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Week 4: Modularity & Reading Week

  • Writer: Jack Ferrari
    Jack Ferrari
  • Feb 16, 2024
  • 2 min read

Updated: May 1, 2024

THE SIXTH STEP

To start my reading week I wanted to further develop and refine my base models, adding much needed detail. And after much deliberation I had cut down the designs I would work on to 2 (Still one more than necessary but since the block outs used the same modular components with some adjustments I could create a kit fitting for both).


“The modular level design solution arose from the need to have greatlooking, high-detail levels without having to build and texture every nook and cranny of the environment.”[1]

Having read a selection of interesting articles discussing the usage and importance of modular kits within game design. I planned and began breaking up my mesh into useable parts that could fit together to create various shops/buildings, including my chosen designs.

For this process I made Individual window wall pieces, a larger wall segment, pillar, chimney, trim and railing. I also started to UV unwrap several elements to save me unwrapping multiple of the same mesh down the line (this will save massive amounts of time).


One issue I have encountered is some of these pieces when moved and snapped together, don't quite fit/ make a perfect square (so aren't quite a perfect 150 Window Width to 300 Wall) so will have to make some alterations to ensure they are all usable and able to cleanly snap together.


Refined Model Screenshot: Modelled and rendered in MAYA:

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Having seen similar window pane designs on my original moodboards I thought the radial design was reminiscent of a rising sun fitting of the design motifs and "Equinox" theme I will incorporate.

The Railing again pulling from found reference images is meant to be similar to the phases of the moon or celestial maps, without being too on the nose.


Self Critiques: Future Alterations/ Changes

I do feel the moon and sun sigils on the left building, are a bit too close to the Calvin Klein logo and would be better suited as a print decal on the actual glass.

The windows are also too close to the outer edges of the buildings and will have to be moved further inwards as there isn't any allowance for corner stones/ realistic wall thickness.

The small Moon shaped window on the observatory section is not reading as a window but more of a surface decal at the moment, will have to push it back into the main wall.


Test Lighting Pass: Rendered from Unreal:

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I had also put the new block-out into Unreal and done a very basic lighting pass using light rectangles to get an idea of how value balance works when working with more than just blocked shapes. As lighting plays a huge role in setting the tone and mood for a piece.


KEY INFORMATION from the week:

Models have been further refined and edges/ scale has been aligned to the grid allowing modular elements to be snapped together.

[1] Modular Level and Component Design. (n.d.). Available at: https://docs.unrealengine.com/udk/Three/rsrc/Three/ModularLevelDesign/ModularLevelDesign.pdf. [accessed 20 Feb 2024].





 
 
 

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