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Unit 6

An integrated approach to 3D problem solving in art and design 

ventilator fans

ventilator fans

pallets

pallets

scaffolding

scaffolding

side ladder

side ladder

satellite dish

satellite dish

old style rooftop chimney

old style rooftop chimney

water tower

water tower

moddeling: level assets 

These are my 10 reference images; they are rooftops images from New York City. What I want to take away from the building are features and objects on top of rooftops, I will use these to for the look of the shapes and details of the objects, Which will allow me to model realistic assets for my own new york style rooftops, example of these assets are thing like water towers and Seattleite which are commonly seen on new york rooftops. 

 

 

These are some of my rooftop model assets. The programme I used to model this is Maya. I used my ten roof top images and images of the objects in real life as a reference image to help me to model the images, thing I had to consider was the polygon count, we needed to keep the polygon count to reasonable amount due to the fact that we will be using this these models in a explorable environment using unity, and we need to make sure the polygon count s low in order to do this, if need to make to make the model smooth the are technique do this without increasing polygon count, techniques like the soften edge tool. 

 

Fans: this is model of rooftop ventilator fans; I modelled because these fans are usually scene on rooftops and would be a comma asset that will be seen in the scene. Techniques I used to model this is the Boolean to create the hole in the middle, the edge loop tool and subdivision adjustment to make smooth fan blade guard and I used different shapes placed together like the cylinder in the middle and flat rectangle for the blades.

 

Pallets: I modelled wooden pallets as a assets that gives the rooftop that messy rough, feeling, these will be placed around rooftops and help fill the rooftop so there not plane, modelling this was simple just using rectangle shapes and putting together, merging theme to make one asset.

 

 Scaffolding: I modelled scaffolding to give as a idea of way of exploring the rooftops, instead of all the same buildings, you can have scaffolding a way of getting across the level. The way I model this is by using cylinder shape as the poles of scaffolding, and rectangle for board a placed it to make them look like scaffolding.

 

Satellite: I made this as I saw this in a reference image; one problem was the polygon count, due to how smooth the curves on the shapes are.  Techniques I used are the Boolean tools to make the satellite dish and used different shapes to make parts like the antenna and stand

 

Old style chimney:  I modelled this as I saw this In a reference file on a new york rooftop I think it will be a good idea as it’s a history and shows a what new york

Use to looked like a long time ago, and its different giving a little bit of a mix of types of buildings. I used the extrude told starting from a simple box to make the details and added a cylinder and cone on top 

texturing models

            The other type of texturing we learned was imaged based texturing. Unlike procedural where the computer generates the colours and shadows, image based takes the colours and shadows from a image. This type of texturing is good ad a way of making basic shapes look detailed.

 

Many games titles use this type of texturing to give assets in their games that real look to them. I used the texturing to create a apple and a door. Also there just an a basic shape of a sphere and a box, with the image based texturing and bump mapping I've made very detailed looking object when rendered even though it just the trick of the shadow 

 

One thing about using this is that the images you used must be flat or the texturing doesn't work, also especially with round object it looks good on one side but starts it fade and falter as you rotate due to the face the image hasn't properly projected on to the object 

image based texturing

Game level research 

Tom Clancy Division:

 

This game will be the latest addition to the tom Clancy series. It will based in new york. In this image you can see the rooftops part the level the game, this is a perfect example of a realistic grimy and ghetto style New York. The assets in game look to be quite simple modelled such as the billboard and barrel seem to be simple shapes of cubes and cylinder but when rendered and textured which is probably imaged based textured give the illusion of detailed objects.

 

Things I could take from this image as well are things like railing on top of the building and the patterns such s the crosses and banister on the side of the building. This entire scene gives that sense of New York. This image be a good reference photo when rendering as I could come back to this when trying to the right overall colour to give that realistic New York look 

This is my architectural visualisation. Its 3d modelled and textured nyc rooftop scene. 

 

My influences: things that have influenced the look of the rooftop are mainly from

Game level, research such as the tom Clancy division, when modelling the scene I was thinking about how I could travel through the scene like a game level, I took ideas from games such as akharm city and mirrors edge, these games has also helped by showing me how they modelled and texture’s assets. I wanted to get an overall look that is similar to these games. When creating the compositions and rendering the final images, architectural visualisations such as the third and the seventh gave me ideas on how to angle the camera when getting the final render to get that cinematic composited image.  

 

Modelling: The way I modelled this scene is by firstly modelling the assets getting the details to a realistic level, model details seen in the reference image, like explained before I used the simple polygon tools such extrude and edge loop tools to get this details. I then imported these assets into a scene blocks to act as buildings and placed the assets onto the buildings To have the finished modelled scene.

 

Texturing: the way I textured my scene is with lambert image based texturing, this is where you use images to texture your models, these images are projected on to the models and in order to correctly project these images I had to create a UV which are coordinated for the projections, the main UV I used is planar mapping, this is a UV that projects on a certain axis, I had to use other UV’s such as spherical mapping for rounded objects. 

 

Lighting: the type of lighting we used was the mental ray lighting plugins, we added a physical sun and global illumination, which allows control the time of day helping us changing the shows, and lighting, we did this by rotating it.

