For this project, we were to construct buildings and objects based on one of three games, which our group chose Spider-Man (2018) for the PS4. I have never played the game, however I chose a rather simple task of building Peter's apartment building.
My inspiration was generic apartment buildings found in major cities, most prominently New York, as that is where the games take place.
I used Maya, Photoshop, and Unity (for final presentation) to create my project.
I first started off by blocking out my scene. From there, I created a slightly more detailed version of it. My final building had some more design choices in it and was more polished. From there I began UVing my building, and soon enough I had my completely textured building.
Our group communicated a lot, however in class we mainly worked individually. We all worked at our own paces, but met deadlines and are on time with our project for the most part. I personally fell behind because of a week-long flu that completely disabled me from being able to work on anything, so I had to finish up in a few days. During that time, however, I continued to talk to my group to see how they were doing. Our leader, Alex, was organized and helped where he was needed.
This is my completed building. However looking simple, it was far from easy getting to this point.
My design choices were based off of various reference images of generic apartment buildings I've seen both in real life and ones that I had looked up for this project.
Most of the work this week consisted of finalizing the design for the building. Specifically, this consisted of textures and small details like the window sill shape.
The wood pattern i found was really light in color and was almost yellow, so I edited the color to be a nicer brown to match the aesthetic more. I then took that same texture and made it more of a red color to indicate Peter's room.
For the roof, I decided to keep it simple and added a simple shader to it and made it an off-white, similar to a basic rooftop found on most apartment buildings.
Midway through working on the building front, I realized the windows didn't have some kind of indicator of glass so I created a plane that was slightly transparent and shiny that would act as glass.
I also struggled to create a proper spiderweb like I had originally envisioned, but had I had more time, I would have been able to do it that way. I instead opted to just place a block with a spiderweb textured on it, with the brick wall under it on the texture file. It worked effectively enough for what I was going for.
Monday, December 16, 2019
Thursday, December 5, 2019
Game Scene Week 3
This week, I started detailing the building, as well as beginning to UV and texture it. These details included creating the window sills for the building, and beginning to create the fire escapes for the building.
To create the window sills for the building, I found a few references online of real life New York apartment buildings and observed their window detailing. I discovered that many building’s windows have a trapezoid shaped top and bottom, with the bottom having a bit more of a lip. I mimicked this style with two prisms on the top and bottom, and flaring out the top and bottom faces and rotating the objects to create a flared windowsill. I added two columns, one to each side of the window to complete the windowsill.
For the fire escape, I worried wouldn’t be able to figure out a way to create the object, however I was able to identify a way to create the base of it. For the bottom/floor of it, I took a cube and flattened it into a long rectangle, then took two cylinders and flattened those, and added one to each side of the rectangle to create an oblong shape of the fire escape. For the safety guard, I took a cube and made a column shape out of it, and then duplicated it and placed them around the edge of the base.
One big issue I’ve run into is creating a curved handrail for the top of the safety guard on the fire escape. I have an idea of how to do it, but due to the fact that I want it very exact, it may not work. I will be experimenting in class to try to find a good solution to my problem.
For next week, I will finish up these details, as well as detail the other objects on the building (roof access, fan, doors, inside peter’s room).
To create the window sills for the building, I found a few references online of real life New York apartment buildings and observed their window detailing. I discovered that many building’s windows have a trapezoid shaped top and bottom, with the bottom having a bit more of a lip. I mimicked this style with two prisms on the top and bottom, and flaring out the top and bottom faces and rotating the objects to create a flared windowsill. I added two columns, one to each side of the window to complete the windowsill.
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| Window Sill, generic |
For the fire escape, I worried wouldn’t be able to figure out a way to create the object, however I was able to identify a way to create the base of it. For the bottom/floor of it, I took a cube and flattened it into a long rectangle, then took two cylinders and flattened those, and added one to each side of the rectangle to create an oblong shape of the fire escape. For the safety guard, I took a cube and made a column shape out of it, and then duplicated it and placed them around the edge of the base.
![]() |
| Fire Escape base and columns! |
One big issue I’ve run into is creating a curved handrail for the top of the safety guard on the fire escape. I have an idea of how to do it, but due to the fact that I want it very exact, it may not work. I will be experimenting in class to try to find a good solution to my problem.
For next week, I will finish up these details, as well as detail the other objects on the building (roof access, fan, doors, inside peter’s room).
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