3D Modeler Role

Relevance to the Concept

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Had there been no 3D modeling done for this game, there simply just wouldn't be a comprehensible game to play - the lack of visuals, architecture and props would mean we would only have our player character walking through an empty space; a very boring and bland concept of a game.

Technical Research

10 Different Types of 3D Modeling Techniques

Summary

Provides a comprehensible guide into different ways to start 3D modeling. Assisted in the decision to use primarily box modeling when creating models and the odd bit of polygon modeling to create more complex shapes.

 

5 Ways 3D Modeling Helps in Game Devlopment

Summary

Emphasises the importance of 3D modeling in games and how it helps with world building, scale, replication and more.

Technology + Techniques Used

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The primary software I used when creating 3D models for this project was Autodesk Maya, as I was already familiar and comfortable with modeling using Maya. Being the industry standard and having many different tools in its arsenal, I decided this was the software I wanted to work with over others. In Maya, I created props and architectural pieces using box modeling for the most part, as most vintage designs for objects planned to be in the game could be replicated from starting out with initial primitive shapes, which could then be combined and shaped to create something as close to the inspirational design as possible. Polygon modeling was used in situations where this would have been quite a complex process and so significantly shortened the time spent trying to create a complex base out of simple shapes.

Blender was my software of choice when it came to scaling the models - turns out that Maya's scaling system is very different to that of Unity's, whereas Blender's is much closer. So, I took the rigged model of our player character into Blender along with each model I created, and scaled each model relative to that of the player character, so that those working with the models in Unity would save a lot of time now that they didn't have to rescale every model once they brought them into Unity.

Research on 1950s era objects

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Models Created Based on Research

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Created Scenes Using Models

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Challenges

  • Getting back to grips with Maya and more specifically Blender and their box modeling tools and techniques: As I hadn't had a lot of time prior to our project starting to practice, I've tried to take the time to get to grips with the tools again, so that I know what will be of the most use to me when I get into creating certain models.
  • Ensuring the scale of our models is correct. To do this, I imported the model of our player character into Blender, including the scale used to proportionately place this model in the game world, then scaled up each model I created to suit the size of our player character, for example making phones and torches big enough to fit in the model's hand.