CAGD 495 Advanced Production

2/19/26

Sprint 2 Kickoff

For this Sprint I had the fantastic opportunity to 3D model and texture our 2nd Car model for our game. This was very amazing to me since it was my first time ever 3D modeling a car. Alongside that I also worked on many new models as well that would be used for our game. 


As I mentioned, the first thing I started working on was creating our 2nd car model. The car would be inspired by a classic 80’s version of the Trans Am muscle car. I started by bringing in some blueprints of a factory version of the car into Maya in order to have a scale reference for the intended car model. This included all angles of the car so that I would be able to scale it appropriately once modeled. Along with the car I had to model a separate set of tires for the car as well as a new antenna model for this car. This was relatively easy since the tire only needed to be modeled once and then duplicated.



One of my biggest challenges for this was the fact that I split up the car in 4 parts. I modeled the body, rear, hood and front of the car completely separately and once it came time to combine them, I ran into some minor issues. I found that a lot of my edge loops were not connecting entirely around the car since they had modeled separately which led me to fix them manually. 



Overall, by the time I had a good-looking mesh that I and my leads were happy with, I quickly went to UV and texture the model, and it turned out amazing. The car is definitely something I am proud to have worked and provided for my team. I was able to export 2 different versions of the texture file to showcase our red and blue players in game. After this model was complete and done, I moved on to working on my other cards that I had for this sprint. Most of them included creating some more assets for our game’s level design. 






I worked on modeling a battery, cannon ball, hardwood floor and some speed panels. As usual when creating these models, I made sure to keep our poly count low since most of these items will only exist in our games background. As soon as the models looked good they all got textured appropriately and marked as completed. The last model I started to work on was the retro handheld console. For the most part the model is complete and all I have to do now is make sure to UV it so that I can go and texture it. That will be my next thing I get to work on this upcoming sprint.




2/04/26 Sprint 1 Kickoff

For this Sprint I worked on creating some awesome 3D assets to be used for our team's project game called Rally Rumble. As one of the team's 3D artists I was assigned multiple cards this sprint that involved Modeling, UV’ing and Texturing and putting them into the game engine. The entire team is motivated and working hard to get our first prototype running as soon as we can, so it was important for me to complete all my tasks. 


The first thing I started working on was creating the first rumble arena in which our game will be taking place for our players to battle one another. This consisted of making sure I read and learned both our game’s GDD and ALR to fully visualize what I was going to be making, the same goes for the rest of my cards this sprint. With that being said I started to work in Maya on 3D modeling the arena which consisted of me working with modular pieces. Since the arena would be made up of duplicate models it was important to create them from modular pieces. 


Once I had those pieces modeled for the arena, I then took them to UV so that I could start assembling the actual models. I essentially created 2 distinguishable models that looked similar but unique in their own ways so that the Arena would not look repetitive. Once the arena was assembled, I took it to texture with some basic colors and added them into our games project inside of Unity. 




The same steps were taken to create my other assets which included the Stadium Seats, the Carpet Floor and the Book as well. Overall, for each of the assets listed above I made sure that during the modeling stage of the process I did not run into any N-gons when it came to modeling them. Making sure of this was crucial so that by the time I started UV’ing and texturing those models I would not come across any major issues. 




When it I was creating the model for the carpet floor I went with a cube instead of a flat plane so that there wouldn’t be any texture issues. Overall, this would also grant us the opportunity to properly attach a collider in game for our players to battle upon. I also made sure to make our textures tile so that they could be duplicated and repeated multiple times inside of Unity as needed to fit our arena and it turned out pretty great. 




Lastly when it came to creating the book asset, I thought It would be a unique idea if I added our games icon to the cover and calling it our official Racing Manual. Thanks to our team's 2D artist I was able to grab the game icon he had created and simply make a texture to apply out of it inside of Substance Painter. The font was just as easy to apply using a text layer in painter and it honestly turned out fantastic. This is going to be a super fun detail players could see when they are battling it out when it comes to them playing our game's second Arena.





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