Wednesday, 7 May 2014

Van




The van was one of my most important models to make for the game as it's the first model the player sees. I had a slight bit of difficulty creating the van as I'd never tried making something that had an accessible inside as well as a visible outside or vice versa. The glass windows you see in the screen do not look like that in-game, they are simply there to fill the window space as they were altered in Unity to have a glass window effect.
I found it difficult giving the van a hard, metal coating as when I create other metal objects, they usually have some sort of scratches on them which I can do through a texture which instantly gives the model the hard metal feeling. However in the case of a vehicle, they don't have the same surface as these other metal objects. They have almost a single tone coating that just changes colour slightly based on the lighting. So all I felt I could do was give it the base grey colour, give it a little bit of dirt in places dirt would gather, then add some lighting to the texture so it has a slight shimmer. 
However, after learning new techniques since making this model I feel as if I could do a better job at giving the van the hard vehicular surface using new programmes I've learnt to use such as dDo. 


Victim House Assets



The above 2 are renders of the sofa and arm chair I've modelled and textured for the victim's house. I used  bump maps matching the wrinkles on both models so that the texture didn't seem to flat which helps give it the realistic look. I used CrazyBump to create the bump maps as that gives me the power to change the individual amounts of detail on fine or larger areas so that I could concentrate on where I want the most 'bump' to be. 


 



The above 5 renders are some of the furniture used to decorate and fill the victim's house. I didn't use bump maps on these models as their surfaces were  flat wood. However, I did use specular maps to help give them the smooth, polished wood feel that they have. The top 2, being a cabinet and chest of drawers, do not have the same deterioration texturing done to them as the table has received as I thought in my head that something like a table that has items always scratching away at the finish; therefore would always look older compared to the newer looking cabinet and drawers. 






The above 5 renders are assets made for the victim house's kitchen. The first 2 renders are of the oven with 2 different texture variants; rusty and non-rusty. The fridge also has some dirt decals on it to help give the illusion that no one has been there for a long time, same goes for the kitchen surfaces as the surface is dirty and the sinks have grime dripping in them. 



The above 2 are renders for the bathroom. Again I was going for the abandonment feeling so I made the sink and bathtub dirty, grimy and rusty. 







Monday, 5 May 2014

Police Station Assets





I needed to make a safe that could be opened which meant I couldn't make it out of a solid cube. I created an offset on the front face which I could then extrude inwards to create the inside of the safe. I then created another cube and reshaped it to become the door which could be opened and closed. The hinges that join the door to the main base also had to be rotatable from the right point so I had to alter the pivot point on them. 







Sunday, 4 May 2014

Clinic Assets



The above is a wheelchair found in a room at the clinic. It's the first asset I made for the group after learning how to use Maya. (Was using 3dsMax before.) I used features such as the 'CV Curve' tool to help with making the tubes and pipes found in different places of the wheelchair. 


The above is a scren found in the doctor's office at the clinic. I included a mouldy texture at the bottom of the canvas parts of the screen. I used mirror modifiers on cylinders to create the framework for the panels so that I knew it was the same on both sides which saved a lot of time in comparison to bending a single cylinder completely back on it's self.



The above 2 renders are items found on the doctor's tables at the clinic, including surgery knives and a stethoscope. 


The above is 1 of 3 variants for pill boxes found on a table at the clinic before entering a vision where the different pill boxes are floating around.


Saturday, 3 May 2014

School Assets


The above is a table and stool set for the school's cafeteria. It features a dusty, unclean texture which helps aid the sense of abandonment at the school. The cafeteria also features the same model but in a folded up form, where the table leg-stool combos fold up which allows foe the tables to be easily stored and stacked.


The above is a render of the blackboard found in the classrooms of the school. Since taking this render, I updated the model by removing the legs and feet so that the black board was fixed against a wall. I also updated the texture with 6 different variants for each classroom. 



The above 2 renders are a matching chair which are in each of the classrooms. They both feature a dusty texture as it makes them look like they haven't been moved in a long time.




The janitor's trolley features grimy and dust textures to give it the unclean look.




I used a bump map with the ruck sack so that the wrinkles didn't appear flat which helps give it a rougher, lumpier face rather than being smooth.