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Production Log
Adam Bailey
3rd December 2014
I started by doing a Tardis to refresh my skills within Modeler, with the Tardis
we used bevels and extrude/multishift and then moved the selected polygon
to move into a certain shape I wanted, then I made a cube and then started to
make it into a Rubix cube so I can apply surfaces/textures.
The Rubix Cube, that I’ve
made
5th December 2014
I started by starting my draft ideas, I started off with drawing a bird’s eye view
over my map of how I wanted it to look but upon receiving feedback I started
to try to draw in detail on how I want some stuff to look
Detailed inside view (Left), Exterior of walls (Right)
9th December 2014
I started on some of the 3D models for my environment, I started on a tower.
On this model I started to show what I learnt from last year by using tools that
we had to use last year, like using the knife tool to cut the tower in half then
mirror flip it and merging points to reduce point count, at the time I wasn’t
thinking about polygon count.
The idea I had for a corner tower.
12th December 2014
I continued on some draft images starting to try to get what I wanted in terms
of items on paper. I started work on the market stall for the market I was
planning to put in it and then I also had a experiment with different types of
bridges to go over the moat. I also started on the schedule so I knew what I
started and when I started it. I also started on the wall for the boarders for
the edges of my map.
The market stall. One of the ideas I had for the
bridge.
16th December 2014
I started to merge polygons on my tower to reduce poly count so it has a
quicker load time in game. Also I started on my production log to keep a
record of my work. I also started to work on the wall into further detail while
keeping the poly count down.
6th January 2015
I started to experiment around with texturing of my wall, I had to gather
images from the web to use them for part of my textures. Then I had to
create a UV map to add the texture over the wall like at first I started off with
the lower part of the wall after I did that, I moved onto the wooden part
sticking out and then finally moved onto the main part of the wall. Overall I
feel like the skinned wall works well.
9th January 2015
I started to texture my corner wall tower I struggled with the roof but then I
had to weld points to make the roof into a point which then solved the
problem, then I made the roof base into the stone brick I used on the wall
around the tower.
13th January 2015
More texturing of the tower
The tower, semi finished.
16th January 2015
I continued texturing my tower finally texturing my stairs, I encountered a
problem with going over my quota on CGTextures, despite this setback I
managed to overcome it by getting a screen shot of the image I wanted.
I also started to work on my keep for the castle, I started off by making bird’s
eye view in Adobe Illustrator then saved it in a Illustrator version 8, then I
imported the plan onto Modeler which then I flipped it and started to build
the keep. I remember to make certain parts of the keep surfaced to make it
easier for me in the future.
20th January 2015
I started add further detail onto the keep such as a tower on one of the
corners of the keep and I also reduced some polygons on. I also started to add
some textures onto my keep adding a tower onto the keep to make it feel like
it isn’t completely modular.
23rd January 2015
I started off by doing some drawing of my keep, overall my keep drawings
isn’t very good, I tried to make the images so they can be recognised.
I also started on my 1st market stall I want have a slight variety so they all
aren't exactly the same, I added textures to the market stall using UV maps. I
did this by firstly making a Atlas UV map then print screening it, and then
pasting it into Photoshop then cropping it just so there’s only the grid
showing then started to layer the image(s) over the outlines.
27th January 2015
I started my 2nd stall, to make sure that I have a wide range of assets and also
to make sure that I’m not just using a single asset. I tried to use different
textures than my last store so it didn’t look like I made it lazily because if I
used the same texture for the inside the stall the user would notice so I
thought that I should use a different, overall I felt like it worked well. Danny
gave me feedback saying he liked the quality of the texture.
I got another feedback from my
tutor saying it looked too clean
for the type of game genre I am
making, for example in medieval
times stuff didn’t look so clean
but however despite it looking
like this if I changed it, it
wouldn’t look consistent.
3rd February 2015
I started off with making the 3rd market stall table. Overall I felt like the table
was rushed. The I placed the 3 market stalls next to each other to see how
they’d look next to each other, I got several feedback about the stalls such as I
should try making them look different shapes on the cloth and try a different
material for the cloth.
6th February 2015
I started to work off my feedback I gotten about the stalls. I also started to put
the objects I exported into a blank Unity game, I plan to use the terrain tool to
make the footpath and grass due to it being simpler than making a individual
object for a footpath which then makes lots of polygons. I had a problem
importing some objects. However I managed to overcome this by trying to
layer the object again and then reimporting it to see what was the problem
however I found no problem with it when I reimported it.
10th February 2015
I started to put the objects I exported from Modeler into Unity, the biggest
thing I noticed is that the tower and walls was way to big, therefore I am
planning on resizing it in Unity. Once I added in all the objects that I made
using Modeler, I imported the standard assets of Character control and
Terrain asset, then I got a normal map of some bricks then I plan to use that
as a the road.
13th February 2015
Upon receiving feedback about my Unity map plan, I got feedback about the
floor material for the roads, he suggested that I should use cobblestone
instead of bricks, also he suggested I should add some trees in and use dirt as
well as cobble. I started to lay out the map more starting to add more walls
and towers around the perimeter. I had a slight problem with the tower being
the wrong way so I had to go back onto Modeler and then flip it on there then
adding it back into Unity.
24th February 2015
I finished putting in the objects into my Unity project I used the Tree Creator
standard asset, due to the fact I didn’t think about needing to make a tree
model, if I was to do this again I would try to make a tree model so that I have
a vary of objects. In feedback I got told that I need to add a skybox and a
wider verity of trees. At this stage of the image I needed to finish placing the
market stalls up in the area.

