most important, green are items we would like to be done, blue are items that are done and yellow are any suggestions that people may think of that we did not think up when we made the lists:

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After the system was set up we were briefed on the limitations of assets when texturing, an asset should not use a 1024×1024 texture map unless it is something huge like a billboard. This is because you would be wasting detail on small objects that will have a much smaller surface to fill than a building and most of the time would be in the background and not focused on, some are only visible in the distance in which case a smaller texture map should be used the further away it is as you would not notice the lack of detail.

Here is an example I found in a game (Persona 4 the Golden) after we had this discussion:

Can you see the low-res asset?

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It’s the items on top of the locker by panning the camera around I managed to get a close up look at them. This is a good example of using lower resolution textures for items were it would not be noticed because it is not a focal point, this helps save space and keep file sizes down.

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Here are some other example of this:

  Light switches:

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Plug sockets:

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Board eraser:

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Deck papers:

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This may not be the best angle but the papers are just a texture and part of the actual desk.