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Modular Building Pack
<P3>
M1 | M2 Firstly, I made a box pre-set that is as wide as
the reference image, after making sure that the
size represents the real world. The method done
here is using Box Modelling which I modelled the
shape from the image and manipulated them
mostly by using the vertex method and extruding
the top of the box when I want to move to the
next challenge, which I had after looking at the
overall image, I found that the side view of the
pillar was very wide compared to the front which I
didn't see as I worked on mostly the front view.
After, I used the Unwrapped UVW modifier to
unwarp the object, and select the entire and
using the box projection and on the mapping tab,
I flattened it to make the unwrapped image so I
can texture it in more detail compared to just
using the material editor.
This shows the wireframe
of the pillar and the top
left shows the polygon
count.
This shows diffuse texture
of the pillar along with
some wireframe and
overall it looks good
without the final textures
Final Textured Image, the
left side of the pillar needs
to be changed but I think
unwrapping the UVW map
is the best for this object
instead of the normal
textures.
Additional Images
Pillar BuildingPackAsset
#1
M1 | M2 | M4 My plan is to make the face where the window is going to go
have an "Inseted" modifier to make the window fit.
Firstly, I set out to use extrude modelling for the polygon
modelling as to fit the brief for using different polygon
techniques.
Next, I made a thin box that is 2.5m in length, 2.0m in width and
0.05m thin. Along, with 5 length segments, 6 width and 1 thin.
After, I made it an editable poly which allowed me to edit the
shape in detail than before, I selected the edges which lines the
front of the window. Then, I used the Chamfer tool to widen the
edge by 0.015m with 3 segments then I Extruded it by 0.031m
to make it visible to the viewer and to make sure that it's not
extruded that it looks weird.
I also did it to the top and bottom of the box.
Then, I realised that there won't be enough edges to make the
middle extrusion so I “QuickSliced” the middle and did the same
method as before. After, I made the edges more extruded and I
promptly did the bottom. The top looked weird so I extruded the
only bottom polygons which I rotated and placed down to make
it look like an awning while the back I selected the other face
and the other and bridged them to make it as one shape.
Overall, the window looks amazing and I'm planning to have a
glass texture along with the concrete outline.
This shows the wireframe
of the object which had
many details changed to it
but still retains the box
wireframes
This shows diffuse texture
of the shape along with
some wireframe and
overall it looks good
without the final textures
Final Textured Image but
the middle areas are not
showing the correct
textures as it’s meant to be
a glass/see-through
texture
Additional Images
BuildingPackAsset#2Window
M1 | M2 | M4 Firstly, I took my research image and edited the
sign only to which I used it to image plane. Then I
used the Line spline and outlined the overall
shape of the sign and after I used the "Lattice"
modifier to have the outline come out in which
the struts are 0.03m in radius while the joints'
radius are 0.005m. Before making the lattice, I
cloned the Line so I can use the Lathe modifier
with 0° and smooth.
I did this to have a border to the sign before
inserting the texts which this sign will be used 2
more times or more. The final look is a concrete
base with a brown border.
This shows the wireframe
of the sign but because
spline models don’t
typically have edges, vertex
or edges. Only the Latticed
object have wireframes
This shows diffuse texture
of the sign which shows
the border and the base
for the texts
Final Textured Image, the
base is a cracked concrete
texture as it is set in the
Late 19th Century and the
border is a coloured brown
Blinn material
Additional Images
Building PackAsset#3Shop Sign
Firstly, I got my reference images and image planed it into the
scene. After, I used the Line Spline Method to trace of the fence
then I Lathed it fully with 360° radius with 6 segments to make it
not rounded. Then I used array to have
multiple of the same object to fit the fence, with 2D having 8
fences and they are 2m apart on the X-axis. I used Crease to
get the polygon count from 416 to 224 for the poles only.
After, I used Line & Arcs to get the right shape for the fence top
then I scaled it down to fit the top of the fence post but I still
have the base missing so then I changed my viewport to the top
and used the rectangle spline to make the base for the top and
the corner radius of 0.035m then I used the Lathe
to have a base then I used Edit Poly to extrude the base by
0.04m. Then I applied my textures.
