About My Year 2 Projects - Semester 1


Semester 1 Overview


This semester, I'm working on three distinct projects. The first is a 'Group Client Project,' where each of us selected a brief that aligned with our skills. We then collaborated with the client to create outcomes tailored to their needs. The second project involves an 'RSA Case Study,' where we chose a brief and conducted research using both primary and secondary sources. Interestingly, the RSA brief is also the foundation for the last module, the 'Individual RSA Project.' In this module, I'll be creating a 3D model to complement and support the findings discussed in my case study. This interconnected approach allows me to delve into different aspects of my coursework, combining theoretical knowledge with practical application in the form of a 3D model.

Group Client Project - Sheild Decor

Setting out to create a shield asset for our Low Poly 3D, Stylized, Fantasy, Top Down Dungeon game required a methodical approach to produce both low-poly and high-poly versions, both of which enhanced the final product's visual attractiveness. The low-poly model was first created by creating a simple shield blockout from a flat plane. This involved constructing the shield's primary wooden body, adding rivets for structural integrity, and attaching a metal accent around the shield. The mirror modifier made the shield's back easier to create and gave it additional thickness for a heavier feel. Once the basic form was determined, the proportionate editing function was utilised to guarantee a realistic and seamless curve, removing any irregularities. Smooth shading was applied to the low-poly shield when it was finished, and great care was taken to maintain the triangle count below the specified 2k threshold.

Transitioning to the high-poly phase involved duplicating the refined low-poly model. This second version aimed to showcase intricate details that would enhance the shield's realism in the game. To achieve a high-poly appearance, specific edges were selected to exhibit sharpness, and the edge data was adjusted to approximately 0.9 using Blender's user-friendly interface. Adding a multiresolution modifier and subdividing to level 5 further refined the model, enhancing its complexity.

The result of these efforts enabled the shield to go through an alteration in Blender's sculpting mode. Here, the focus was on incorporating subtle details into the metal accents to depict a story of conflicts and ageing. Delicate adjustments were done, such rounding off a few sharp edges, adding dents that looked like they were caused by sword strikes, and meticulously creating a hammered effect on the rivets. Together, these subtleties gave the shield a worn-out, weathered aspect that perfectly complemented the fantasy setting of the game. The outcome was a meticulously designed shield asset that merged in well with the game's aesthetics, adding authenticity and history to the player experience overall.

After completing the shield's intricate details, I experimented with several textures to give it a unique appearance. I created these textures using the shader editor in Blender. I combined musgrave texture nodes, noise texture nodes, and colour ramp nodes to procedurally produce the textures for the metal and wood sections instead of using images or photos. These nodes give me more control over the appearance of the textures, such as the metal's shiny spots or the wood's grain. Once I had put the textures on the shield parts, I noticed it didn't look good – it seemed fake and didn't match what the client wanted. So, I decided to ditch the procedural textures I made and switched to Substance Painter instead, to see if I could create a better-looking texture using that software.

Upon bringing my shield asset into Substance Painter, my initial step involved baking the intricate details from the high-poly version onto the low-poly counterpart. This crucial process ensured that when integrated into the game, the shield wouldn't overwhelm its performance and could run seamlessly.

Following this, I delved into Substance Painter's extensive range of materials and textures, exploring both the regular and smart material tabs to discover options that resonated with the desired game style. While browsing, I stumbled upon a couple of promising materials for the metal and wood components. Although I couldn't use these materials as they were, I drew inspiration from them. For the wood texture, I opted to use an AI image generator to acquire tile-able images of stylized wood plank textures. Combining these images, I selected a fitting section to apply to my shield. Utilizing the polygon fill feature, I could paint this new texture directly onto the 3D model, specifically on the wooden sections. As for the metal texture, I incorporated a discovered smart material onto the model. In the properties tab, I fine-tuned various settings, adjusting darkness, roughness, and noise to enhance a weathered effect, aligning it more closely with the client's preferred stylistic nuances.

