Grey Box Interior Semester Project
Part 1 consisted of getting acquainted with the Maya software and roughly modeling out an interior that we would fill with props and develop through the semester. I chose to go with a fantasy, Legend of Zelda-esc medieval dungeon. Complete with glowing fungus, iron gates, smashable boxes, and a large tree overgrown in the center.
A Few Reference Images:
Part 2: High Poly Model
The next portion of the project was to take one asset from the environment and make a singe, high-polygon model. I chose to model a shield, in line with the aesthetic of the room.
Parts 3 & 4: Low Poly Model, UV, Normal Mapping and Texturing
Once we created a high poly model, the next task was to learn about the many processes that go into a professional quality asset in the field. The first step was to take the high poly model and reduce the detail to make it more resource efficient when it comes to computing power. Second was to create a UV Layout. Third, make a texture sheet that lines up with the UV. Finally, apply a Normal map to create the illusion of depth and detail on a simple model.
The Finished Product:
Part 5: Model More Assets
Now that we had a better grasp on the techniques involved in modeling, the next step was to do it again, but with a few more assets.
I also added more details to the walls and floors of the environment.
Character 3D Model
For the next project, we were tasked with creating a 3D model that would fit with our 3D scene. I went with a skeleton that fits the medieval theme of the dungeon.
Youtube Link to implemented into Unity: https://youtu.be/YrxMGDwTa5U