With the final mesh completed it was time to create the UV's everyone loves to hate. Learning from my mistakes in my previous studies this session proved to be a far easier ride, if not a very long one still.
The UV's turned out great in my opinion, placement efficiency could still be improved upon but for the most part they were well conceived and the extra time put into aligning certain areas and ensuring many of the same materials stayed together means for an easier time when texturing.
3 separate sets of UV's were produced, as 3 textures maps will be made in total. The first covered all the main walls with the intended texture to be brickwork. The second focused on all the columns, debris and oddities, and the final texture map would be solely for the ground and surround ornament display piece. The are as follows:
UV Set 1 "Walls"
UV Set 2 "Columns"
UV Set 3 "Floor"
Content with the placement and having used a UV checker map to ensure correct density over the whole scene I decided I was ready to create the textures. The first up of course would be the diffuse.
Due to my studies and a reference catalog I had been building up I had a good source of photo textures to use and aid in me in this trying process.
The process started by laying the brick base over every wall it would be applied to. Next was to place concrete and grunge to ground the walls to the floor and blend a little better. Finally layers of noise were added on top and various decals were added to give the appearance of chipped edges, broken faces, and removed plaster. The final result for the first diffuse map with an ambient occlusion layered on top:
The same process was done for the second diffuse. Base textures of sand and concrete were layered. Grime, grunge and dirt and weathering were added on top. Smaller objects were assigned my intended textures, marble for the statue, wood for the low poly palettes, and concrete for the stepping stones. All combined and ambient added resulted in the second set being completed:
The third and final diffuse assigned to the ground textures reused the concrete and grunge for the ornament piece so that it merged well with the scene and didn't seem out of place. A muddy ground was used for the floor with small patches of grass. The aim with this texture was that the combination of a successful specular map with the muddy ground could give off some nice wet highlights and ground this grimy and slightly somber mood the scene would have. Adding shadows from the walls and debris to the solid helped merge the two together and add more depth to the piece despite the relatively flat terrain,
Next the specular maps were made being careful to ensure nothing in this scene reflected too much as it was void of any metal or glass. The mud was mad to seem wet as well as the grass but otherwise they were kept pretty bland.
Finally the normals for the 3 maps were created and added to the scene. They really help to push the grouting back and the bricks forward as well as make any notches or cracks in the truly feel deep. The ground was given a rough but even normal as there was little of notice in the floor as it's there to compliment my folly but not detract from it or draw attention away.
The normal maps came out as below:
Pleased with the textures and very happy with the final model with all the textures applied it was time to take some nicely rendered images to show case this.
The final came out as so, and I can genuinely say I am very happy with it. Some of the textures I chose could have done with being a little higher resolution as up close they aren't too appealing but from a player's distance the piece passes well. Overall I am very pleased with how the folly turned out, its seems beaten, old, damaged and ticks all the boxes I had layed out for it. As usual there would be things I would change or add to but time considered and work flow wise I think it has definitely reached an acceptable standard and one I am pleased to take further and create an asset sheet for.
The final thing to talk about is the asset sheet. With the help of a friend we were able to see how the piece may look UE4's engine and appreciate how it turned out in the end.
Placed in Unreal Engine 4
The last piece was the asset sheet which I feel highlights the scene nicely, gives a good insights into the mesh, the respectable tri count and another look into the maps that make a 3D model possible. Credit was also given where credit is due.
Thoughts:
What can I say really? I have practically met the end and I can honestly say this was an incredibly enjoyable journey providing me with so much more knowledge than before and an enormous insight into the large world of 3D and the processes it takes to create a final game ready asset from the humble beginnings of an idea.
I certainly hope to retain my newly found knowledge of Maya and continue to use it over summer towards some portfolio work and ingrain its tools and abilities into my mind.
For now however I feel I need a moment of self evaluation of this project...
I have been very pleased with the final outcome and proud of how I got there. If i had the ability to go back in time I would most certainly work on my time management a little more, go into further and more technical research into architecture and finally iterate further and generate more ideas. However that aside I am more than happy with how this project turned out and the way it was structured and I now wait in anticipation for the next year :)








































































