28 Mayıs 2015 Perşembe

27 Mayıs 2015 Çarşamba

Details


3D Modeling


We took some pictures of the classroom. The first picture was the plan of the classroom.


However, instead of starting to model the classroom, we started to model objects first.

1  Chair


The first object that we model was the chair. It had too many details. We started with the legs of the chair. To do that we learned how to do curve parts of the legs.



  
After finishing the legs, we did the blue part.  We used bevel to make corners soft. And we added the texture that we got from Photoshop.



Then, we did the upper back side of the chair. We curled a cube, then we rotated it to get as like as the original one.



At this point, we modeled the chair basically. However, the bottom of the chair was very detailed.





 
After, we spent a lot of time about these details, we got very similar chair with the original one. For the bottom face of the chair, we used a texture too. Rest of the details were handled by the polygons and we finished the chair. Then, we copied the chair several times.

2  Cabinet


The cabinet was not very hard. We just used cubes. We used curve cube to do handhold.



3  Board


To do the whole board, we first modeled one board by using the polygons. We did the curve part which is at bottom to put chalks. Then, we copied 3 times. So, we got 4 board. Then, we combined them like the original one.





We set the color of board dark green.

4  Clock


For the clock, we first created polygonal pipe. Then, we added cylinder inside it. We used polygonal cube for the hour and minute hand and rest of the details. For the glasses we again used cylinders and we used mia_material_x and we get really good results when rendering with mental ray, however when we tried to export the clock to FBX format we get an error saying that mia_material_x is not supported and replaced with lambert grey. This was a big problem because we couldn’t import the clock correcly to the unity game engine. We had to change the material blinn and alter the options to get a glass-look, however we couldn’t make it as good as mia_material_x.





5  Ceiling

   5.1       Ceiling


The ceiling of the classroom has so many details. We tried to do almost all of them.  It has lights and a lot of sticks. We added long sticks according to the original one. We added lights as white.




   5.2       Round Light


We modeled the lights on the ceiling with cylinders and polygon pipe. For this light we had the same problem as the clock because at first we used mia_material_x for the inner cylinder and we couldn’t export it to unity game engine appropriately. We had to switch to blinn material.




6  Hook


We model a hook according to the original one. We curved the cube to shape it. Then, we added half two half sapphire to the hook but we decreased the divisions so sapphires look like screws. We also add a screw image at the top of the screws.




We copied the hook several times and we added them to a rectangle platform.




7  Crown Molding


We tried to do crown Molding like in the pictures. The used curved cubes to do it but we did a small part of it because the length is not equal everywhere. After, we increased its length according to each wall and put.



1.8  Grid


There is a grid under the board. It was not very hard. We just added cubes and place it to the wall under the board.


9  Window


For the windows, we added 4 cubes to make the frame of one window. Then, we copied it several times to make the whole window. Then, we did the hinge of the window. We used cylinders for the hinge. For the glasses we again used cubes and we used mia_material_x and we get the same error while exporting to FBX format. We had to change the material blinn and alter the options to get a glass-look, however we couldn’t make it as good as mia_material_x.




10        Curtains


For the curtains we first used the CV curve tool and create a curve line then we created a long and thin cube and placed the curve line inside of it and add used Extrude under the Edit Mesh and increased the divisions so it bends according to the curve line. After creating the curved model we rescaled it.



11        Table


The table was not so hard. We model its legs first. Then, we added the upper side. For the edges, we used same texture that we used for chairs’ back side. For the middle of the table, we used the texture that we got from the picture of the original table.




12        Door


For the door we used a cube as bases and we used extrude tool to make 6 faces deeper. Then we used other thin cubes to cover around them. We used the door texture we made in Photoshop. For the glass part, we used blinn material as all of the other models with glasses.  We first created the parts of the door knob in an additional scene and import it to the door and rescale it. We add the additional corners while putting the door to the room.





13        Classroom


Basically, we modeled the classroom like rectangular prism. However, there were some details that we cannot ignore. These were the details where near the windows and the door. There is a curve and hole near the windows. Also, there is a curve both side of the door.




To be able to give the same level difference on the ceiling we created the room with height equals to the heights part of the ceiling. After that we used a curved cube to give the same curve and fill the rest of the ceiling.
After we finished, we put the curtains. Then we curved the door’s wall by using Bevel.



The classroom look like this from the outside.





These are from the inside of the classroom.





        Textures


We took photo of the chair, table, door and floor. Then, with the help of Photoshop we got textures. These are the textures that we used for the chair, table, door and floor.



We used this blue texture for the chair sitting part.


We used this for the back of the chair.


We used this texture for the door.


We used this texture for the ground.


Finally, we used this texture for the table.
For the rest of the objects we set the color and we tried to choose grey most of the time like in the original picture.

        Importing into Unity


We saved all objects that we model as FBX files to use them in Unity. Then, we built a new project in Unity and added these FBX files. Then, we added a first person camera inside the room. Also, to make the objects more realistic, we added box collider component. We added skybox so that get a more realistic outside view from the window. Lastly, we added lights to some fluorescents because. We do not add lights to the round lights and some fluorescents because when we did that the class become bright and we did not like it. Then, we thought if we add light only some fluorescents, it can be look more realistic.   

6 Mayıs 2015 Çarşamba

Specifications

Background

                We didn’t have any previous experience about 3D modelling and computer graphics. These are important aspects of game development and similar industries. We wanted to get experience about 3D modelling.  Also we wanted to improve existing KTH model, so we decided to model E34 classroom from CSC building as a sample classroom.

Content

               
                The project consists of room plan and the classroom utilities. The desks are very simple to model however, chairs have too many details so they will be hard to model. The board also has many details but still shouldn’t be that hard to model. The windows has too many details they also will be hard to model. There is also lots of wall items such as clock, curtains, a cabin, hooks, crown molding, lights, ceilings. The project has too many items to model but most of the items are used multiple times so modeling one would be enough.

Problem

                First of all, the lightning is a problem because the windows are the main light source but there is also lots of lights on the ceiling. Also there is too many objects to model in too little time is another big issue. Since we do not have any experience before this course we need to spend some time to learn 3D modelling concept.
            The purpose of this project is to learn to create a texture library, 3D modelling and exporting these to a game engine.

Implementation   


            We will start with Photoshop to create a texture library for the classroom. Then, we will use Maya to create the 3D model of the classroom. Finally, the model will be implemented in Unity to create a demo.