Tuesday 18 October 2016

Week 3 In Class Exercise: Build a derelict village

Derelict village
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Vasil Nikolov

The task for this week was to create a level that can be used in a first person shooter. The level was supposed to follow the theme of a derelict village. This is why for my model, I had decided to create a small cul de sac with identical houses. Thanks to the first class exercise, the scale-down version of the house that was made earlier provided ease for the entire map as it was easier to scale down and duplicate (Using the Ctrl + D buttons) in order to create the street. The road itself was made from a single square object, while the ground was provided by a new shape (Known as a Plain object). By adjusting the height and position of the different vertexes in the object, the ground that surrounds the fuselage of the aircraft and the ground makes the area look like the aircraft has crash landed. This was further reinforced by creating two halves of a jet engine and then inserting that object in several areas.

The crashed airliner was probably the easiest object to build as it only required the stretching of one cylinder and then adding a second with a reduced second half. The half was reduced by selecting the vertex edges and then scaling them down and moving away from the center position. This allowed the creation of a tail end which was then added to the original fuselage.

A similar technique was used for the creation of the street lamps (the lights in particular). by selecting the upper face of the cylinder and then extracting it and rotating to a certain degree, the effect of a bend could be achieved without the need for a second cylinder to be inserted and then cut.

Overall, the exercise provided to be a challenging task for the planning of what objects to introduce but not as much for it. If it had to be re-done, the best way to improve it would be by creating an object that can be connected to the original and then by using the Boolean tool, create a missing piece to the original object (For example, using a cylinder to create a random hole in the fuselage of the aircraft in order to make it look like it was hit by an anti-aircraft missile).

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