Thursday, 3 December 2020

Shop Front Project - Blocking Out The Shapes

Shop Front Project - Blocking Out The Shapes

·         After my concept was at a stage I was happy with and could use a blueprint, I began working on the block outs to scale of what I put on digital paper.

·         This block out would become the foundation of the rest of my project, and it was my first proper take on creating something from scratch with the tools and techniques learnt from the dagger and chest projects.


Creating the starting foundation:

·         To begin, I created a basic cube with a seam down the middle that I could raise to make the basic roof shape in one direction. From this point, I used the alt-c cut tool in combination with the inset, connect and extrude tools to create the appearance of beams with wall behind them. At this point, the building was perfectly aligned to the grid beneath, so I could use maths to manually align points together. Originally I did this by hand, copy pasting the values in the move options – but then a member of the discord pointed out in the ribbon you can automatically align things together at a set height, which would have been a great time save had I not done most of the beams. Oops.

·         At the time, the tutorials suggesting how best to go about modelling hadn’t come out yet (this was done very early on before the brief had been officially set but was available to read) so this method resulted in a lot of excess faces for the walls. This method did work out in that the beams were attached and there wouldn’t be weird holes where the beams weren’t meeting the walls for instance, and the budget for the main building was so high that I was not worried about extra tris on the walls.

·         I progressed on from the starting pink section into a separated object to become the smaller house section. I made it a separate section because I thought it would be a good idea to separate the meshes and view them individually, and it let me think about the building in sections too.

·         The roof was complicated, and I later came back and changed it to be two intersecting roof planes since it allowed the textures to sit better in the future, however this worked as a simple block out for how much experience I had at the time.

·         Finally, I implemented a small to scale figure and made a cube to the 15m^3 size restraints to make sure I was keeping the specification, and that the scale made sense. The bottom floor was designed to be grand and taller to make it seem more important than the living quarters above – so the high ceiling and door frames are not an issue for me.

o    The sizing cube was a simple texture using a pre-built texture modifier in 3ds max, so that the shape was still see through like glass while I checked the scale.






Basic Block Out 


Adding the “Wonk factor”:

·         After the initial block out, it looked bland and too sturdy for this medieval building. As mentioned in my concept post, I needed to add a wonk factor to the building, and this would make the overall result a lot more appealing.

·         To do this, I used the F 4x4x4 modifier mentioned in the treasure chest project to move the upper section of the main building out, and the lower section of the smaller building in. This made a few holes that had to be dealt with as I had previously deleted the faces that were unseen in the main and smaller building (admittedly in an over ambitious attempt to optimise that caused quite a few issues)

·         This was not the last time I messed with proportion too – towards the end of the modelling I also went in to extend the roof for instance, so they overhung by a lot.




Building Post Wonk


Final Conclusions:

·         This worked well as a basic outline for everything to sit on – there was a lot more modelling involved after this stage that made the building have more charm.

·         After this step, I began modelling the narrative props and extra details such as windows to find this charm.

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