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Bottle Bomb
By: Charles Smith
ITGM 505 Game Art Methods
2:00pm Fall 2013
Professor Aram Cookson
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Project Summary:
This project is designed with the intentions learning how to create an in-game asset
primarily using Maya and Photoshop. Maya is used to create the three dimensional
model that will be the geometric structure of the asset, while Photoshop is used to create
textures for the polygon surfaces. In addition to these tasks, the project also requires abasic understanding of UV layout creation, and normal, specular, and ambient occlusion
maps.
Creative Brief:
While first discussing the project, I was overwhelmed with excitement because of the
idea of creating my first digital object that could be used in a game engine. I have never
succeeded at creating art, at least not in the formal or academic sense, so that brings a
large amount of reservation and fear of inadequacy, especially when compared to mypeers who have all done this before. After rationalizing the project, I did not think it
would be incredibly difficult, as it is the first assignment, and seemed rather straight
forward. I want to create something fun and silly, since those are the things that tend to
hold my interest longest. The professor told me to make a barrel, but that seems overly
simplified, and I want to make something that is challenging for me, but still keeps my
interest. Since it is the first week of class, I do not have a large amount of objects to use
as reference for my project, but I do have my technology and drink machine. That being
said, I want to turn my drinking bottle into something interesting and fun, potentially a
childrens toy.
Research:
Since I had never completed a project like this before, I searched for what I thought was
the most detailed and impressive model sheets. Primarily to give myself some
motivation to work harder, but also to see how far programs could be pushed to create
such wonderful pieces.
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First shaded and wireframe models I have ever seen. Was impressed with the number
of polygons throughout the structure, and how detailed the geometry was. For me it
was inspiring and thought provoking as to how much work actually goes into creating
the models for something in a digital game.
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This is the first texture layout I have ever seen. Impressive detail in the leather armor
and weapons. Initially did not understand why the face was stretched out, but it quickly
made sense once my peers and I discussed it in regards to their head models. The final
still render amazed me, especially after seeing all the pieces come together.
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Since I knew I was not going to be making a character, I changed my focus to finding
weaponry and militaristic objects to try and gain a better idea of what I was trying to
accomplish.
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Another look at wireframe primarily, as well as the still render. First model sheet I saw
that included the Bake, as well as a high and low polygon version of the model. The idea
of creating a weapon was exciting, especially something with ballistics.
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My first experience with a normal map, as well as a UV layout. I really like the
presentation of the cannon in the final photo, mostly because it provides different
angles, as well as elevations. I still love the idea of creating a cannon, especially using
household items as the resources for size, color, and potential graphics.
This was another look at wireframes and mappings, especially since I wanted to make
sure I was doing this as close to professional as possible. This wireframe accomplishes a
lot and the geometry captures wonderful details, which is exactly what I am trying to
accomplish. Having never made a mapping before, I looked mostly at layout and how
they displayed each section.
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There seems to be a continuing theme with the texture, normal, specularity, and
occlusion layouts. So far, they have been in a square pattern with each one taking up the
same amount of space.
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While still on the militaristic weaponry idea, I was awestruck by the UV layout and
detail of the wireframe in this helicopter. The layout is the most compact UV layout I
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have seen thus far, and considering the amount of trouble I had with finalizing my UV
layout, this was quite impressive.
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The image has an interesting layout for displaying all of the mappings, one that I had
not seen in any other research that I did when trying to learn what all of these things
were.
Interesting design for the final still. I really enjoy the ghostly perspective in the
background.
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Great layout in regards to seeing the completed version beside the shaded model and
wireframe. Having never created anything like this before, it helped me see the
transition and how the final version greatly resembles the geometry you create. In
addition to that, I wanted to see something from a game I have played, so I could get an
idea for how things change between an in-game version, and a still render.
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These are the metal textures that I initially researched for ideas on how to texture a
metal bottle. I really enjoyed the stained metallic look, as well as some rust particles
being a part of the metal.
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For the wood texture, I really wanted to emphasize the organic grain of the wood, but
still needed some type of industrial crafted elements. The eyes of the wood grain were
what I liked the most, and tried to capture that throughout each wooden texture used for
the model.
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I wanted the second wire to be red and be more organic that the blue wire. The first
texture is patterned because I had not made up my mind as to which wire would be the
organic one. That was until I found the third texture, which has a wonderful rhythm to
it that reminds me of my HDMI cable.
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Knowing that I would want to tape the clock onto the bottle, I found multiple sets of
masking tape. Disappointingly, I could not find one that I liked without the watermark
on it.
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Thumbnails:
I did not put it together until after being told some examples of modifications that I
understood what I was actually going to do. I wanted to use my SodaStream bottle as
the source of the object, primarily because it was in front of me and gave me something
to analyze and critique myself on. I knew I wanted to make something fun, and since it
was for a game engine, I heavily considered making a toy of some kind. After discussing
with peers and the professor, the idea of a toy seemed too cutesy and I was inclined to
do something more destructive. After more discussion I settled on a bomb, because
the idea of having a burning wick in a bottle cap made me smile. After joking around
about it more, a peer suggested making it into a time bomb, and these were my sketches
that followed that discussion.
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Roughs:
After getting a clear idea of what I wanted to create, I first used Maya to create the
generic bottle shape that I would need.
Feedback was incredibly positive for the first version of the model, but there were some
minor tweaks to make, mostly with dimensions along the base.
