3DDD - Diego Ricchiuti
Transcription
3DDD - Diego Ricchiuti
Diego Ricchiuti S151448 UCS 2011/2012, BA Computer Game Design 3D Modelling Phill Jackson Diego Ricchiuti S151448 UCS 2011/2012 Pag. 1 3D Model Design document Produce a digital DESIGN DOCUMENT outlining the creation of a textured 3D low poly model (or models) for possible inclusion into a game world. The design document must include: A: Photographic source material or reference (or “blueprints”) ideally taken from different angles (top, front, left and right) to assist with modelling and texturing. B: Textures created from original source materials. C: Screenshots of the development process. D: A clearly annotated Design Document describing the creative process and techniques used: for example material creation, modifiers, render settings, etc. E: A final “splash page” render of your finished object. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 2 Suck Cannon The suck cannon is a very famous weapon from the Ratchet & Clank series. It appears for the first time in the first game of the series (Ratchet & Clank, PS2, 2002). The weapon is basically a giant vacuum cleaner. In the game, the player can use it to suck small enemies and small objects, and then shoot these minions against other enemies. Photographic source material A right view of the suck cannon http://www.gamesradar.com/the-best-guns-in-ratchet-clank-history/ Diego Ricchiuti S151448 UCS 2011/2012 Pag. 3 Render image of the suck cannon, from right-down point of view. http://iriscompendium.wikia.com/wiki/Suck_Cannon In game image of the golden suck cannon, from a left-down point of view http://iriscompendium.wikia.com/wiki/Suck_Cannon Diego Ricchiuti S151448 UCS 2011/2012 Pag. 4 A blueprints, of the suck cannon. http://uk.gamespot.com/ratchet-and-clank-all-4-one/images/user/O4BY5B0u7hqZ4Bvhlw/ Diego Ricchiuti S151448 UCS 2011/2012 Pag. 5 Textures Diego Ricchiuti S151448 UCS 2011/2012 Pag. 6 Development process with screenshots First of all, I set the units to meters and 1m x 1m x 1m as standard dimensions for each block. After that I created two different cylinders, and I have transformed both in editable poly. Then I have used uniform scale to resize the front face of the big cylinder, I used uniform scale selecting the central line (using edge) of the cylinder to give the idea of rounded shape. At the end I deleted the plane faces for both the cylinders. I used the vertex selector to move the vertexes on the edge of the big cylinder, trying to reproduce the original shape. Finally I just move the small cylinder inside the big one. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 7 The final result was very bad, with a lot of errors and problems. So I decide to restart the project. I create a new cylinder and using the uniform scale, and the vertexes selector, I have shaped it using the first two cylinders as reference. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 8 Firstly I used the swift loop technique to add more lines in my cylinder most of these lines near to the recess. I used these lines to make the recess more similar to the original one. Then I create another cylinder and I used the uniform scale to shape it, following the original. In This part; I was trying to create the bases for the back handgrip. I started deleting the back face of the second cylinder, then I used the edge selector and the extrude system to stretch the edge. After that I did the same thing with the front face of the small cylinder. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 9 One again the shape of the second cylinder was very ruined, so I used that shape as base to a new one. However in this part I decide to create a plane, then I used the material editor to put on this plane, as texture my most important reference image of the suck cannon and use to fix my shape. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 10 Again I was trying to create the base for the back hand grip, using extrude and shell modification, to make my shape thicker. The shell modification was failure, so I created a new one. This time the cylinder was made with more then one cap segments (five in total). With this cap segments was much easier extrude shape to create “container” of the hand grip. After That I used the Insert modification to create a small squared face, on my shape where in the handgrip position. Then I used extrude to on this face to obtain the basic shape of the handgrip. Finally with swift loop I have added more segments, and using the vertexes selector I moved these vertexes following the reference image. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 11 This is a picture to show the final result. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 12 After the handgrip, I started to work on the bolt on the top of the shape. First of all I create a new cylinder with only five sides and one segment, then I extrude it bottom part. Finally I create a sphere, then I cut half of this sphere and I put it on the top of the bolt. Using the line created before, I moved the vertexes imitating the original handgrip of the suck cannon. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 13 I create a new cylinder, and then I moved it in the right position. Finally I create a sphere after that I cut the sphere in two parts, then I moved these parts in the right positions. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 14 One again the first part of the cannon wasn’t shape in the best way, so I decided to restart again, using the previous one and the image as references. The new shape was much better than the previous one. Fist of all I used ALT+X to make the shape transparent, and check if every part was in the right position. Then I create a new box, using the uniform scale I stretch it, then I using uniform scale and extrude, I create the second handgrip. After that I create a new sphere using uniform scale and extrude, I modelled it following the image. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 15 Firstly I create a basic cylinder, and then I used the swift loop and the non-uniform scale to modify the shape. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 16 To create the tube that connect the sphere with the bottom of the cannon; I decide to use the line shape. First of all I select in the snaps toggle the vertex selection, and then I unselect the grid points. After that I select the lie shape from the shapes, splines menu. At the end I modelled the line trying to follow the original shape. I wasn’t unsatisfied by the first attempt, so I tried again. This line was a little bit better but still not enough. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 17 I tried a third time, this time the final result was much better. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 18 To finish the line, I select every horizontal line in the tube, expect for the first and the last one, then I extruded all this line, finally using the uniform scale I make the extruded parts thicker. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 19 Diego Ricchiuti S151448 UCS 2011/2012 Pag. 20 After I finished the shape, I started to work on the mapping of the different parts of the suck cannon, for future placement of the textures. However as first thing I used the modifier UVW map selecting a cylindrical shape, then I collapsed it. At this stage I used the Unwrap UVW modifier, opening the UV editor, using weld button, and align horizontal and align vertical, to make the mapping straighter as Diego Ricchiuti S151448 UCS 2011/2012 Pag. 21 possible. Then I repeat the same process for the other shape (of course changing in the shape in the UVW map). After I finished mapping all the pieces of the shape, I have exported the UVW map and using the map in Photoshop as base for the textures some examples of the original UVW map. Diego Ricchiuti S151448 UCS 2011/2012 Pag. 22 Diego Ricchiuti S151448 UCS 2011/2012 Pag. 23 After I finished the textures, I used the material editor to import the textures in 3d max and on the shape. Once all the textures were on the shape, I have exported my shape as an .FBX file to be able to import it in Unity, with the textures. After that I added the Object on the unity screen. Then I create new texture for the most important part of the shape Diego Ricchiuti S151448 UCS 2011/2012 Pag. 24 Diego Ricchiuti S151448 UCS 2011/2012 Pag. 25 I used these textures with the Bumped Specular modificator, to obtain a metal 3D effect for my shape. Finally I added a camera object and a point light object to the unity's scene. Final Splash Page Diego Ricchiuti S151448 UCS 2011/2012 Pag. 26