Towards the beginning of this project, I decided
that I wanted a kind of castle-like architecture for my building. Originally, it was to be more akin to medieval Europe. I wanted to also play around
with the scale of the building to stop it from look too similar to the other 2
buildings (within a certain extent of course!)
As I was analysing the building further, I noticed that the
windows in had Chinese writing on them. This almost instantly made me change my
idea because I found that a more suitable setting for the scene be something
oriental. I finally decided to stop onto a restaurant with a slight old
fashioned theme on the outside of the building. I researched into oriental
doors and roofs and what could be in a scene of a restaurant.
I really wanted to add the lion statues commonly found in
front of Chinese restaurants. Unfortunately I didn’t want to raise my tri limit
that much further. I decided to make an interior after I played around with the
idea of having a balcony on the second floor. “Since you can see inside, why
not just make in inside!” I thought to myself and this is where most of my tris
went into.
I made the mistake of making the chairs (unintentionally) high in
the poly count. Because restaurants had many chairs, I figured they had to be
an important feature to make look good.
The Balcony |
I went and created
and extremely low poly chair with a few of the high ones remaining however at
the same time I also changed my mind to wanting to create access to the
interior when I imported it into UDK. So I scratched the idea of the high and
low poly chair and made them all medium low poly chairs (so much trouble for
chairs!)
Second Floor Interior one side |
I ended up dragging it back upstairs to the balcony floor
and went with the idea of trying to import my trash scene to use a platform to
jump onto the second floor.
Second Floor Interior the other side ¦3 |
Because I had dragged my interior downstairs, I wanted to
create a window in which you can see the stairs leading to the upper levels in
the back of the room.
With the texture sheet I didn’t really know how many texture
sheets we could use since I was unsure about how UDK works. To play it safe I
ended up putting all assets onto one unique diffuse. This gave me barely any
space to put much detail on many things. Rather than the 1024 texture sheet I usually go for, I upped it to double the size (2048) to see if I can compensate for having to fit everything on one sheet.
In the end I was a little disappointed with how the building
turned out, the brick textures was an extreme pain to try and match with the
other two buildings. One of my lecturers gave me some advice with perhaps
creating some grime and dirt on alphas to perhaps match the other two buildings
but unfortunately I had run out of IDs (up to 5) because of my tile-able
textures.
So much to do, so little space... D: |
I’m always learning from my projects though so I’m not
completely bummed out by my performance. I've also realised that I do a lot of oriental related projects I tried to steer away from it for the this project but I ended up doing it anyways! I've decided that I'm done with the orient themes for a while as I'm sure everyone (as am I) is getting bored of it!
I’ll take it to part 2 of the project and fill you in on my struggles of importing everything into UDK!
I’ll take it to part 2 of the project and fill you in on my struggles of importing everything into UDK!
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