Page 1 of a 2-page spread for a breakdown of the “Golemiri Waterwheel” production process. Displays concept art and ideation. This project was a semester’s long deal for a 3D Game Production course I took at CCAD. We were tasked with making three separate models, and then implementing them in-engine within a grey-boxed environment. Naturally, we started with thumbnails and sketches, breaking out into initial model block-outs afterwards, which we then used as the basis for finalizing our concept art. I also had the personal goal of making all of my models’ texture by hand, as I personally have a slight (Read: Major) disillusionment with photo-realism, and for the texturing process, we were encouraged to edit the default Smart Materials in Substance Painter. What I wanted to achieve out this laborious process was to give my models a unique character that would stand the test of time, especially regarding graphical advancement. The “Heroic” model, of which I spent the most time making, was conceptualized as a Waterwheel made using “Golemiri” technology. (A word I made up to describe the aesthetics of Golem-powered industrialization, much like “Steam-” or “Diesel-punk”)
Page 2 of a 2-page spread for a breakdown of the “Golemiri Waterwheel” production process. Displays modeling and texturing information, as well as a final render of the full model. The modeling process took some time to get used to, as I knew it was radially symmetrical, so I had to model it out using a small chunk of it, and then using the “MASH” feature in Autodesk Maya to see how it held up. The UV-Unwrapping for the model took, if I’m remembering correctly, nearly a month to complete. I had to apply the best principles of UV layout for Game Production as I went along. The challenge I had was figuring out which areas of the model can share the same texture space, while also figuring out how to lay them out in a way that uses at least 95% of the UV. However, such a challenge was fairly rewarding! It was cathartic for me to figure out such a problem and it never felt like a chore that I wanted to be through with, but rather an intricate puzzle to solve.
(2/2) Production breakdowns for the "Golemiri Waterwheel", the first model show in this series.
ALT text goes into further context about project requirements.