But, the fence goes up the stairs so I need the base to tilt up
and back for the stairs and the fence posts has to be in
ascending order which can be done with the Array tool but that
has to be done when the stairs is built.
This shows the diffuse
texture of the unfinished
fence which shows the
fence which can be
duplicated in the final
building.
This shows wireframe of
the fence with the sign
post, base and the fence
top.
Final Textured Image, all of
the objects are textured by
the same metal texture but
with different glossiness
and lightness both in
Photoshop and in 3ds Max
Additional Images
BuildingPackAsset#4M1 | M2 Fence
M1 | M2
Additional Images
BuildingPackAsset#5 First, I got my image and the measurements from my research
file then I used the box model to shape the box to the height and
width of each individual stairs which is 0.35m in height, 0.889m
in width and 3m in length.
After, I used the array tool to create 5 "stairs" which was 0.89m
apart with 0.35m high each. But I will, use this
model to model my fence then it will become combined.
After, I used the modifier Tessellate with a 2.1 value to make the
stairs more broken and cracked up to fit the spec. For the very
first stairs, I used the Inset tool to make a dip on the stairs to
show it’s age.
Afterwards, I selected the first stair and Unwrapped them with
Normal Mapping which I added the texture on top of and used
the unwrapped file as the material. With the other stairs, I
unwrapped them but using the Flattened Mapping then added
the texture on top of them
Below is the different unwrapping maps for the different stairs.
The image shows the
wireframe view of the
stairs, you can see how the
Tessellation affected the
box shape
<- Flatten Map | Normal Map ->
Both maps unwrapped &
textured
The image shows the
normal view which shows
how the different texturing
shows up with the first
stairs and the rest
Final rendered view of the
stairs
Stairs
The whole piece is actually grouped. Using the reference image,
I created a box which to create the wall where the window will
be placed and shaped the box with the reference image using
Extrution & QuickSlice to create the window base and the place
where the sign will be placed. Afterwards, I used the UVW Map
modifier to change the alignment as the texture is stretched by
default so changing it to Y fixed the stretched texture with the
Box Mapping. I did the same with the other side. With the
middle piece where the door will be present, I created a very
thin Box as the wall and used QuickSlice to add polygons to be
extruded with the sign placement. Again, I used the same
method as before with UVW Map, it fixed the stretching. With
the door, I used a very thin box (0.03m wide) and with some
polygons, I extruded them a bit to add depth to the door. Finally,
I used Inset to the middle too again add depth and details along
witth using QS & Extrude and using the rotation tool to point
them towards the Inseted area.
BuildingPackAsset#6M1 | M2 Front
This shows the diffuse
texture of the front with
some of the textures
showing up.
This shows wireframe of
the front, all objects are
grouped. It shows the
different objects which
makes the front.
Final Textured Image, all of
the objects which makes
the front are individually
textured and UVW
mapped to fix the
stretched texturing
Additional Images
Images show the wireframe and diffuse view of both the door and the pillar pieces for the front
The walls is the simplest object in the
building pack however, I am planning
to add foliage and more windows at
the back of the building as I’m using
this wall for each side of the building
except the front. With the wall, I used
UVW Map to fix the tiling, with Box
Mapping with a Z-axis alignment and
a 3x3x3 UVW tile value. The wall is
set to real world scale.
BuildingPackAsset#7M1 | M2 Wall
This shows the final
rendered image
This shows normal view of
the side wall
First, I placed a box model which fit the
height of the building, then I extruded
the top polygon to about a couple of
centimetres to act as the storefront and
to have a “roof” for the pillars that I
placed below it, afterwards I selected
the polygons surrounding it and rotated
it 45° to make sure that it faces the
player and to see what the store is.
Afterwards, I used the window XREF to
see where it will be relative to the front,
then I added edges below the windows,
I then titled and extruded them to make
it look like the window is resting on the
extruded edge.
