This is a catchup post from my weeks of not posting anything about my models development.
I'll just walk you through the screenshots I took during this time.
I started by doing some sketches:
(some have a few word thoughts that I had while drawing them (criticisms by me, for me, as I was drawing and going on to different stages of sketching.))
Nice.
An attempted recreation of the model I was trying to pursue from the first project.
A random sketch.
Another one...
...and another (at this point I was wondering if these were all abstract enough).
I ended up with this one which I chose to re-create in SketchUp in class time.
An example sketch done by Oliver in class. Interpretation: "Just go with it."
SketchUp onwards:
This is a 3d recreation of one of the above sketches I made as a start to the project.
After creating this model, I figured it was too much of 'a thing' so I removed a good chunk of it.
Then I rotated it on a cross between the X and Z axis...
...And click x(can't remember the number, but it made the shape above anyway).
So after that, I used PlayUp tools to get it into CryEngine3. Here it is in is untextured glory.
Then I added the default PlayUp texture to it which gave this result.
I thought the above space wasn't very 'interesting' so I went back to SketchUp to start again. (This one didn't export because there were no 3D parts to the model)
I then made this one. This was created by drawing lots of lines and then 'extruding' them using one of the extrusion tool plugin.
So here are all the models at this stage in the process.
In this point I forgot to take screenshots so basically what I did was export the above with PlayUp, fly around it in CryEngine, and then realise that the model on the far right had no interior space. So in SketchUp I tried to give it some interior space. This proved difficult due to the way the model was created to start with.
At this stage I realised my first model was the best one to go with so I made some changes to it here. Each rectangular object was a component (so if I change one, I change them all for the section the component is in) so I played with widths and lengths, pulling them out sideways and making them shorter or longer. I made the top parts wider so they were basically flat boards, and made the centre parts shorter. With this, I then rotated the whole thing (as a component) around a skewed axis (pushed shift while the rotate tool was over an angled component) and 'times-ed' this by some massive number...
* *EDIT: I found the screenshots!* *
"Each rectangular object was a component..."
"...so if I change one, I change them all..."
Im changing the position of the pillars at this point.
"...so I played with widths and lengths..."
I then PlayUp-ed it into Cryengine to see how it looked and to have a fly through it.
Then I went back to SketchUp to change the model again. More widths changing and so on.
And here it is in CryEngine, complete with an annoying missing texture thingy.
An internal view.
I went back to SketchUp to modify it yet again. Changing the orientation and rotation of the components in the model till I got this shape.
And, so I ended up with this in CryEngine...
* *EDIT END* *
It was a massive model.
I then flew around it and checked out its internal areas and it's closeup details.
Here is another view.
I realised you could change the time of day at this stage and so did. I took some more screenshots as well.
This is another one.
And this one.
3 selected views for the mid-review
I selected everything and rotated them along the X axis and then applied a blue glow to some internal parts with this result. I used these as the 3 scenes to print off and pin on the wall.
And another one.
And another one.
* *EDIT: Here are some other views for the mid review which I did not select. * *