A gallery has been created below containing all examples of the models that were constructed for the purposes of the virtual open day; all models appear in (ascending/descending) order of their production date. The models have been presented in their rendered texture form to show their end appearance, their rendered wireframe view to showcase the geometry and the texture map images included to represent the texture production.
Model efficiency was always a primary consideration throughout all object developments. From most CIB viewing perspectives there will be a large number of models viewable to the user at one particular time, slower computer systems can sometimes struggle with large workloads so it was essential that model polygon, vertex and triangle count where kept as low as possible. This was due to one of the early project objectives which stated that ‘Efficient production of models to ensure that the end product is streamlined and accessible for all individuals’ system hardware specifications.’
Following the completion of my Final Year Project, I decided to take some ingame screenshots from the same location and viewing perspective as the reference photographs captured during the early research phases.
Upon viewing the photographs and ingame screenshots side by side (below), the similarity and likeness to the real-world environment and the digital simulation can be compared and appreciated.
University Building Exterior [Photograph]
University Building Exterior [Ingame Screenshot]
University Building Exterior 2 [Photograph]
University Building Exterior 2 [Ingame Screenshot]
Team 13 was formed to produce a group project for a university module from October 2009 – May 2010. Together we decided to make a custom map for ‘Left 4 Dead’ called Clifton Onslaught, we decided that a suitable area of interest would be the Clifton and University areas. Using the Left 4 Dead Authoring Tools by Valve Software, and 3D modelling/ image editing tools the group worked effectively to produce an eye-catching and interactive game level, and provided all members with valuable experience working within a team.
Group Members: Damon Muncaster – Team Leader
Ryan Alexander – Level Designer / Website Admin
Joe Pinner – Level Designer
Jake Roden – Prop and Texture Designer
Damo Coaten – Prop and Texture Designer
Shaun Field – Sound Development
Realistic scales where used and satellite imagery allowed us to ensure that the game levels that we where creating where as real to life as possible.
Clifton Onslaught consists of two maps, the first ‘Street’ takes the player from central Clifton through a park area through the streets of Clifton, there are multiple routes that the player can follow to progress. The player ultimately ends up at the safe room on the outskirts of Clifton housing estate alongside the Nottingham Trent University Clifton Campus where the second map begins, ‘Campus’.
Green Line – Clifton Onslaught [Street] Yellow Line – Clifton Onslaught [Campus]
The campus map was my particular focus point throughout the level design, my experience of the source SDK tools developed substantially as the project progressed. As the campus is well known, i felt implied to pay extra attention to detail to the universities key features, the prop designers where required to make a large number of the visuals from scratch as pre-made textures and models where unsuitable.
Group members where able to discuss matters using the forum system which i setup for optimised communication, I implemented privacy features to allow piers to discuss ‘Clifton Onslaught’ materials in private, and an attachment tool that allowed us to share work files within a secure online repository.
Clifton Onslaught Add-On Campaign
Custom Load Screen
Clifton Onslaught [Street] – Intro
Clifton Onslaught [Street] – Start Area
Clifton Onslaught [Street] – Park Area
Clifton Onslaught [Street] – Park Area 2
Clifton Onslaught [Street] – Road Crossover
Clifton Onslaught [Street] – Road Crossover 2
Clifton Onslaught [Street] – Road Crossover 3
Clifton Onslaught [Street] – Road Crossover 4
Clifton Onslaught [Street] – Tank Battle
Clifton Onslaught [Street] – Tank Battle 2
Clifton Onslaught [Street] – Tank Battle 3
Clifton Onslaught [Street] – Center
Clifton Onslaught [Street] – Center 2
Clifton Onslaught [Street] – House Through-Route
Clifton Onslaught [Street] – House Through-Route 2
Clifton Onslaught [Street] – House Through-Route 3
Clifton Onslaught [Street] – House Through-Route 4
One of the second year university modules required me to reproduce a real object with varying levels of detail, to demonstrate the ability to create detailed models but to consider game play optimisation. I decided to model my desktop computer case, an Antec 300. The model was created using Autodesk 3DS Max 2010 and the texture map was produced using samples from high resolution photographs and reproduced using Adobe Photoshop.
A total of 90 photographs where taken along different angles and orientations to act as a reference for the task.
Antec 300 Sample Photos
The geometry of my Antec 300, was defined by real life actual measurements via the use of a scientific ruler and tape measure. Chamfer, extrude, smoothing, inset, and unwrap uvw techniques were used in order to achieve the required result.
LOD 2 – 50 Polys
LOD 1 – 82 Polys
LOD 0 – 482 Polys
The requirements were: LOD 2 – a model with less than 100 triangles LOD 1 – a model with less than 350 triangles LOD 0 – a model with all necessary and appropriate detail, remembering that it must remain suitable for use in a game.
We were then required to export the model into the relevant formats suitable for a game engine. All 3 models were imported using unreal development kit (UDK) into a basic game level environment. For the purposes of the website, I produced the Antec 300 Flash Showreel.