Friday, March 16, 2018

CAGD 330 Sci-Fi Crate Final Post

CAGD 330 Sci-Fi Crate Final Post


Sledge Amalgam Box

A supply box that randomizes its contents, the Sledge Amalgam Box appears across all sorts of locations across time and space.  When interacted with, this Sci-Fi crate pulls up one of many possible contents, ranging from inventory duplication to giving mass amounts of batteries.  The appearance of the crate comes from others in universe, imitating, but not entirely, trying to be its own thing.  It is made of highly durable material, and despite holding content, the crate itself is quite useful as a physical tool of sorts.  Battering ram or trap switch holders are among some clever uses.  Sometimes, the crate gives another crate, basically becoming a surprise in a box.  The only way to determine a crate’s contents without opening it is to use a decoder that acts as an x-ray through the titanium panels.  In universe, this box is often used for practical jokes and sometimes just as a block to be built upon or around.  These are manufactured by the suppliers of all common crates, the contents of which are decided by sponsors.  They can be bought, sold, and traded as currency in some cases.  They aren’t very serious artifacts, but they vary in importance from case to case.

Concept:

The concepts I used for this Sci-Fi crate came from three main references, crates of their own which I took inspiration from for corresponding panels. The first reference comes from artist Luchador on Turbosquid, whose design inspired two of the side panels.  The second reference comes from Frank Vanderwhel, whose design inspired three panels, one of which was the bottom.  The third reference was used for the top vent panel, inspired by artist Rick SL on Turbosquid.  Overall, I thought of this concept as an amalgamation that still fits as a whole cohesive object.

Workflow Process:

The approach I took to create the initial primitives for the crate was creating quarter portions of each of the six panels, two of which shared the same design based on one concept, and two others in the same line taking after a different concept.  In addition, I had to create separate parts for each panel, such as corresponding inner and outer portions, notches modeled individually to combine with others later on, and buttons that sit on the outside.  Once I was happy with the models of each quarter, I mirrored them out to form the full panels.  I then had to align and adjust everything into the final cube crate shape.  As a final result for the high polygon model, most of the parts remained separate, under a single grouping.  Next, for the low polygon model, I used the quad draw method to trace over and create the new simpler form.  After straightening things out and tweaking to get as close to the high poly version as possible, I formatted the UVs.  It took some time to remember techniques, but eventually the process became clear and finding the right layout for exporting came easy.  The toughest part came in setting up the three models for export: the low, high, and id.  After much trial and error, I finally managed to make the jump over to Substance Painter.  Once there, I went through the motions and came out with a decent set of texture maps to bring back and apply in Maya.  Finally, the model was textured, cleaned, and primed for submission.

Problems and Solutions:

Many of my issues throughout the project came from backtracking due to misunderstanding.  It mainly came down to extensive trial and error and doubts about adhering strictly to the examples and tutorials.  As much as I followed along point for point, the main challenge was exploring and altering things to fit my specific project.  To point out the most concerning road blocks, texturing, moving from Maya to Substance Painter, and combining versus not combining meshes were among the hardest parts.  Luckily, as tough as the problems came, with enough time and effort, I was able to push past and bring everything together in the end.  The true cause of concern was time, seeing as some things were necessary to have completed in order to move on.  The backtracking occurred as each milestone came along, so I needed to take more than a few steps backward to move forward correctly.

Time Frame List:
Concept Development – 3 hours
Modeling – 24 hours
-          High Poly – 18 hours
-          Low Poly – 6 hours
Texturing – 8 hours
Finalizing – 5 hours

References:
-Most videos and other tools in the suggested toolbox for CAGD330.
-Professional Tips For Modeling Complex Shapes: Part 1, 2, 3 by Paul Conner.

Final Model on SketchFab






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