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An integrated approach to 3D problem solving in art & design

 Unit 6 

Reference images
Rooftop 1

Rooftop 1

Rooftop 2

Rooftop 2

tom_clancy_division.png

tom_clancy_division.png

Rooftop 3

Rooftop 3

Rooftop 4

Rooftop 4

Rooftop 5

Rooftop 5

Rooftop 6

Rooftop 6

Rooftop 7

Rooftop 7

Rooftop 8

Rooftop 8

Rooftop 9

Rooftop 9

Rooftop 10

Rooftop 10

ArkhamPic.jpg

ArkhamPic.jpg

image_tom_clancy_s_the_division-23880-2751_0005.jpg

image_tom_clancy_s_the_division-23880-2751_0005.jpg

medgpc001.jpg

medgpc001.jpg

Water tower.jpg

Water tower.jpg

Outdoor stairs.jpg

Outdoor stairs.jpg

clothes dryer .jpg

clothes dryer .jpg

Bridge.jpg

Bridge.jpg

Satellite dish.jpg

Satellite dish.jpg

Roof Door.jpg

Roof Door.jpg

palet.jpg

palet.jpg

Air vent.jpg

Air vent.jpg

Double Air vent.jpg

Double Air vent.jpg

Air vent long.jpg

Air vent long.jpg

Small stairs.jpg

Small stairs.jpg

Ad panel.jpg

Ad panel.jpg

1.jpg

1.jpg

2.jpg

2.jpg

3.jpg

3.jpg

4.jpg

4.jpg

5.jpg

5.jpg

6.jpg

6.jpg

7.jpg

7.jpg

8.jpg

8.jpg

9.jpg

9.jpg

Nyc rooftops finished .jpg

Nyc rooftops finished .jpg

Nyc rooftops lighting/shadows.jpg

Nyc rooftops lighting/shadows.jpg

For this project we have to build a New York City rooftops scene in Maya, as later this will be used in a explorable game level. The scene has to be as realistic as possible. As reference images i picked some that show some elements of New York's rooftops environment as: graffiti, water towers, stairs, air vents, etc. These images will help me build a good idea of what the scene should look like.

New York City Rooftops - Game level Project

 First thing I did was a 3 minute sketch of what the first buildings would look like. I added some elements over it like a water tower, some outdoor stairs and some wooden planks as a way of passing from one building to another. On the second building I added some clothes drying outside, air vents and a way of going on the roof from inside the building. This was my only sketch, because I created the rest as i went along.

  I started the scene with a Polygon Cube, made the building, added the windows, door and rooftop edges. After that i thought that if it's gonna be a game level, it has to have a start/end, so I've started working on a separate scene on the outdoor stairs, from where the character will get access to the rooftops. Next thing I've done was the water tower, the air vents and the wooden planks which let's the character move between two buildings. When working on the second and third buildings i had to hide the first one, because I didn't had much space to go around it, I didn't had enough visibility. I did the same with the other ones. After finishing the scene, I wanted to make a presentation of it in a short video so I've did some research on how to create one. I found out that i had to add some lighting/shadows, and create the camera path. I created the camera path using the Three Point Circular Arc under the Create menu. Modified it's vertexes so the camera would ascend in a circle. On the left you can see three galleries where i showed my original sketch, a breakdown of the scene and each separate element I've used in it. I really enjoyed working on it, even though I still have to work on it, to add textures, background, etc.

Building the scene

Breakdown

Sketch

Separate 

  Objects

Animation of the scene

Experimentation with textures in Maya

This was a test for the visualization part of the project, I found it pretty interesting to make and it's a really nice way of presenting a scene. I'm planning on doing this at the end of the unit for the final visualization.

Before I started texturing I've experimentated with different materials and textures in maya. Even though I found them interesting, I like the classic Lambert or Blinn material. I would only use procedural texturing for specific objects like a glass or something.

 

Architectural Visualization

      I'm not really proud of my final visualization because I was planning on making it in maya like the preview i did before, but I couldn't because my PC is a a bit to slow, and even with a good one it takes around 5 hours to render all the images. Also, for some reason, the renders didn't came out full HD as I wanted and it looks a bit to pixelated. I will probably redo my visualization in my free time.

Architectural Visualization Research

  These are some of the videos I've researched for my Architectural Visualization, I found them  really good and well made. The thing that I like the most in the first video is how they start filming objects and partial objects, and then slowly, the camera is capturing more and more of the scene, untill you get the whole picture.

Product Visualization

Household object - gadget

Reference images

  Here you can see the reference images which I researched for the Product Visualization project. I selected a more challenging shape to model which is the sphere, because I want to test how good I am in modelling. I've originally wanted to create an apple spy-bot but later on I've decided that I'll change that with an orange. You can see my quick sketch after a refference image which shows the way I want my product to be.

Modeling the object
Orange1.jpg

Orange1.jpg

Orange Machine-gun.png

Orange Machine-gun.png

Orange.jpg

Orange.jpg

Orange Wireframe.png

Orange Wireframe.png

Orange Wireframe 2.png

Orange Wireframe 2.png

Orange Wireframe 3.png

Orange Wireframe 3.png

   I started with the exterior first, extracting each piece from a sphere with increased polygon count for more details. I didn't tried to keep it low poly because unlike the my previous project, I only need this model for a render, instead of creating a game level. After I extracted each individual piece, I created the interior which is a sphere, to which I extrcted some lines to add just a bit of detail, I didn't wanted to add to much though because the guns will be the ones full of detail. After I finished the "orange" I started working on the guns. When I was thinking what kind of weapons I should use, I went straight for the round machine gun. I just had a feeling that they would match with my spy-bot, it will add a bit of "roughness" to it.

Orange HDRI 1.jpg

Orange HDRI 1.jpg

Orange HDRI 2.jpg

Orange HDRI 2.jpg

Orange HDRI.jpg

Orange HDRI.jpg

After I finished modeling, and texturing, I used Indirect Based Lightning instead of psyhical sun and sky. Indirect Based Lightning create a sphere around my object and use a HDRI image to wrap it on. When I rendered my images something was wrong, my object doesn't really seems like it's from the scene, and I don't really understand why. I did everything like the teacher showed me to, but I must've forgot something. 

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