Sunday, January 5, 2020

3D Reflection 13 - Blocking out my main room for the project

Over the holidays I made a start on a mid poly 3D block-out for my large room in the dungeon crawler, using the modular kit workflow. The hero asset is going to be a collection of plans and a pond in the centre of the room. This blockout was challenging as I had to use precision and maths I was going in order to make sure that my assets all clicked and fitted into the room. At first I took a hall size reference from various diagrams online, and I began blocking out the ceiling trims and the columns. I made four types of column: a prstine column, chipped, badly damaged and collapsed. As this room would be placed in the run-down section at the start of the crawler it was important that I thought about the amount of damage that had been inflicted. I also created a series of floor pieces that click together. I used the reference images that we gathered in our group presemtation, as well as closely looking at Assassin's Creed Origins for inspiration. 

Size reference cube

Ceiling trim and columns


Pristine vs Chipped column

Floor pieces and central plinth for plants


I also created some wall modular kits, and made three types: an inset wall piece, a door piece and a plain piece, although I did not use the plain piece in the end, but I could use it for another room and apply some colourful wall trims.Once everything was made, I placed it into an Unreal level to test how all the pieces click together. This was a fun process as I could see that my precision and caution when modelling and setting the pivots had paid off, as all of the assets clicked together. One issue was that the collisions of the door pieces were wrong, and as a result the third person character could not walk through. This is an issue I will remedy later on.










As a final touch to dress the room, I added in some wall joint dressings, some vases and draped cloth on the ceiling, as I wanted the room to be closed ultimately as it is meant to be an interior dungeon crawler. In the final version there would be plants decorating the room, particularly in the centre, and water.

Adding a simple shader to attain the mood and adding skylights and atmospheric fog.


Large decorative vases added for dressings


Creating a ceiling drape 






Overall this block out was useful for me to plan my assets and where they will be placed in the main room. I would like to make a block out for my L-shaped tomb room and my corridor, and I think that I can use many of these block out assets for my final room. 



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