With my artifact textured I chose to place it into unreal for the final render. I began by building a small environment around my textured asset to make it feel more integrated.
I then set up my sequencer and created the camera path I felt was best suited for an analysis of this model. However upon completing and attempting to render the final video I encountered a problem, the render would break shortly after beginning leaving the camera under the level. Because of this I decided to record my screen as it followed the cameras path producing a working video with less quality.
Finally I used Adobe Premier Rush to edit the video to make it suitable for upload. I added a beginning title screen with my name and Teesside student ID as well as several text overlays throughout the video to help describe the model
With the model imported into Substance Painter I could now begin the texturing process. I began with the stone foundations of the building where I mixed several textures such as concrete, gravel and bullet holes to make the wall appear unique and bumpy in its design. I also painted the window shutters in a walnut wood texture as it appeared the most suitable choice.
Next I proceeded to texture all of the main wooden pieces such as the balcony and supports. I tried to keep the wood as realistic as possible by keeping the grain travelling in the same direction. Finally I textured the main body of the building as well as the side building attached to it. I tried to keep the colour scheme the same as building seen in the game Total War: Troy with a crème body and lighter colour roof.
With the buildings finalized on the modeling front I unwrapped them all to prepare them for an import into Substance Painter. I decided to bring only one building into Substance Painter as I am still getting used to the software and wanted to only have one building to deal with.
Unlike the other two buildings I intended this to be military barracks. For this reason it is slightly larger than the other two and sits in a more ideal defensive location. This building has had a few changes from the block-out variation with a added corner piece to the upper floor instead of a full balcony. I did this as I believed that it would make the building look visually better as well as more intimidating to attack in person.
This week I created the second building for my artifact. like the first this is also intended as a residential building with space for several families. I kept the building in line with the building in Total War: Troy by cross checking my progress with reference images taken from the game. I have managed to keep this building in line with the block-out version however improved the balcony to better match the reference images of the game
After finishing the stables I moved onto the first main building situated next to the stables. this building has two floors and a balcony on the upper floor. This building is intended as a residential building that inhabitants of the city/ town can live in so it has been made with enough room for several families to live in at once. The design of this building has changed slightly from the original block-out as the stairs have been replaced with a ladder. I thought this to be more appropriate when viewing several reference images from the game Total War: Troy and noticing that stairs are rarely used for these types of buildings.
Since completing my basic block-out i have moved onto creating some of the actual models that will be used in my final showcase. To begin with i have modeled my stables exterior using some reference images to guide me. So far i have left the interior and additional exterior props such as hay bales out and will be planning to add them to the model later to give the appearance of a used stable. i have also left the rear of the stable blank as in this instance the player/ viewer wont be able to see it making any adjustments unnecessary.
I have continued to work on my block-out adding some small details such as ground rubble, a dirt road and balcony supports. I have added a section of long grass also to help improve the game-play aspect of the scene as it will open up surprise attack possibilities.
Images of completed block-out:
To help me visualize my ideas for my Artifact i have created a very simple block-out that shows the basic layout of my environment and what will be included. I have created three houses of varying sizes/ shapes and have placed them where i believe they should in the environment; i have also applied basic crumbling to various parts of the buildings giving the impression a battle has already taken place.
Images of my basic block-out:
To help give me an end goal for my artifact I wrote a basic proposal detailing some of the more important aspects such as: What I will be doing, how its relevant to the chosen game and what I will need to create it.
The full Proposal is wrote below:
For my artifact I will create a small scene featuring 2-3 small to medium scale buildings. This scene will feature a small dirt street winding through the middle with buildings along the side. The scene will have some battle damage such as rubble and debris along the sides of the buildings. I will keep the buildings and surrounding environment in line with the given time period as to make it suitable for use in the chosen game Total War: Troy.
I wish to study environments as I feel they are my strongest point in modelling and where I feel the most comfortable. Environmental modelling also allows me the creative freedom to create any relevant model from a given time period allowing me to expand my skills in modelling.
To develop my artifact I may model/ texture small plants and trees to help give my scene more life and make it more in line with the given games environments. I may also add additional details such as basic weapons lying on the floor to further give the impression that a battle was fought in the area. In order to create the scene and all the assets inside it I will use the 3D software Maya, this will allow me to create and texture any asset needed. For references I will use historical websites as well as images from the given game to help shape my buildings and assets, I will rely more heavily on historical websites however as some in game assets such as arrows may be edited to appear more powerful in a game setting.