Building PackAsset#8M1 | M2 Front Pillar
This shows the final
rendered image
This shows normal view of
the side wall
Final rendered view of the
stairs
Firstly, I measured the length of the roof to make
sure that the measurement is correct. After, I
created a long box modelled barrier that is a
very cm thick. Firstly, I tried to create the holes
by manually creating edges and deleting the
polygons inside the edges but that was very time
consuming, instead I used ProBoolean. I created
a cylindrical shape that is small enough to be
similar to the roof design that I am taking
inspiration to, after I created an “X” shaped
object by creating 4 box shapes and rotating
them to form an X then grouping them. With the
two shapes completed, I positioned them along
the barrier with the holes in one side and the X
on the other. I then used “Array” to fill the
barrier. By using ProBoolean and clicking on Star
Picking, I selected all the objects in the barrier
and the holes started to appear.
BuildingPackAsset#9M1 | M2 Roof Barrier
This shows the final
rendered image
This shows normal view of
the side wall
Final rendered view of the
stairs
Using Box Modelling, I created a box with
2x2 subdivisions then I used Extrusion on
the polygon face in the middle a couple of
cm in which I stopped extruding and
added another polygon to extrude even
further. Then, I used the vertices of each
corners and extended them a bit to look
like a pillar then with the polygon still in
the middle, I extruded them a bit further
and the whole model was completed. For
the Front Roof Pillars I changed the shape
by changing the Scale to look like a 2D
shape for the front. With the Pillars
completed, I duplicated them and placed
them at each corner where the barriers
terminates and with the front pillars, I
scaled them and placed both of them on
the side of the centre barrier.
BuildingPackAsset#10M1 | M2 Roof Pillars
This shows the final
rendered image
This shows normal view of
the side wall
Final rendered view of the
stairs
Using a Image Plane of a lamp, I traced
the pole in which the lamp is going to be
held. I used a Line Spine and used the
arc to model where the lamp will be
held up and where it will be sticking to
the wall. After, I created a small circle
spline and used the Loft tool which
created the small circle with the line
spine. For the “Glass” Lamp itself, I used
a cylindrical shape which I deleted the
top polygons to let light out and I used
Vertex editing to make the bottom more
of a smooth bottom.
With the lighting solution, it was a glow
material on the “glass” object.
Building PackAsset#11M1 | M2 | M4 Lamp
This shows the final
rendered image
This shows normal view of
the side wall
Final rendered view of the
stairs
FINAL BUILDING

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Polygon Models + Final Render

  • 2. M1 | M2 Firstly, I made a box pre-set that is as wide as the reference image, after making sure that the size represents the real world. The method done here is using Box Modelling which I modelled the shape from the image and manipulated them mostly by using the vertex method and extruding the top of the box when I want to move to the next challenge, which I had after looking at the overall image, I found that the side view of the pillar was very wide compared to the front which I didn't see as I worked on mostly the front view. After, I used the Unwrapped UVW modifier to unwarp the object, and select the entire and using the box projection and on the mapping tab, I flattened it to make the unwrapped image so I can texture it in more detail compared to just using the material editor. This shows the wireframe of the pillar and the top left shows the polygon count. This shows diffuse texture of the pillar along with some wireframe and overall it looks good without the final textures Final Textured Image, the left side of the pillar needs to be changed but I think unwrapping the UVW map is the best for this object instead of the normal textures. Additional Images Pillar BuildingPackAsset #1
  • 3. M1 | M2 | M4 My plan is to make the face where the window is going to go have an "Inseted" modifier to make the window fit. Firstly, I set out to use extrude modelling for the polygon modelling as to fit the brief for using different polygon techniques. Next, I made a thin box that is 2.5m in length, 2.0m in width and 0.05m thin. Along, with 5 length segments, 6 width and 1 thin. After, I made it an editable poly which allowed me to edit the shape in detail than before, I selected the edges which lines the front of the window. Then, I used the Chamfer tool to widen the edge by 0.015m with 3 segments then I Extruded it by 0.031m to make it visible to the viewer and to make sure that it's not extruded that it looks weird. I also did it to the top and bottom of the box. Then, I realised that there won't be enough edges to make the middle extrusion so I “QuickSliced” the middle and did the same method as