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Production log for Unit 68 3D Environments

  • 2. 3rd December 2014 I started by doing a Tardis to refresh my skills within Modeler, with the Tardis we used bevels and extrude/multishift and then moved the selected polygon to move into a certain shape I wanted, then I made a cube and then started to make it into a Rubix cube so I can apply surfaces/textures. The Rubix Cube, that I’ve made
  • 3. 5th December 2014 I started by starting my draft ideas, I started off with drawing a bird’s eye view over my map of how I wanted it to look but upon receiving feedback I started to try to draw in detail on how I want some stuff to look Detailed inside view (Left), Exterior of walls (Right)
  • 4. 9th December 2014 I started on some of the 3D models for my environment, I started on a tower. On this model I started to show what I learnt from last year by using tools that we had to use last year, like using the knife tool to cut the tower in half then mirror flip it and merging points to reduce point count, at the time I wasn’t thinking about polygon count. The idea I had for a corner tower.
  • 5. 12th December 2014 I continued on some draft images starting to try to get what I wanted in terms of items on paper. I started work on the market stall for the market I was planning to put in it and then I also had a experiment with different types of bridges to go over the moat. I also started on the schedule so I knew what I started and when I started it. I also started on the wall for the boarders for the edges of my map. The market stall. One of the ideas I had for the bridge.
  • 6. 16th December 2014 I started to merge polygons on my tower to reduce poly count so it has a quicker load time in game. Also I started on my production log to keep a record of my work. I also started to work on the wall into further detail while keeping the poly count down.
  • 7. 6th January 2015 I started to experiment around with texturing of my wall, I had to gather images from the web to use them for part of my textures. Then I had to create a UV map to add the texture over the wall like at first I started off with the lower part of the wall after I did that, I moved onto the wooden part sticking out and then finally moved onto the main part of the wall. Overall I feel like the skinned wall works well.
  • 8. 9th January 2015 I started to texture my corner wall tower I struggled with the roof but then I had to weld points to make the roof into a point which then solved the problem, then I made the roof base into the stone brick I used on the wall around the tower. 13th January 2015 More texturing of the tower The tower, semi finished.
  • 9. 16th January 2015 I continued texturing my tower finally texturing my stairs, I encountered a problem with going over my quota on CGTextures, despite this setback I managed to overcome it by getting a screen shot of the image I wanted. I also started to work on my keep for the castle, I started off by making bird’s eye view in Adobe Illustrator then saved it in a Illustrator version 8, then I imported the plan onto Modeler which then I flipped it and started to build the keep. I remember to make certain parts of the keep surfaced to make it easier for me in the future.
  • 10. 20th January 2015 I started add further detail onto the keep such as a tower on one of the corners of the keep and I also reduced some polygons on. I also started to add some textures onto my keep adding a tower onto the keep to make it feel like it isn’t completely modular.
  • 11. 23rd January 2015 I started off by doing some drawing of my keep, overall my keep drawings isn’t very good, I tried to make the images so they can be recognised. I also started on my 1st market stall I want have a slight variety so they all aren't exactly the same, I added textures to the market stall using UV maps. I did this by firstly making a Atlas UV map then print screening it, and then pasting it into Photoshop then cropping it just so there’s only the grid showing then started to layer the image(s) over the outlines.
  • 12. 27th January 2015 I started my 2nd stall, to make sure that I have a wide range of assets and also to make sure that I’m not just using a single asset. I tried to use different textures than my last store so it didn’t look like I made it lazily because if I used the same texture for the inside the stall the user would notice so I thought that I should use a different, overall I felt like it worked well. Danny gave me feedback saying he liked the quality of the texture. I got another feedback from my tutor saying it looked too clean for the type of game genre I am making, for example in medieval times stuff didn’t look so clean but however despite it looking like this if I changed it, it wouldn’t look consistent.
  • 13. 3rd February 2015 I started off with making the 3rd market stall table. Overall I felt like the table was rushed. The I placed the 3 market stalls next to each other to see how they’d look next to each other, I got several feedback about the stalls such as I should try making them look different shapes on the cloth and try a different material for the cloth.
  • 14. 6th February 2015 I started to work off my feedback I gotten about the stalls. I also started to put the objects I exported into a blank Unity game, I plan to use the terrain tool to make the footpath and grass due to it being simpler than making a individual object for a footpath which then makes lots of polygons. I had a problem importing some objects. However I managed to overcome this by trying to layer the object again and then reimporting it to see what was the problem however I found no problem with it when I reimported it.
  • 15. 10th February 2015 I started to put the objects I exported from Modeler into Unity, the biggest thing I noticed is that the tower and walls was way to big, therefore I am planning on resizing it in Unity. Once I added in all the objects that I made using Modeler, I imported the standard assets of Character control and Terrain asset, then I got a normal map of some bricks then I plan to use that as a the road.
  • 16. 13th February 2015 Upon receiving feedback about my Unity map plan, I got feedback about the floor material for the roads, he suggested that I should use cobblestone instead of bricks, also he suggested I should add some trees in and use dirt as well as cobble. I started to lay out the map more starting to add more walls and towers around the perimeter. I had a slight problem with the tower being the wrong way so I had to go back onto Modeler and then flip it on there then adding it back into Unity.
  • 17. 24th February 2015 I finished putting in the objects into my Unity project I used the Tree Creator standard asset, due to the fact I didn’t think about needing to make a tree model, if I was to do this again I would try to make a tree model so that I have a vary of objects. In feedback I got told that I need to add a skybox and a wider verity of trees. At this stage of the image I needed to finish placing the market stalls up in the area.