CAGD 495 - Sprint 5

  CAGD 495 - Sprint 5


Production Process
The production process for this sprint was a lot smoother in terms of workflow and getting assets/cards done. I much preferred being able to get a few props done at the start and then tackling one of the bigger tasks on my plate. It made the process much more enjoyable as I felt accomplished in the beginning which kept me motivated to get more work done. It also encourages me to get more work done earlier so I don't have to cram a bunch of sub-par work later in the sprint. 

Issues/Problems/Solutions
One of the larger issues I ran into was in regards to the texturing process of the walls made last sprint. I used trim sheets to conserve space which made things a bit more complicated as I've never used them on sets that weren't modular. This meant there was a lot more to consider with the accurately sized labs. First off, I used two sheets for everything in all three labs. Some objects had a bit of overlap between sheets. This meant I had to go back and separate things like the back and front of a door into two separate objects and make sure they were grouped properly so that it could still open as intended. This was a long and arduous process of separating faces into different objects and renaming/grouping them.

Another issue I ran into with the walls from last sprint is the glass. Each pane of glass had to be its own object to not have one of the texture sheets overlap. This was the same process I used separating the other objects within the lab. From there I just applied a glass material in Unity.

Sprint Kickoff
Sprint Kickoff went smooth. As I stated before, having a bunch of smaller tasks at the beginning motivated me to keep working through the rest of the sprint because it made me feel as though I had to keep the ball rolling in terms of momentum.

Work Completed
To start, I began working on a trash can that would be used to dispose of trash or other items that didn't belong in the labs. I looked over our reference photos and one of the most common trash cans was the beige one with a black top. These trash cans can also be found all throughout campus, so they should be easily recognizable. The modeling process was very straightforward since the object is very rectangular. The most challenging part of the model was finding a texture for the trash bag that would make it look realistic. I sculpted a bit of geometry on the model so that light would interact with it differently and to give it a little bit of geometry for a bag-like look. I then found a free use image online and plugged it into sampler where I adjusted a few values to make it look realistic.
Trash Can Textured

After this model I completed a cabinet that holds flammable materials. Looking at our references, I decided to make the one that was a bit more worn-down since it fit a lot of our other models. The modeling process again was very straightforward since it was very rectangular. I just used the cut and extrude tools a lot to define certain parts. From there texturing was easy since I just found a suitable painted metal material and added some metal edgewear and dirt to it to give it that broken-in look. I also found some of the stickers online that were applied to the cabinet in real-life. This made it very identifiable as a flammable materials cabinet. I also painted on the notches for the hinges rather than modeling them to save space. I textured both the trash can and cabinet on the same page to conserve space.


Flammable Materials Cabinet Textured

After that I worked on a shelf that holds various pieces of sheet metal and other metal scrap used for welding or other metalworking processes. This model was once again very straightforward since it is rectangular. I took a cube and made some rough cuts. Then I made each leg of the shelf using its own cube. I made the middle shelves in the same fashion. Texturing was very easy. I used one of the default materials in substance for the metal and applied a cardboard material for the tops of the shelves since that's what it most resembled. I also had to model a lot of the small metal parts that were strewn about the shelves. This included some square pipes, round pipes, and sheet metal. I textured these all on the same sheet to conserve space.

Sheet Metal Shelf and Props

Another one of the big things I worked on this sprint was UVing and texturing the walls for the labs. I used trim sheets which made the process a lot more complex than it would've been had I used the normal workflow. However, they look good and have conserved a lot more space than what would've been used had I chosen to texture each lab individually. The most difficult part of this process was deciding what should go on each trim sheet. I had to think over what materials I would need in total and then split it up from there. I decided on using two sheets since it would allow me to get as much detail as I needed while still limiting the amount of texture files in the project. 

I created two planes and cut them up into how I wanted the textures organized. I used vertex colors to separate them. I exported the two planes as FBXs and put them into Substance Painter where I textured each quadrant. Then I overlayed all the UVs onto each quadrant in Maya. I had to separate out each material and put it in its own quadrant. For instance, a lot of the lab walls were beige, so I grouped beige walls with each other in the UV space.

An unfortunate part of this process was having to separate certain faces of an object from what would normally only be one object. This is because some of the faces have different textures that happened to be on separate texture sheets. For instance, the back of a door has a texture from UV_02 and the front has a texture from UV_01. If you left the object as one whole then the back of the door would have some random part of UV_01 as the texture which was not ideal. I applied the textures to everything in Unity to see what was wrong and then corrected it in Maya. This process took a long time, but after everything was corrected it turned out well. I also went back to adjust a few textures that weren't tiling properly or just looked off.


Final Textures for Walls, Doors, Floors, and Ceilings

I didn't work on the exterior minus the metal walls, so some of the outside will be textured on a different sheet whenever it's developed. However, they are already separated from the interior walls so this should be a much smoother process. 

Work Incomplete
Some of the work I still have yet to do is the monitor model and texture, the Bridgeport milling machine model and texture, Webb milling machine model and texture, and documenting my modeling process. 

Current Work
I'm currently working on the monitor since it's one of the smaller props I can get done easily. I hope to get it done at the start of the sprint so that I can start with something already in complete.

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