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Visual Immersion - Year 2

2023/24 Visual Immersion – Week 8

The Final Modellings!

Week 8 is here! Currently I am looking into trying to finalize my models for the environment, as time is coming on short to texture and impliment all that I have created into engine, I may outsource furnatures and objects for the interiors of houses, as I am running out of time, or simply close off all the homes with doors. This week, I made sure to enclose my entrance of the environment, so that players cant essentially walk off the map or go anywhere else other than the main source of the map, and added one more building/flat design, akined to current day london flats, but modernised and way more square.

Heres what they look like when incorportated with the rest of the buildings made from previous weeks.

A problem I have just realised is that I didn’t UV any of the houses or objects before copying them into the scene, so as a result of this I’ll probably have to adjust the scene and remove the objects so that I can UV them and have those UV’s copy over when im placing them in the scene, as to avoid having to UV the same object multiple times. I also realise this is a problem when it comes to the main building, as it is a mirror of 4 quarters. I’ll look into a way of which I can try and transfer UV’s across objects.

Enclosed Terrain

UV Progress!

During this week I also started working on UV’s for some of my objects, including the gate and terrain. Terrain is something that is a bit harder to UV using seams, but I plan to separate the canyons into 4 parts, essentially quartering the whole mesh, so that its easier for blender to decipher how to UV it. I made use of both Smart UV and Regular Unwrap to see what worked best, personally I feel that the regular unwrap outclasses the Smart UV, despite the fact that it doesn’t fill the uv map.

Reason I say that the regular unwrap is better due to the detail it captures on the faces of the canyons, as supposed to the assorted details that the smart UV catches.

You can see all the verticies and its in one combined block, and there are 4 of them to display all of the faces and their details, as supposed to the smart UV taking bunches of the canyon and spreading them out, this is more uniform. There are also no faces on the underneith of the object so thats what the gap makes up for. The mountains at the start of the terrain however are a different case. Those have to be just smart UV’ed with no seams, as its hard to detemine where I would need to seam due to the Z axis scaling needed to make them mountains.

This is all the progress of week 8! Next week, ill be focussing on objects and discussing my plans for texturing, I also realise now I have the duty to make sure my normals will be facing the right way in preporation for taking my models into substance painter, see you in week 9!

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