CAGD 495

 CAGD 495

Guilded Fletching

    For this class I was put on as a 3D artist for the game Guilded Fletching. I'm very excited to work on this game and work with the rest of the team to make a fun game! We started by diving straight into our first sprint!

Sprint 1

    For sprint one, I was assigned to make some small environmental assets (rocks, boulders, and shrubs), a model for the play hands, a stone wall and a target that the player can shoot arrows at. I got started right away on the small environmental assets because I felt as if it was going to be the most challenging because I have never modeled rocks. My first attempt was quite not what I expected at all.

    The rock was too pointy. I decided to ask the rest of my art team and my leads for advice and they told me to use the soft select tool to make the rock smoother and the harden edge tool to make some of the edges jagged but not all of them. I took this feedback and applied it to the rest of my rocks and I got a better result.
    This was a better result so I built off of this type of rock and improved. Made them more smoother and with less polys.  I used this same technique to model my boulders, I just added more sharpness.
    After completing the rocks, I moved on the the shrubs. I had to model a live shrub and a dead shrub. I started with the live shrubs first. I modeled three different type of shrubs to give the leads a choice on which they liked better or if they wanted all three.
    They decided to go with the cube shrub and I just had to reduce the poly count a tad bit. So I went back to the model and deleted some edges for a quick fix,


    Once I finished that, I worked on the dead shrub. This is where I had the most trouble, not with modeling but with the poly count. I made my first dead shrub and didn't notice the poly count of it was 16,000. So, when I sent it to my leads, they sent it back and told me to reduce the poly count.
    In order to solve this problem I use the mesh reduce tool and reduced it twice, getting it down to a little over 3,000 polys. After discussing with my leads, we agreed that this was still a bit to much and they gave my some helpful advice about modeling it using cubes to reduce the poly count. This was very helpful because I was yet again able to reduce the poly count by more than half, with the finishing shrub being 1,040 poly count.
    As I modeled these, I also Uved them and put them into one UV sheet.
    This was one entire card or task so I sent it to be verified and am waiting on approval. So I may have to work on it next sprint.

    While I was waiting on approval for environmental assets the first and second time. I worked on my other assigned tasks. I began to on my stone wall. For this asset I made a simple model with a cube. I stretched, inserted some more loops, and extruded some of those loops to different heights. I also did something I thought was cool and gave the top of the wall some sharp edges for aesthetic but I also think they serve as arrows that could be used to guide the player throughout the level since they all face the same way.

    I also made it double sided so the level designers didn't have to worry about only being able to use one side of it. You can use both sides and each side is different. I UVed it and sent it on its way to be verified.
    After, I worked on my most important task for this sprint, the hands for the player. After getting great reference art from our 2D artist and gathering some of my own, I began to model.
*2D Artist Original Art, Haley Tresch*




    I was a bit nervous to model these hands because I have only ever modeled hands once. But the art and the references helped a lot! I also came a across the problem of modeling both hands. I knew there was a way to model one hand and get the other by duplicating it. I was able to solve this problem. I modeled the right hand and duplicated it, rotated it a certain way and had to do some minor retopology to switch the palm and backhand placements. I UVed the hands and sent them to be verified.
    Overall I got two card completed, the wall and hands card. I at the moment am waiting for the small environmental assets card to be verified. I was not bale to get to the target for the player to shoot this sprint so that is something I will carry over to sprint two and will be the first thing I complete.

Sprint 2

    For sprint two, my card of the environmental assets was out into the complete stage. I was then assigned more cards. I was tasked with creating a bow for the player, texturing the target, texturing the stonewall and creating a temple door for the player, So I began to work on my remaining left over card of producing the targets and a stand for the game. I started by, getting a cylinder and scaling it down, I used the default human model to determine the what I thought would be a good size for the big target.
    From there I began to work on the target itself. I deleted the back faces since I knew I wasn't going to need them, so this helped keep the model low poly. Then I began to extrude the edges of each section of the target. I left little extrusion in between then extruded those faces inward to make it look better. I repeated the same process for the smaller target and this was the result.

    After modeling, I UVed them and saved the UVs for later to be added with the stand. For the stand I did a very simple design of just using a cube, duplicating it, making some changes and UVing the pieces.
    I finally UVed everything and sent it off to be verified.
    After finishing the targets and stand, I began on the bow. The base of the bow was made using a cylinder and inserting edge loops to shape it to the reference picture model provided by our 2D artist.
    The tips of the bows were made using spheres that were cut in half and aligned to the base of the bow. Then, I made what would hold the string together by just using two simple squares and sizing them down.
    For the string, I used a EP curve, made a line following the string and used the revolve tool to make it less polys. I scaled it down to size and lined it up with the holders. After that, I UVed everything and sent it off to be verified.