 

Composition: The way I got the final images was that I added background of an image of the New York skyline to the finished scene. I firstly added building I did this by adding simple block shapes and texturing them with a image of a whole building. After I added plains, placed them at an angle I want and place a texture image of the New York skyline.  I rendered the shots I took in the scene with the mental ray lighting settings, finally I important the rendered images to windows movie maker and added panning movements to make an architectural visualizations

 

Aspects done well: in this project what I think that I have done well is the modelling of the assets and the placement of assets within the scene. I think this because I think my modelled assets have a good standard of detail and don’t look to blocky, while still having a fairly low amount of polygons. This will help me especially in later units when using this scene to run and walk round in unity. I think the way I placed the different buildings and how they are connected was done well due to the fact I was thinking of how a character would travel around my scene I thought of unique ideas such as the broken fence with a plank to walk other to the scaffolding.

 

Aspects to improve on would be, first of rendering of scene, a lot of my textures are stretched out or dose not work with the model being projected on, this makes the texture look unrealistic and unappealing to look at. Things I could of done to improve on this was to, instead of searching online for the right texture I would rather take a close up photo of a texture myself to get a crisp high res photo which I can use and wont look stretched improving quality of image, another aspect I could changed to improve the final renders was the lighting, I could adjusted the physical sun and global illumination to I could get a more dramatic and visual appealing image, with stronger shadows to really help enhance the look of the models and texturing.  The final aspects it self I could of done better was the rendering setting, I had the render image at a resolution of HD 520 when I could have had the image render to a resolution of HD1080 giving me a more clearer image to use for my visualisation.

 

 

This is my finished modelled rooftop scene with all assets assembled and place into it, the way I did was I first created all the assets, which I have already shown, I then started a new scene with basic blocks as buildings, I then imported these assets into the scene, I scaled them to size and then placed on to the buildings, I then added rubble into the scene, to make them look realistic I turned the rubble objects into an active rigid body and the building itself into and passive rigid body, then added  gravity physics into the scene and then played the animation, this made the objects fall on to the building in realistic way, once I was happy with the way they were placed, I removed the rigid bodies so they won't move anymore. as you can

I have tried to show how I want to angle my shots for architectural visualization. I want to have that close up shot to show off my models, the next step is to texture the models and then add a background to for the visualization 

This is the third & the seventh, it's an architectural visualization that is famous for revolutionized how the industry went about creating these visualizations. What was different about the third and the seventh was the composition of the videos, they approached it in a cinematic view using techniques such as the rule of thirds, in the video you can see how really placed the camera at way to really emphasize and show the detail of the object they wanted as the focal point, other ways they showed this is like how they only had the one camera but showed from different angles to really show off the amount of detail in modelling and texturing that went in to creating it. There shots start of close up on a certain object in a room slowly panning or moving away, slowly revealing the rest of the room the and ultimately revealing the that it's a library. This cinematic style technique of having the suspense at the start of 'what is this and where are there' to revealing the library is one of the main reasons why the third and the seventh revolutionized how people approached visualizations. Architectural visualizations used to be boring and unattractive to the eye leaving people uninterested. With this work in compositions it really draws people in and admires all the hard work in the modelling and the texturing.

This was an architectural visualization by Ruggero Corridori created in unity 3d. in his architectural visualizations he has some aspects that are work well and similar to the third and the seventh but there are some aspect of compositions and that fall short. the texturing and modelling are of a very high standard, things that worked well are the dynamic element aspects such as the rain, also the reflection of sunlight on the glass windows of  looked very realistic and is an excellent example of texturing and lighting. The composition aspect is where I think it fell short, the reason why is because there were no fundamental features to a really shows good composition such as a strong focal point or guidelines to enhance this.

 

he tried to show off too much  in each shot not allowing us to focus on something and admire the work that gone in to it. 

This is an architectural visualization for Chinese based JG Business Properties, this visualization, is the worst out of the three due the fact that the composition in the rendered video didn't work and seemed rushed.

 

I think this because by looking at the video it starts by showing a birds eye high angle view of the buildings, which doesn't show the detail or aspects of the visualizations that allow you to admire the modelling and texturing work. The next shot is like a flying shot going through the area showing some of the aspects of the inside of the building but the shot is moving too fast and feels overwhelming, unable to concentrate on one aspect making it unappealing to the eye.  

 

Architectural visualisations 

research 

10 new york rooftop images reference images 

modeled scene 

Contrasting from tom Clancy divisions texturing is the game mirrors edge as you can see the texturing is not imaged base like division its procedural, just by looking at the bright colours with no marks from damage or age shows that this texturing is mostly procedural texturing. What I can take from this is the way the modelled the assets on the roof, as you can see that the assets, the modelling looks quite well done but simple, I could use these as reference for my own assets and try to get them a quality of these models, another idea I can get from this the way I can travel through the level, as you can see they have thing such as the orange tarp or the red cranes which are assets which look like you are able to go over to get to the next level, and finally the lighting  looks similar learned which is Vray, I could use these images as a reference image to try get my lighting to this standard

Mirrors edge

final rendered images:

 

There are two types of texturing we use for our New York rooftops. The first type of texturing is procedural texturing. This is texturing that is generated by the computer these images renders was done with procedural texturing. I used the lambert rendering type to create the plank. Within this texturing type there are something called bump maps texturing which gives the effect of shadows making a simple object more details.

 

What I used to do this was the wood present within this the texture type and changed the aspects to make it look like wooden plank; I then used the mental ray rendering type with a physical sun and sky to get a nice lighting effect for my render. Thing this is good for basic rendering. 

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