Real Worlds - Week 7 - Week 12:

I have combined these blogs as during the main part of these weeks I hadn't been able to put much time into working on this project so I put them into one blog so there was more content in the blog instead of having most quite empty.

Enforcer:

Orthographic:

I am quite happy with how this drawing came out. Even though it doesn't have a face or hands I am still quite proud of how the other parts came out. I need to work on drawing faces and hands but it's a good start.


Asterian:

Orthographic:

I am quite happy with how the orthograph came out as I haven't ever drawn a robot or anything similar and even though it is quite simple it shows what I want it to show.


Model:

This is the finished model in maya, I won't need to retopologise this model as whilst I was working in maya I made sure to keep my topology as nice as possible so that I wouldn't need to spend time doing it. The space on each of the arms is so that weapons can be attached through it so it is quite easy to pick them up and them be attached. When modelling the new version of my model after having feedback from the client I made sure that the shoulders were slimmer and weren't as wide.



Texture:

I was able to use the cut and sew tools to be able to create the uv however due to not having enough time to be able to texture in substance painter due to my time management I instead used the textures maya has and just selected the different faces I wanted a certain texture and used the standard surface material with different colours to texture it. Even though the model was textured in maya it doesn't look bad as it's quite simple and it looks like a simpler version of the textured cypher primes.



Rig:

Due to my time management I wasn't able to get my own rig done and placed on the model however I did use the auto rig in maya which meant that I was able to move the them around. There were a few points where the weight painting wasn't the best as the arms would pull on the torso slightly however even though there were minor issues with this it was helpful to see how the model would move if it did have my own rig on it.


With the legs I was worried about it moving correctly as the legs goes slightly backwards and I was worried it wouldn't bend properly however it does and still looks right.


Sketchfab:

Environment:

Thumbnails:

These are the thumbnails I drew for both the inside of my environment and the furniture that we were meant  to create for it. I chose to do an interior rather than an outdoor environment as I find those easier to create. A few of the furniture pieces I was struggling to find ideas for it but after a while I came up with having a container that then enforcers can move around to store stuff in and the other is a device that means that anything that is in the bubble when deployed will stay the same and nothing can be changed or moved until the device is turned off.







Orthographic:

This is the orthographic that I created for the environment. I only created one orthographic as I am comfortable with working in maya so as long as I had a reference to use for creating the environment I felt confident that I could replicate it without having to spend more time with drawing it out.


I was looking at some of the game set ups and I was looking at the Mazon labs and I took inspiration for the windows from the tabletop version in my design.


The Other One, 2022. Mazon Labs-Themed Deadzone Board [online]. Available at: https://vaultoftheundead.wordpress.com/2022/04/22/mazon-labs-themed-deadzone-board/ [Accessed 2 May 2025]


Model:

This is the final finished model in maya just before I texture it. I am quite happy with how it came out however I wish I had more time to add more detail to the walls and some of the furniture pieces.




Texture: 

I wasn't able to complete the texturing using substance painter at university as I took longer than I thought to make the model which mean that I had to use maya's textures. I was planning on doing the bubble you can see in maya as I didn't know if would be possible to make the texture see through but still visible so you can see through the back of the model.


I thought that it would be best to use the glass texture that maya has a present for however when I did it made the models in the bubble look zoomed in and wasn't really what I wanted as I wanted it to be see through.


When I tried to put the fbx file in unreal engine I couldn't get the textures to appear on the model and they had different textures than I had put on even though the different texture names were showing up in unreal but wouldn't show up on the model itself. I didn't know how to fix it so I left it in maya where I knew I had the renders look how I wanted them to.