This is a quick block out on Photoshop that I had done, for my final scene. It consists of all the various objects that I would like to include in the scene as well as the positioning and structure. I had wanted to make a small town in the art style of Square Enix, The town will have, a tram station, benches, lamps as well as foliage and rocks too. My peers and my teacher had suggested to me that, I could make the town look wet and do the town in a dark lighting (night), which I fully took on board and, am also looking forward to how the scene turns out with this.
This is my quick block out of my scene but, a lot more clearer and visible. This also has on it, where certain assets would be, like the foliage and tiling.
Here is some shots from the work I have done, in Maya on my final scene. The shots that are currently up are, the flooring work. I have taken a screenshot of the paving I want to do for the tram station floor. I have chosen to do this as a brick pattern as I think it gives the scene a more original look to it as well as, suiting the type of art style Square Enix would use on their game Kingdom Hearts.
This is the side railing for the road paving below the tram. This was quite easy to do, and I had no problems with this at all as it is just, a square block with a bevel.
This is a picture of the bricks, for the tram stations paving that I have worked on. I am currently quite happy with the look of the bricks. Though, some of the bricks had been duplicated with transform, which had led to problems with gaps coming through the road. I had to delete all of the work I had done and start again, as this happened because I had rushed the brick work and did not make sure that it was done correctly.
This was some work I did in Maya, on my final scene. It was a picture of the tram station that I had currently been working on, and this is what I have been able to do. I did get a little further, but the mesh on the back part of the object had went from 3D to 2D in the bottom part of it. I then, had to go back and work backwards until I found out why this had happened.
This is my tram station for my final scene, that I have made. My previous one had gotten deleted multiple times so I had to re-create the tram again, which was very time consuming. I had made 3 walls transparent, to give it a glass look, while the backboard will be a solid colour. The curved poles will be metal, which I will have to show when adding my textures to it. The seats are also in the tram too, which also had to be re-created, after they kept on getting deleted. They are made to look attached to the back wall.
This is some junk that it had made to go into the bin, this consists of paper, cups and screwed up paper. These will be in the bin to make the bin look overfull and also, be around the scene to make it look like litter. I won't be spending too much time texturing these as they will be in the bin, and aren't a main asset of the scene.
This is my two versions of the bench that I had done. The first had a crescent like shape going around the bottom of it, with two support beams holding the back of the bench. I had thought that this was a bit too excessive for my scene, and that it didn't really fit in, so I had changed the supports at the back of the bench to make them look more suitable. I think this was a wise decision as it suits more in the scene rather, than the prior bench,
This is my bench, for my scene, with the diffuse added onto the UV map. I had done the texture to make it look wooden. I had added indent to it too, to make it look more realistic, I will go onto add a normal map to it to make it stand out more. The metal supports are just, one colour and were really quick to UV too, but I had to recreate the shape as the shape became to complex and had a lot of things wrong with it, which would have led to problems in Unreal Engine 4. I have made sure that I have replicated the design that Square Enix have done within their game "Kingdom Hearts", and have used the image below as reference to how they have textured the wood. They don't seem to have a strong normal map ontop of the wood, and it seems quite flat. The wood is not reflective either which, is something I will have to change with my design.
This is a reference image, that I had used for various things within the scene. It had helped a lot to do things like the wood as I can see how it is done, the colours used etc.
This is my bin, that I have made with all sorts of junk within it. I will go onto sort out the Specular maps and Normals on the different objects in it. But, I wanted to get the texturing and UV maps done prior to it.
UV's
Bench UV
Popcorn Bucket UV
Brick Main Floor UV
Stills from Maya Scene
Final Renders from Unreal Engine










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