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This version was also met with positive feedback, except that there should be more
modifications to the object. Again, a peer suggested the idea of a clock, which I had
already sketched, but felt it might be too over the top. Everyone talking about my model
seemed to like the idea of a time bomb, and adding a clock would be the next step.
After adding the clock, I asked what everyone thought of it, and there was plenty of
criticism. The first was regarding the wires coming from the clock, and their lack of
curvature. They make a drastic turn, and should have been more consistent. I was alsotold to try making multiple pieces of the object, and then combine them all together.
This suggestion came because of my creation process, which was the extrude everything
under the sun to make my object. Instead of continually extruding, creating multiple
objects and combining would be simpler and create a cleaner object. I also commented
in jest about how a time bomb would not need a wick, unless it was a terrible fall back
plan to the timer not working. After some laughter, everyone came to the agreement
that the wick should be taken away and additional wires could be used to fill the space
and add more modifications.
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This is the final model that was used for the UV layout and mappings. There was not
any negative feedback in regards to this version of the model, aside from some
discussion on how to create curves in an easier manner than the one I used to craft
them.
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My UV layout for the final bottle model above. After many mistakes trying to use the
cylindrical and automatic mapping functions in Maya, I eventually mapped each piece
individually before combining the entire structure. That allowed for me to correctly
map the wires as cylinders, as well as the bottle and clock. I did not receive muchcriticism on the layout, because I struggled so much with it that it has not been reviewed
by my peers and professor at this point. I believe it turned out rather well, as I tried to
consume as much of the space as possible and made the portions of the object that
needed more detail larger than others.
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Comps:
Developing the textures for the model proved to be more difficult than I initially
anticipated. I found multiple images that contained portions of the feel that I was trying
to accomplish, and then used a series of tools in Photoshop to develop them into a
texture that satisfied my desires.
This is the wood texture that I used for the cap and base of the bottle. I used an organic
tree ring image to get the discolorations that I wanted sporadically throughout the
texture. I then used tools in Photoshop to darken the image, as well as use the healing
brush to remove some of the attributes that I did not want.
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For the metal texture I used a faint fill pattern in the background, which is used to give a
manufactured feel as well as organic drip markings to show some age. This combined
with speckled rust that was re-colored to be a light gray combined to finalize the metal
texture.
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These images are the textures used for the blue and red wires attached to the bottle and
clock. I wanted the wires to be different in ways that were not just color. I used a strict
pattern image that was then combine with different shades of blue to give me the blue
pattern I wanted. Lastly I used an image to add minor deformations to the texture to
give it a slightly more realistic appearance. The red wire was intended to have an
organic pattern. I wanted to recreate the HDMI cord that I use for my laptop, and it
has a mesh organic texture braided over the cable. Combining multiple images and then
darkening the organic pattern allowed for me to get the braided organic texture I
wanted.
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The clock face was created by using a wonderful image of the face of a clock that I found
and then putting some clock hand that I found over top. I then made a red rectangular
bar and repositioned it to create aseconds hand for the clock, and to add some color
variety.
The masking tape texture was created through an interesting experience. After trying to
learn, for what felt like an eternity, to create a wrinkled effect in a masking tape color I
found, I discovered that it is possible to download brushes into Photoshop. Having
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never used Photoshop before, this was a wonderful experience, as I was able to
download a series of brushes, and then use them to add depth and wrinkles along the
masking tape, which was exactly what I had been looking for. The problems came in the
implementation of the texture. The texture was overly stretched and looked terrible on
the model. So instead of using the brushed version, I cropped a simple tape strip and
used it for a cleaner look.
This texture is used along the back of the bottle, and is over the metal texture. I found
this image and after chuckling to its slogan, I felt obliged to add it to the bomb I was
creating. This texture also adds some authenticity to the object, because most people
would not know that it was not a generic bottle shape, but a replica of the bottle that I
use to make my sodas.
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Shaded image of the model before any textures are placed on it.
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Using the textures, I completed the texture mapping, image on the left, by using the UV
layout as an overlay to line up where textures needed to be placed. After everything was
correctly in place, turning off the UV layout overlay allowed for only the textures to
show. I have not received feedback in regards to my texture map, but I think it turnedout quite well. I like all of my textures, and their contrast with the other textures on the
Bottle Bomb.
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These are the normal, displacement, ambient occlusion, and specularity maps for the
Bottle Bomb.
At this stage, I am ecstatic for what I have created. Having never used Maya or
Photoshop before, being able to create something like this has given me some pride in
my project. I am happy with the geometry, textures, and all of the mappings, especially
when they are all combined together to make the final asset.
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Finals:
Final layout of the textured, wireframe, and shaded model with the UV layout, color,
normal, and specular mappings.
Final renders created in Maya.
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Final in-engine images of the Bottle Bomb.
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Overall, I am very pleased with how my project turned out, especially since I had never
touched these programs prior to the first day of class. Some improvements that could
be made involve some seams that could be blended better in the textures. The UV
layout could be a little cleaner with filling up unused space and with the orientation of
some textures. In the future I want to pursue making a collection of bottle based
weaponry using this color pallet and similar textures, as it interests me. I have learned
an immense amount of information about Maya and Photoshop in three weeks, and
implemented it to create an actual in-game asset, which is a major accomplishment in
my book.