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Collaborative

Extension Weeks: Modelling & Retexturing Objects for Environment

With the extension approved until 14th April, we have been refining the environment and memories objects.

Objects modelling, & texturing

Some objects that needed to be retextured and look more destroyed were a fire extinguisher hose, a converse shoe, spectacles, some vents, pipes, etc. So I destroyed some of the mesh in Maya and then retexture it in Mudbox, using the stencil tool to add some dust, mud, and rust effects. Then I relinked the textures in Unity and exported the Unity package ready for VR girls to use.

I also needed to model a clock to add to the waiting area that looks like brutalist style and rusty/dirty/destroyed. So I modelled this in Maya taking a reference picture shown below and then added some texturing in Mudbox. Then as with the other objects, I relinked the textures in Unity and exported the Unity package.

Team meeting

In this team meeting, we started off by reviewing all the elements that needed to be amended and finished off by next week:

  1. Walls and floors texture: it needs to be more weathered and not looking that much like ‘just concrete’ building. This means, that it should look like the walls were once painted but with the weather and all the time that has passed on, this paint looks peeled off, dirty, mouldy, with some graffitis on top, and maybe some rusty pipes sticking out. Also, we agreed to add several murals instead of one, showing some advertising.
  2. Waiting room: the floors water should not show like rippling and more like still and stuck water. Maybe one or two ripples from drops that are falling from the open holes on the broken ceiling. Also, the chairs in the waiting area should be arranged in circular rows of chairs around the fountain in the centre. We also need some plants like lichens and moss showing on the floor, and walls, but these should look not too green and more greyish/brownish (less rich colour). Maybe we could also add some roots coming in through the ceiling holes and also we could add moss on the corners of the walls.
  3. Lights: the circular lights style is not working, so the lectures changed their mind and requested them to be a strip lights instead with some ends falling out. They also considered that there should be some electricity running in the building so we could show some flickering lights.
  4. Pikachu toy: it is not destroyed enough so Klaus suggested to add some cigarette burnt marks to it.
  5. Objects: need to add more objects like oil barrels (were homeless people make these fires to warm up), tyres, a shopping trolley, etc.
  6. Barriers: they need to look more destroyed.
  7. Cell: the ceiling is too high, the broken wall at the end of the cell is too narrow (need to be more destroyed or completely open), and we also need to add a control panel were the people could choose the different experience they wanted). Also, the pod where the skeletons are, blocks too much the view of the deer and would need to be changed or removed. If it is removed, the skeletons would be on top of a hospital-like chair that would be moulded and destroyed too. Lastly, the deer should move left to right and more slowly so it is more visible.
  8. Corridors: they could have like a bumping rail on the walls (like the ones hospitals have).
  9. Ghost particle: The particle type need to be changed as they are too stable/defined. It needs more random effect with more glitches and noise (not hologram-like). Also, we should be able to see only some parts of the memory ghosts and not the full body.

Objects modelling, & texturing after meeting review

After this meeting, I fixed the Pikachu toy with the cigarette burnt marks, and later on also fixed the face as they mentioned that the face was not recognisable so I removed some of the dirt and burnt marks. Also, I retextured with dirt, rust, mould, and mud splashes the rest of the models for the environment as requested.

References

Quixel. Rusty Painted Metal Sheet (online). Available at: https://quixel.com/megascans/home?category=surface&category=metal&category=corroded&assetId=tj2xahsbw [Accessed on 9 April 2023]

Skrypko, I. (2016). Radioactive clock in pool in Pripyat school, Chernobyl Exclusion Zone (online). Available at: https://www.alamy.com/radioactive-clock-in-pool-in-pripyat-school-chernobyl-exclusion-zone-image365494939.html?imageid=D670F65E-1F10-4EE1-9347-11A715502AE5&p=1146864&pn=1&searchId=44a812789b720a47c9d6917d5a1ccea3&searchtype=0 [Accessed on 19 March 2023]