In-game asset, Bottle Bomb

Embed Size (px)

Citation preview

  • 7/27/2019 In-game asset, Bottle Bomb

    1/45

    Bottle Bomb

    By: Charles Smith

    ITGM 505 Game Art Methods

    2:00pm Fall 2013

    Professor Aram Cookson

  • 7/27/2019 In-game asset, Bottle Bomb

    2/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    3/45

  • 7/27/2019 In-game asset, Bottle Bomb

    4/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    5/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    6/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    7/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    8/45

  • 7/27/2019 In-game asset, Bottle Bomb

    9/45

  • 7/27/2019 In-game asset, Bottle Bomb

    10/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    11/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    12/45

  • 7/27/2019 In-game asset, Bottle Bomb

    13/45

    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

  • 7/27/2019 In-game asset, Bottle Bomb

    14/45

    have seen thus far, and considering the amount of trouble I had with finalizing my UV

    layout, this was quite impressive.

  • 7/27/2019 In-game asset, Bottle Bomb

    15/45

  • 7/27/2019 In-game asset, Bottle Bomb

    16/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    17/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    18/45

  • 7/27/2019 In-game asset, Bottle Bomb

    19/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    20/45

  • 7/27/2019 In-game asset, Bottle Bomb

    21/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    22/45

  • 7/27/2019 In-game asset, Bottle Bomb

    23/45

  • 7/27/2019 In-game asset, Bottle Bomb

    24/45

  • 7/27/2019 In-game asset, Bottle Bomb

    25/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    26/45

  • 7/27/2019 In-game asset, Bottle Bomb

    27/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    28/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    29/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    30/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    31/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    32/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    33/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    34/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    35/45

  • 7/27/2019 In-game asset, Bottle Bomb

    36/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    37/45

    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

  • 7/27/2019 In-game asset, Bottle Bomb

    38/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    39/45

    Shaded image of the model before any textures are placed on it.

  • 7/27/2019 In-game asset, Bottle Bomb

    40/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    41/45

    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.

  • 7/27/2019 In-game asset, Bottle Bomb

    42/45

    Finals:

    Final layout of the textured, wireframe, and shaded model with the UV layout, color,

    normal, and specular mappings.

    Final renders created in Maya.

  • 7/27/2019 In-game asset, Bottle Bomb

    43/45

  • 7/27/2019 In-game asset, Bottle Bomb

    44/45

    Final in-engine images of the Bottle Bomb.

  • 7/27/2019 In-game asset, Bottle Bomb

    45/45

    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.