Tuesday, November 9, 2021

Captain's Table Project - Modelling

    3Ds Max Modelling - Development Process

    Once I had sort of established what kind of assets I would like to have in my scene, I started modelling them one by one in 3Ds Max. For me, it's important to always do my research first because it helps me to also establish in what era is my environment going to be set in. Below, I'm going to insert some quick snapshots from my development process in 3Ds Max so far.












    For this project in particular, I decided to spend a lot more time on modelling and the reason for that is because the project that I chose to work on is technically called a ''Captain's Table'', therefore a theme that I thought focuses heavily on props. Because of that, I wanted to make the props in my scene more detailed and more distinguishable, but still be mindful of not going overboard and making sure that it's going to run on at least 30FPS in Engine. (Even though in most video games nowadays, I think it's mostly the textures that can be very expensive.)

    What took me the longest, however, was not the table nor the props themselves, but it was the scene in which the table was going to be placed in. For the scene, I got inspired by this artwork by concept artist North Front. The artwork displays the environment in the Bilgewater region in League of Legends. 







    I wanted the scene around my Captain's Table to be the balcony of their base. Above I screenshotted a close up of what sparked the initial idea of that. 


Development Process






     In addition to that, I would also like to give credits to 3D artist Kristofer Ebgvall, whose work on ArtStation gave me the inspiration for the design of the rails that I modelled across my balcony. The only issue I encountered with them was the sizing and the placement that I couldn't get quite right.. so what I ended up doing was attaching them all together after arranging them in 3Ds Max, then importing the entire balcony put together and unwrapped on one UV sheet in Unreal Engine, rather than importing just one unwrapped rail and trying to arrange them in Unreal Engine.



3D model by Kristofer Ebgvall, ArtStation - Pirate Ship, Kristofer Engvall

No comments:

Post a Comment

Final Major Project - Beauty Shots

  Final Major Project  Beauty Shots      In a way, it's so very strange to me that this is going to be my final hand in. I have spent so...