After the bow, I made the temple door. In order to make this I used a cube, cut it in half, separated it, filled the edges with the append a poly tool, inserted one edge loop in each side and pulled those sides down. From there, I took some of the inside faces and extruded them back to give the door some natural texture. I UVed both sides and sent it to to verify.
    The first time I put this to verify it was sent back because the extruded face edges were getting in the way of some of the other edges so a quick fix for that was; I grabbed all the edges from those faces and extruded them inward as well, re-UVed them and that should solve the problem. I sent them back to to verify but I am not sure if they will be completed before the sprint is over which is fine, they will get verified on the next one.

    After the wall, I began to texture the targets and the stand, My original texture was a hay like texture that I used to reference a picture I had received from my lead, how ever, by the time I completed it the style of the game had changed to a more low poly style so I had to retexture it. But, no problem, I was able to apply a matte material substance painter had and I applied it and reused some of the same colors and the issue was solved. The stand was also too stylized at first so I just got the texture and stretched it out more to make it look more low poly. These were the final results.



    There is one card that I did not get to finish this sprint which was texturing the stone wall. I haven't been able to quite hit the art style that we are going for in this game so my leads and I are going to have a meeting so they can help me make some changes and better fit the art style. I was also assigned new cards towards the end of the sprint such as modeling a lever to open doors with and modeling a quiver for the player. I'm not sure if I will be able to finish these before the end of the sprint. However, if not, they will serve as a great start to sprint 3.

Sprint 3
    
    I started off sprint 3 making a simple model. I made switch that could open the temple doors I had modeled in the last sprint. The switch was simple to model, just three cubes that I made changes to in terms if size and face removing. That took a few minutes. I also UVed it.


    After I finished that, I began to re-texture the stone wall from the last sprint. This time with the help of my leads and our other 3D model. They steered me in the right direction on how to texture the wall. I applied some smart materials and messed around with the sliders. and this was the result.

    After I finished texturing the wall. I modeled a stationary quiver for the game. To model this I took a cylinder and dropped the sub divisions to match the low poly style we are using to model. After. I then inserted an edge loop on top of one of the flat faces and extruded inward to create the inside. Finally, I made the stands that it goes on by placing three cubes as place holders. I took it all together and placed it into one UV map. 



    After that, I began to model and texture the bramble arrow. This arrow is made out of wood and it has thorns, which is really cool. To model this, I used the reference art provided to me by our teams awesome 2D artist Haley.
    I began with a cylinder and took down the subdivision to make it more low poly. From there I added edge loops to form the shape of the arrow. I used a cube to make the tip and I also added edge loops to give it that more natural shape. I did the same with the leaves. I used cubes as a base and edge loops to give it form. 

After that I textured it.
    After, I began to work on the airburst arrow. In order to make this arrow I started with a cylinder. then I used a cube for the tip and the end edges. I used a sphere for the ball in the middle that was reduced in subdivisions. I combined it all into one UV.
    Then I took it into painter and textured it then sent it on it's way.

Sprint 4

    For this sprint I think I didn't get down as much as I would like to. I just did some small modifications mostly yo some already existing assets. However, I plan on getting more done next sprint. So first I made a small edit to the bramble arrow I had made in the previous sprint. I turned the nock of the arrow 90 degrees so it could line up with the bow string. I did that by adding and edge loop the the whole arrow right in the middle, took the back middle edge and pushed it inwards.
    After that, I finally completed the airburst arrow after making a few small adjustments to the nock and the feathers on the back.


    Finally, I made more models of the original wall I modeled. This includes a half piece and quarter piece variations of that wall. To do that, I made two duplicates of the original wall. Then, I made a quarter edge loop on one of them and a halfway edge loop on the other. I selected those faces and separated them from the rest of the wall, made them their own object and UVed them.
    After that, I threw them into painter and textured them.
    I also made some trim pieces for the game in the same card. I used simple cubes and extrusions to make them.
    I then, textured them and sent them on their way.
    I did have some cards that I did not get to work on this sprint. I had to model vines for the game and I was not able to start them. I also started working on a tileable floor texture but was not able to finsih because I couldn't quite capture the look of the game. So I asked my producers for more reference to be able to better get the game look we are going for. This was my biggest challenge for this sprint, getting the floor texture right. I went through many variations but could not get the look. I used Substance Painter and then transitioned into Substance Designer to make a more tileable texture. Here are some of the variations.



