For this 10 Week collaboration with SCAD and the Esri, a Geographic information systems company, myself and a team of talented colleagues designed and prototyped Augmented and Virtual Reality applications that can be used with the Microsoft Hololens and HTC Vive respectively.
These prototypes utilized Esri's ArcGIS geographical data to visualize various statistics in a 3D virtual environment. These applications also prototyped how this information can be utilized by the average consumer.
My role in this project, as a 3D Artist, was to conceptualize and create 3D interfaces for this data to be displayed onto and environments where the user may be able to view this data in an immersive way. I worked closely with the AR and VR programmers in the creation of art assets to assure they are game ready and optimized for the target hardware.
Early 3D Mockups
Kepler Drill: Modeling walkthrough
This gallery will give you an in-depth breakdown of my hard surface modeling process. The study will take you from concept to final textured game ready asset. Although the asset will be textured I will be focusing on my modeling and UVing procces in this tutorial.
Since I am creating this asset from scratch, I did rigorus concept work, fleshing out my idea before beginning modeling.
I go from traditional sketchbook drawings to a finalized digitally rendered concepts, disecting every aspect of the model.
Now that I have the concept thoroughly fleshed out, I can start modeling. I bring my concept into maya as a reference and use primitive shapes to block out my model.
Here I am using cylinder segments as the foundation for the spiral. Becuase the shape of the spiral would be difficult to model with one cylinder primitive, we are going to break it up into sections and connect them together.
Align the segments to what would be the straight sections of the spiral.
To ease the connection process add a smaller cylinder piece at the curves to act as joints.
Connecting the Cylinders
Now connect the segments by either select the verts or edges of adjacnet cylinders and selecting the Merge option.
Now that the spiral segments are all connected in a single model, we can smooth the mesh to give it a less blocky look. Since this is a focal point in my environment I will keep the high poly.
I went ahead and made a topper for the spirals using a sphere and edgeloops and came up with three unique shapes. For the final enviormnt these differing topper styles will add varation to the landscape.
Since these are meant to be large towering structures that the player is going to be looking up at, it is important to create something for them to see. These thruster like objects were modeled modeled from a cylinder, duplicated, and scaled to various sizes.
Adding further Detail
The next few images are me adding further detail and variation to the spiral structures by using extrusions and edge loops to add gaps and break up the piping. I also refine the stablizing fins and add detail to their base.
Laying Out UVs
I'm going to skim over this part a bit because I want to focus on the modeling process, but the next series of screenshots is how I layed out the UVs (using UV Layout) and how I seperated the UV sheets for the various objects.
Finally after the UVs are laid out, I texture the models in a mix of Substance and Quixel, then import them in whatever game engine I'm using. (In this case UE4) This last series of screenshots are the process from importing the materials and assets and gradualy integrating everything into a cohesive enviorment.