Thursday, September 18, 2014

Quarter I Project - Second Deadline

My second deadline was set to be Friday, September 12th. What I had wanted to accomplish was the completion of all buildings. This didn't exactly include texturing, but I figured it'd be worth my time to texture the buildings as I went and adjust as I need to for my actual texturing deadline which is October 6th. However, it'd be silly to save everything until the day before the deadline; the more I do now, the easier it will be on me in the future.

The first thing I did was apply the easiest textures: the brick buildings. I made all of the apartment buildings and basic city complexes (like laundromats and restaurants) to be made of bricks to give it that "classic city" look. Every city in America has those buildings that you can tell have been around for a long while, and this is how a city can display its past and tradition.


You can see that I've also put a transparent texture on the Detroit Marrriott building and the replica of Freedom Tower in New York. This was as a little trickier than I had thought it would be, but all in all, it was quite simple once broken down. All I had to do was duplicate the building and scale it down slightly. Once I'd done this, I gave the duplicate a white texture and scaled it to match the height of the original. The original building was then given a blue/white texture and the opacity was set high, but not all the way. Every glass building can be seen.
Then I decided to continue on with my Triangle Building (below).

It's alright, but I figured the top floor with the pillars could use some glass panels to give it the "ultimate board room" feel. So I started off with an ordinary polygonal cube and started messing with the vertices a bit:
Not very flashy, but it made a good placeholder. I tampered with it a bit more and got it to fit perfectly. Once this was complete, I threw the same glass shader I had used on the Detroit Marriott (GM building) and gave it the finished look.
Voila!
I decided I wasn't finished with it. I wanted to perfect the "board room" idea I had. So I went back in and added a table and a few chairs:



Needless to say, I'm not done with what I had anticipated. I went back today and took a good look at one of my other buildings.
 This building looks a little plain and I wasn't sure how exactly I wanted to go about it. The first thing I chose to do was make the pipe at the top into a smokestack. I had screwed up in an earlier step, so whenever I tried to difference it or take the vertices, it ended up like the picture right there ->.
This obviously wasn't how I had expected it to work at all.



I decided to delete the building and start over. Instead of the tricky cylindrical buildings, I made it a simple rectangular building. Once I had my base, I simply duplicated it, scaled it down, and positioned it above the original. I was set on the smokestacks. I decided the best look for a square-shaped building was dual smokestacks, so I created two cylinders. I then duplicated and scaled down again to boolean>difference them to get the open shape I had hoped for in the beginning. Once I had done that, I took the windows from another building and put them on the factory. The image to the left was the final result. For now, it's only a rough texture, but it sure is a start.

A few things are textured already, but most are only works in progress. Of course, the texturing deadline isn't until October 6th, but again, I don't want it all to fall on me in October. I somehow managed to meet my deadline today to have all of the buildings completely done (save texturing). The final result is this:

 
 My next deadline is September 19th where I plan to have the streets textured and smaller city details like streetlights and trash cans started.

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