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.

Two textures I chose 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.
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).


No comments:

Post a Comment

Final Course Reflection

  Going into this course, I had no idea what to expect. Even with the syllabus, it told me nothing of what I would truly end up learning – a...