    These were all different variations that were made but none quite hit the feel we are going for in the game. So this is something I plan on finishing next sprint.

    Finally, I began to model the melee enemy and I plan to finish that next sprint as well. So far I have the head, neck and chest complete. Going to finish it off this sprint and texture it as well.
Sprint 5

    For sprint 5, I got assigned a few more cards, which were to texture the same enemy model but different textures. I am almost done modeling the enemy, just need to make some small adjustments to the chest, then I will be ready to texture all three different textures.



    
    I will be removing the armor and putting it into the chest piece it self, remaking the chest and making the character more thinner overall.
    
    The next card I got done was making the vines for the game. To make those, I just used some simple cubes for the vines and the leaves. Put it together and reduced it by 50 percent to save polys. I UVed then began to texture.


    
    The next card I was able to begin working on again was the floor and ceiling card. I began to follow a tutorial and got half way done, here is my progress so far. This will be finished for the next sprint.

    Overall, I only got one card done this sprint, which I feel is much less then I could've got done. But I plan on making up for it next sprint.

Sprint 6

    For this sprint I was able to get a lot of things done. I was assigned new cards such as texturing the enemy, making the enemy weapon, texturing the enemy weapon, finding audio for the game, enemy and player.

    I began by finishing my old cards from the sprint before which was making the ground ceiling texture. I finished the tutorial I was following online and was able to make two variants of the texture, one for the ground and one for the ceiling.

    After I finished the floor and ceiling texture. I finished the enemy model. I made some edits to it such as re-making the chest, adjusting the sizing of the body to look more human like, re sizing the model to human scale and re modeling the cape accessory into the re-made chest model. So, I remade the chest by making it more narrow and working on the overall edge flow.

       I incorporated the armor into the chest model itself and making the outline for it in the edge flow of the chest.
Finally, to make the model more human like, I re-scaled it to the same size as the default Maya human model, I slimmed down the entire model and I smoothed the edges on the entire model.
    After, finishing the modeling, I moved on to the texture of the enemy. I went off of our 2D artists drawing as reference for the color.
    I went off of this image but adjusted it to have more of a low poly look for our game. I used the same color scheme but with less detail. This required multiple layers and some quad painting for accuracy. After a few hours of quad painting, here is the result.



    I did have a problem while texturing. I put an emissive layer on the eyes because the enemy's eyes glow. However, this layer made the rest of the body glow too, especially the edges. I moved all the sliders I could think of the fix the problem but was not able to find a solution. So, with the help of my lead Alex, he suggested I took the emissive png, took it into photoshop and inverted it. When I applied that to the model, it solved the problem. So, thank you to my lead Alex for that very helpful solution.

    After, finishing the enemy, I began to work on finding audio for the game. I had to find audio for fire, a sound for each of the specific arrow types and dripping water. I found all of these audios on freesound.org. Once I sent in those audios, I began to model the enemy bow.

    To model the enemy bow, I took the player bow and topologized it so not to have to start from scratch. However, the enemy bow is wooden so it had small branches sticking out of it and the tips of the bow were also branches. In order to do that I extruded some of the faces and for the branches I combine all of the vertices into one to make it look pointy. I also raised some of the faced to make it look more natural and match the look of the bow.

*Image Reference provided by team 2D artist*
    This is the image reference I used to model and texture the bow.

    After modeling the bow, I found audio for both the enemy and player. The list was as follows:
  • Walking(player)
  • Shooting Arrow(Player)
  • Taking Damage(Player and Enemy)
  • Dying(Player and Enemy)
  • Dropping off ledge(player and Enemy)
  • Jumping(Player)
    All of these audios had to be different for the player and enemy which wasn't challenging to do. I was able to find unique sounds for the audios. All of these audios where also found on freesound.org.

    Once I found these audios, I began to texture the enemy bow. Once again I used the image reference above to get the color scheme but gave it more of that low poly look.

    That was everything I was bale to complete this sprint. The player audio, bow model and bow texture cards are currently in "To Verify" so there is a chance I may be working on them in the last sprint if they get sent back. However, I currently have no cards in progress so I am waiting to get more for this next sprint.






















 





  



 











 

















 












 

































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