While designing my outpost I have encountered a few issues. One of which is in creating a viable design that is unique and original. I wanted to do something along a post- apocalyptic/dystopian theme, similar to a fallout shelter or bunker. My other goal was to keep it efficient and modular, however, because of this, the result is a bit boring to look at. Creating the outpost is very similar to making the modular house. I have used modular components and segments, primarily from rectangles, although I have added extra details on particular pieces such as the doors and windows. The connect, chamfer, inset, bevel, extrude, and editable poly tools have been imperative in the design. This time around I have felt much better about organizing and naming each of the pieces as well as aligning them correctly. I learned from my mistakes in creating the modular house, but have otherwise used most of the same techniques from the tutorials. In the future I would like to texture my outpost so that it stands out more. Currently it looks very drab and plain, especially because the modular parts aren't super in-depth/detailed, with efficiency in mind. However, textures could make up for these deficits and add further layers to the design, distinguishing it more. These images are two inspirations for future work with textures. I like the metal plates and the grunginess in the designs. Conclusion:
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One of the most essential mainstream practices in creating 3D assets, especially in game design, is making them efficient and minimalist. Rather than developing every asset individually, modular design involves making only the most essential parts and creating pieces that can be reused/reapplied. This contributes to faster rendering, less storage space being taken up, smoother gameplay, and more overall efficiency. This also assists the level design team in adding on new levels or modifying the environment in the game, making the game more adaptable. While working with modular design in creating this house, I found that it was a much quicker process overall. One of the most important things was to organize and name the pieces so that they didn't get mixed up, which could be tragic to forget and would make it extremely hard to discern all the different asset parts. I also was refreshed on good modeling techniques and tools, such as using connect, inset, and bevel. These tools were essential in creating the details on the window and door. The connect tool was especially useful in making new edges and vertices that helped when using the vertex snap tool and piecing all the parts together. Some difficulties I had included navigating the viewports and piecing the assets together. I also found that some of the rotations and orientations on my walls were not perfectly aligned which made it harder to line up with other asset pieces. Overall, modular design made the process of creating the house far less tedious or overcomplicated. It is also a far better asset for using in a game since only the necessary parts of the façade were worked on, ignoring the unimportant details, edges, and faces. The most important lesson I learned is that it is important to be well organized by explicitly naming the pieces, and working with angle and vertex snap on - so that everything aligns cleanly. Conclusion:
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AuthorMy name is Quinn Peterson! I will be reflecting about my art work in this blog! Archives
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