Thursday, 15 May 2025

Real Worlds - Building Process

 

Building Process

For this blog I will be mainly explaining the final building process with different screenshots when I started the building , I would on the other monitor create the textures simultaneously so I would not have to go back and forth once the final model is finished causing delays clicking induvial assets to model then bringing them back into maya.

Lab Walls and Rocks

Starting off with the Base of the Lab by creating the main centre piece being the lab walls creating the intricate rooms adjacent to each other and texturing the walls using different plastic textures inside of substance alongside the rocks that would be used in an attempt to hide the lab building up the rocks using the extrude tool then utilising different clay and rock materials to finish the texturing.


Addition of Metal Doors / Plating & Bases

By grouping all of the pieces together before dragging all the textures made the modelling process go more smoother for me as instead of making one texture for each set if I group all the pieces together that needed similar textures then it would cut the time for me so I then created a set ready for most of the metallic elements of my environment such as the metal doors , plating scattered on the floor and the bases of the machines.


Including Glass Elements

A smaller section was then grouped together and that was the collective glass parts for each room each containing the street furniture of the capsules I made previously and following the similar process of grouping the models then texturing then finally importing allowed the pieces to be done quicker.



Finalising Backroom including Cables and Back Panels

The last piece of development before the final roof piece was made was creating all the separate cables that would connect to the capsules and hold them up in the air for the scientists to work on and by finalising this room and corridors , I created some more metal plating using the same textures as previously mentioned along side my final piece of street furniture being my electrical breakers which will be showcased more in the final fly around made in unreal.



Final Model

Here's a screenshot of the lab environment fully textured ready to be imputed into Unreal Engine to creature a fly around.


In-Engine Renders

After creating the finalised model , I took some render screenshots of the different areas of the building and placed some different light sources in the rooms to showcase the different details.






Inside Unreal Engine

After working inside of Maya , I exported the model and its textures and placed them inside of Unreal Engine to create a fly around of the environment to showcase the different rooms that I designed.

When it came down to retexturing the model inside of Unreal Engine , the majority of the objects textures transferred with out many issues however some textures did not transfer completely and showcased with no changes which I did not understand how it was caused as in every other program with this model , all the textures were applied and all showcased without issues which after this submission I will look into Unreal Engine more carefully.

Whilst I have never really worked inside of Unreal Engine , I could not understand the camera functions inside the software so I created a flyaround using the camera and controlled it manually which did cause issues of clipping which I should look into if I was to create the fly around again.








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