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Showing posts from September, 2024

Weekly Blog 3 : Bridge and UVs 【CAGD 495】

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  This week, I separated the detail parts and the main body part, and re-meshed them. It was hard to make the surface look natural after separating the meshes. I was carefully changing the mesh as it will keep symmetry. First, when I created new mesh for the support of the bridge, I deleted 5 faces and left only 1 face. I used a point symmetry and duplicated for modeling, that’s why I did this process. Second, I selected looped edges around the horns and detached them to separate the meshes. By separating the meshes, I could successfully decrease the number of polygons with the same outlook. There was the other profit, it was easier to create UV. Meshes are already separated and some meshes are already ready to be unfolded nicely. I was thinking that every mesh should be connected in one object, so this changed my opinion. Second, I deleted unnecessary looped edges and filled the hole. This process was not hard. Third, I aligned the vertex and edge such that they look connected to the

Weekly Blog 5 : Modeling more props

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 I had lots of assignments in other class, so in my opinion, I could not focus on the modeling. The goal of next 2 week is to finish up the modeling for a major props inside of the diner. I'd like to start modeling the outside props and decorations as soon as possible. This week, I especially focused on the modeling a chair. For the leg pipes, I used sweep tool, latest tool since Maya 2024. This tool is useful and no other curve object is needed to generate the tube structure object. The only thing I feel uncomfortable is the mesh count increases overly. After generating the tube, I deleted extra looped edges and decreased the polycount. I used the same process and created other tubes. To reflect the advices on the last week, I was focusing on more details on the border between each clothes. Total polycount is about 1500, I feel that it is a little bit higher. I might decrease it on next week.    I also created the ceiling lamp. I was carefully check the height with checking from t

Weekly Blog 2 : Bridge design exploration 【CAGD 495】

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Before working on the next object, I completely misunderstood the concept of the bridge. I thought that my idea was passed and I could follow it, but other teammates wanted a different design for the bridge. So, I recreated it by following the gate which was created by another teammate. For this time, I think my new bridge idea was passed.    For the bridge support, I designed its shape to reflect the idea of other teammates, and used the Smooth Mesh Preview tool to create its shape. While editing mesh after conversion preview to mesh, I realized that it'll be hard to edit a sharp edge. To avoid this problem I thought that I needed more edges BEFORE conversion to mesh. I can decrease edges anytime I want, but It is hard to add extra edges after conversion. Edge loops after conversion has a possibility that it will make extra edges which are no longer needed. I tried to make the surface smooth as well as possible, but some vertex on the surface is still in my mind. I created 1 side

Weekly Blog 4 : modeling (continue)

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The goal for this week is to finish up modeling over 5 objects. I think I could reach this goal. In total, I created 9 objects. But some of them are based on one object and the shape is not complicated. So I think it's about the average working according to the timeline. Especially, I was focusing on modeling the Sofa. I decreased polycounts from 3000 to 800 with keeping the rounded surface of a cushion.  I edited stool a little bit, decreased its poly-surface 1200 to 800. I thought it was too much polygons for a prop which will be placed many times. For square table and rectangle table, I used same process with sofa to express a round shape of corners. Their polycounts are about 170 for each table. For walls, I created wall with a huge window, 2 small windows, no window, and a corner. While modeling, I was so careful not to make a gap between each walls. I use to turn on a mesh border on display. So to avoid to create the gap, I frequently turn off them and check the border with a

Weekly Blog 1 : CAGD 495

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  For this week, I was focusing on the modeling of the bridge, especially for the center part of the bridge. I added small changes from a rough design, protrusions for every edge of the hexagon. I also kept in mind that I would not make Triangles and N-gons. After writing this sentence, I noticed that corn-shape objects only have triangles. So I’ll change them to Rectangles and compare how their appearance will be changed. During the process for the track part, I added 2 more tracks for making the bridge curves. The reason is that we might change the shape of the bridge while working on Unreal Engine level design. I created a straight part of the bridge first, put it on the center of the pillar, and mirrored the bridge by changing the angle 30 degree and 60 degree to attach them to the shape of the pillar. For next week, I’m going to add a right angle part or 45 angle piece for the track and 4-way intersection to make more varieties. I am also going to follow the ideas of other teammat

Weekly Blog 3

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My goal for this week is to finish up the modeling of stool, counter, counter corner, and  tables. To be honest, I do not think that I could reach this goal because I could only create stool counter, and counter corner. To reflect the timeline, I'd like to change pitch and decide the day to do per week. In general, I am planning to create 16 pieces and 7 weeks more to work on modeling. I'd like to finish up at least 4 pieces per week and start modeling props on the outside. Faces are about 1200 and I think it is not too much faces. To start this, I duplicated a blockout object and edited its shape. During editing process, I was so helped by subdivision tool to sculpt a rounded shape of stool. I changed it to polygon by Modify > Convert > Smooth Mesh Preview to polygon.  Of course, I could not use that mesh as it because number of polygon is so heavy. I deleted many looped edges by keeping its shape. I guess the player won't look at the detail of footrest too much, so

Weekly Blog 2 : Planning 2 & collecting references

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 For this week, I collected images of diner and popular car, Chevrolet Monte Carlo SS 1986, and saved them in PureRef. If I have enough time to create, I'm going to create this car. I've already downloaded its blueprint from blueprint.com. I listed up necessary objects to create. Wall Wall with window floor roof and ceiling (combined) table for 4-5 people table for 1-2 people chair sofa lamp wall clock neon board Juke box counter counter corner refrigerator for bottles coffee maker Before starting to work, I checked the scale for each major modular parts with creating blockouts. Then I decided that the wall is 4 x 3 x 0.2(about) meters size. Also, the floor and the ceiling will be 3 x 3.The reason is that when the player expanded the size, it'll be easier to add long table and sofa.

Weekly Blog 1 : Planning

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    For this semester, my goal is to make a strong portfolio for working on the video game company. I am going to graduate on this semester and this semester is a final semester that I can create student portfolio.      My second goal is to finish up my work with following a plan. During a previous semester, to be honest, I cannot say that I could follow a plan. Through this project, I'd like to learn how to make a good progress. 1st Option (Preferred) Since a beginning of August, I've been working on my personal portfolio. That is a 3D environmental art which is based on my home city in Japan, existing city.  I was planning to finish up this portfolio when I finished up the square before the station in my home town. But, if this plan can be a senior portfolio, I'd like to expand the area and props to create.  Timeline Week 1 & 2 ・Decide how much I will expand ・Decide the angle and area to render ・Keep working on modeling & UV Week 3 & 4 ・Modeling in a square ar