before. After, I made the edges more extruded and I promptly did the bottom. The top looked weird so I extruded the only bottom polygons which I rotated and placed down to make it look like an awning while the back I selected the other face and the other and bridged them to make it as one shape. Overall, the window looks amazing and I'm planning to have a glass texture along with the concrete outline. This shows the wireframe of the object which had many details changed to it but still retains the box wireframes This shows diffuse texture of the shape along with some wireframe and overall it looks good without the final textures Final Textured Image but the middle areas are not showing the correct textures as it’s meant to be a glass/see-through texture Additional Images BuildingPackAsset#2Window
  • 4. M1 | M2 | M4 Firstly, I took my research image and edited the sign only to which I used it to image plane. Then I used the Line spline and outlined the overall shape of the sign and after I used the "Lattice" modifier to have the outline come out in which the struts are 0.03m in radius while the joints' radius are 0.005m. Before making the lattice, I cloned the Line so I can use the Lathe modifier with 0° and smooth. I did this to have a border to the sign before inserting the texts which this sign will be used 2 more times or more. The final look is a concrete base with a brown border. This shows the wireframe of the sign but because spline models don’t typically have edges, vertex or edges. Only the Latticed object have wireframes This shows diffuse texture of the sign which shows the border and the base for the texts Final Textured Image, the base is a cracked concrete texture as it is set in the Late 19th Century and the border is a coloured brown Blinn material Additional Images Building PackAsset#3Shop Sign
  • 5. Firstly, I got my reference images and image planed it into the scene. After, I used the Line Spline Method to trace of the fence then I Lathed it fully with 360° radius with 6 segments to make it not rounded. Then I used array to have multiple of the same object to fit the fence, with 2D having 8 fences and they are 2m apart on the X-axis. I used Crease to get the polygon count from 416 to 224 for the poles only. After, I used Line & Arcs to get the right shape for the fence top then I scaled it down to fit the top of the fence post but I still have the base missing so then I changed my viewport to the top and used the rectangle spline to make the base for the top and the corner radius of 0.035m then I used the Lathe to have a base then I used Edit Poly to extrude the base by 0.04m. Then I applied my textures. But, the fence goes up the stairs so I need the base to tilt up and back for the stairs and the fence posts has to be in ascending order which can be done with the Array tool but that has to be done when the stairs is built. This shows the diffuse texture of the unfinished fence which shows the fence which can be duplicated in the final building. This shows wireframe of the fence with the sign post, base and the fence top. Final Textured Image, all of the objects are textured by the same metal texture but with different glossiness and lightness both in Photoshop and in 3ds Max Additional Images BuildingPackAsset#4M1 | M2 Fence
  • 6. M1 | M2 Additional Images BuildingPackAsset#5 First, I got my image and the measurements from my research file then I used the box model to shape the box to the height and width of each individual stairs which is 0.35m in height, 0.889m in width and 3m in length. After, I used the array tool to create 5 "stairs" which was 0.89m apart with 0.35m high each. But I will, use this model to model my fence then it will become combined. After, I used the modifier Tessellate with a 2.1 value to make the stairs more broken and cracked up to fit the spec. For the very first stairs, I used the Inset tool to make a dip on the stairs to show it’s age. Afterwards, I selected the first stair and Unwrapped them with Normal Mapping which I added the texture on top of and used the unwrapped file as the material. With the other stairs, I unwrapped them but using the Flattened Mapping then added the texture on top of them Below is the different unwrapping maps for the different stairs. The image shows the wireframe view of the stairs, you can see how the Tessellation affected the box shape <- Flatten Map | Normal Map -> Both maps unwrapped & textured The image shows the normal view which shows how the different texturing shows up with the first stairs and the rest Final rendered view of the stairs Stairs
