So far I've kept up with the schedule that I set out for myself however I've had to move a few things around after some feedback from Darren. These include:
- Modelling in the doors and walkway entrance
- Adding a backface to the walls/windows to improve my shadows
- May lead to re-doing the lighting a little
- Improve on my rug
- Got some advice to look at the rug example in one of the Unreal maps
Onto my actual progress, the map table itself has finished being modeled but I also wanted to go into how I created the design. Not only did I use the concept as reference I also looked at real-world examples (which there aren't many) to make it look like a real-world object.
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| I looked at a lot of 18th century drawing tables to see how they would be put together. I combined this with the concept art to create an object that looks like it has a straight forward purpose. I initially couldn't find many objects that looked like the concept so I ended up putting a couple together for the final result. |
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The finished model, I tried to keep the overall look quite simple but I created the swirl designs on the side using a spline inside 3DS Max, these added just a nice bit of detail to the design but also break up the blocky-ness. I've added in a sub-divided plane for now for the map itself. The rest of the maps detail will be done using an alpha channel.
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| I've been trying to get away without doing too much sculpting, not because I don't like it but simply because it can be really time-consuming on such a large number of assets. I've found NDO to be a huge help in the project so far, I found a number of wood carving designs on the internet and manipulated these inside NDO to create some nice carvings which I can include on my normal maps. |
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| You can see the same example here, for the grooves where the wood pieces would meet I created a PSD full of different shapes created using NDO, I can then use these where ever I want for added detail. I also sneaked in a very faint Assassin's Creed symbol into the wood. |
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If you've been following my progress you'll notice that I've been creating a lot of my own materials inside DDO itself. I use a mixture of creating my own from scratch and importing them in or completely changing the preset ones. The material above was originally a varnished cherry wood but I adapted it into a very rough and worn wood which will be used throughout my environment.
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The current view of the environment as of 16th Jan. Here you can see I've textured a few more assets including the globe table. The table itself was quite hard as I had to get the UVs of the sphere perfect for my map would fit on there with a minimal amount of distortion.
There's also a large amount of wood materials so I'm trying to get them all to fit nicely with each other and not just awkwardly thrown together. |
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