  • 7. The whole piece is actually grouped. Using the reference image, I created a box which to create the wall where the window will be placed and shaped the box with the reference image using Extrution & QuickSlice to create the window base and the place where the sign will be placed. Afterwards, I used the UVW Map modifier to change the alignment as the texture is stretched by default so changing it to Y fixed the stretched texture with the Box Mapping. I did the same with the other side. With the middle piece where the door will be present, I created a very thin Box as the wall and used QuickSlice to add polygons to be extruded with the sign placement. Again, I used the same method as before with UVW Map, it fixed the stretching. With the door, I used a very thin box (0.03m wide) and with some polygons, I extruded them a bit to add depth to the door. Finally, I used Inset to the middle too again add depth and details along witth using QS & Extrude and using the rotation tool to point them towards the Inseted area. BuildingPackAsset#6M1 | M2 Front This shows the diffuse texture of the front with some of the textures showing up. This shows wireframe of the front, all objects are grouped. It shows the different objects which makes the front. Final Textured Image, all of the objects which makes the front are individually textured and UVW mapped to fix the stretched texturing Additional Images Images show the wireframe and diffuse view of both the door and the pillar pieces for the front
  • 8. The walls is the simplest object in the building pack however, I am planning to add foliage and more windows at the back of the building as I’m using this wall for each side of the building except the front. With the wall, I used UVW Map to fix the tiling, with Box Mapping with a Z-axis alignment and a 3x3x3 UVW tile value. The wall is set to real world scale. BuildingPackAsset#7M1 | M2 Wall This shows the final rendered image This shows normal view of the side wall
  • 9. First, I placed a box model which fit the height of the building, then I extruded the top polygon to about a couple of centimetres to act as the storefront and to have a “roof” for the pillars that I placed below it, afterwards I selected the polygons surrounding it and rotated it 45° to make sure that it faces the player and to see what the store is. Afterwards, I used the window XREF to see where it will be relative to the front, then I added edges below the windows, I then titled and extruded them to make it look like the window is resting on the extruded edge. Building PackAsset#8M1 | M2 Front Pillar This shows the final rendered image This shows normal view of the side wall Final rendered view of the stairs
  • 10. Firstly, I measured the length of the roof to make sure that the measurement is correct. After, I created a long box modelled barrier that is a very cm thick. Firstly, I tried to create the holes by manually creating edges and deleting the polygons inside the edges but that was very time consuming, instead I used ProBoolean. I created a cylindrical shape that is small enough to be similar to the roof design that I am taking inspiration to, after I created an “X” shaped object by creating 4 box shapes and rotating them to form an X then grouping them. With the two shapes completed, I positioned them along the barrier with the holes in one side and the X on the other. I then used “Array” to fill the barrier. By using ProBoolean and clicking on Star Picking, I selected all the objects in the barrier and the holes started to appear. BuildingPackAsset#9M1 | M2 Roof Barrier This shows the final rendered image This shows normal view of the side wall Final rendered view of the stairs
  • 11. Using Box Modelling, I created a box with 2x2 subdivisions then I used Extrusion on the polygon face in the middle a couple of cm in which I stopped extruding and added another polygon to extrude even further. Then, I used the vertices of each corners and extended them a bit to look like a pillar then with the polygon still in the middle, I extruded them a bit further and the whole model was completed. For the Front Roof Pillars I changed the shape by changing the Scale to look like a 2D shape for the front. With the Pillars completed, I duplicated them and placed them at each corner where the barriers terminates and with the front pillars, I scaled them and placed both of them on the side of the centre barrier. BuildingPackAsset#10M1 | M2 Roof Pillars This shows the final rendered image This shows normal view of the side wall Final rendered view of the stairs
  • 12. Using a Image Plane of a lamp, I traced the pole in which the lamp is going to be held. I used a Line Spine and used the arc to model where the lamp will be held up and where it will be sticking to the wall. After, I created a small circle spline and used the Loft tool which created the small circle with the line spine. For the “Glass” Lamp itself, I used a cylindrical shape which I deleted the top polygons to let light out and I used Vertex editing to make the bottom more of a smooth bottom. With the lighting solution, it was a glow material on the “glass” object. Building PackAsset#11M1 | M2 | M4 Lamp This shows the final rendered image This shows normal view of the side wall Final rendered view of the stairs