After completing the texture application process in Substance Painter for my 3D model, the next step involved exporting these textures. This export allowed me to seamlessly incorporate the textured model back into Blender, where I could further refine and eventually generate a rendered image of the final product. Fortunately, the client facilitated this phase by providing a well-prepared Blender file specifically tailored for rendering my shield. This file was meticulously configured, featuring stylized lighting settings that effectively simulated the in-game environment. This simulation proved invaluable, offering a preview of how the shield would appear within the game, enabling me to make any necessary adjustments to ensure the final result met both my creative vision and the client's expectations.

Group Client Project - Corner Stones

Upon completing the shield asset, my subsequent task involved crafting the corner pillars to become integral components of the game environment. Similar to the shield creation process, I initiated the pillar design by generating concept art. Bing's AI image generator proved handy for exploring diverse visual ideas for the pillars. Once I had a few concepts, incorporating a Mayan rune pattern at the client's request, I delved into modeling some basic blockouts to assess which shapes would best complement the game layout. Seeking client input, we discussed their preferences and envisioned appearance for the pillars. Based on their feedback, I adjusted one of the original models to align with the client's vision, ensuring it matched their expectations. After confirming the model's compatibility with the client's imagination, I proceeded to create the Mayan runes for the pillars. Utilizing Bing's AI image generator again, I obtained a 2D Mayan rune pattern. Importing this pattern into Blender as a plane, I began shaping it to fit onto the face of the pillar, considering the chosen in-game camera angle.

Moving on to the detailing phase, I duplicated both the pillar and the pattern to create both a low-poly and a high-poly version. Similar to the shield process, the high-poly version would accommodate all the finer details. To enhance the pillar's intricacies, I transitioned to sculpting mode in Blender, utilizing the clay strips, scrape, and smooth brushes. These sculpting brushes allowed me to add, sharpen, and smooth details onto the model, simulating the appearance of a pillar carved from a substantial rock.

While I didn't have ample time to complete this project segment, the subsequent steps would mirror those I employed for the shield. This entails finalizing the detailing, baking the details onto the low-poly model in Substance Painter, applying a texture to align with the game's style in Substance Painter, and finally, importing the completed model back into Blender to capture a rendered image of the finalized outcome.

Group Client Project - AI Concept Art

At the start of our group client project, we got the client's approval to use an AI image generator from Bing for creating concept art. This AI tool helped us find inspiration for designing the 3D models in our game. Essentially, we used it to generate visual ideas that would guide the look and feel of the game's elements. The client liked the idea of using AI to kickstart our creativity and approved this approach as a helpful way to gather initial concepts for the 3D models that would eventually become part of our game. This collaboration allowed us to explore various visual directions and ensured that our final designs were informed and aligned with the client's vision.

In light of this, I've gathered some AI-generated images for the assets I'm creating for the project. I use these computer-generated images as a source of inspiration and ideas for my 3D models. My goal was to use these AI images to enhance the detail and appropriateness of my creations for the project.



RSA Case study


Commencing the RSA Case Study project, we were presented with six distinct briefs, each thoroughly explained to guide us on how to approach the questions posed. After selecting Brief 2, "Flourishing Places - How might we collectively reimagine a regenerative future of the built environment to enable all life to flourish?" I needed to pinpoint the specific topic related to the question. Initially, I contemplated connecting it to nature, considering the brief's emphasis on enabling all life to flourish, which, in my interpretation, includes nature. This notion also aligned with SDG Goal 3, promoting good health and well-being by incorporating more nature into densely populated cities and towns. A few days later, my interest was sparked by the concept of terrariums, providing a promising link to the nature aspect of the brief. To further tie it to the built environment, as stipulated in the question, I envisioned incorporating a terrarium-style space into existing abandoned buildings instead of constructing new structures.

Commencing the RSA Case Study project, we were presented with six distinct briefs, each thoroughly explained to guide us on how to approach the questions posed. After selecting Brief 2, "Flourishing Places - How might we collectively reimagine a regenerative future of the built environment to enable all life to flourish?" I needed to pinpoint the specific topic related to the question. Initially, I contemplated connecting it to nature, considering the brief's emphasis on enabling all life to flourish, which, in my interpretation, includes nature. This notion also aligned with SDG Goal 3, promoting good health and well-being by incorporating more nature into densely populated cities and towns. A few days later, my interest was sparked by the concept of terrariums, providing a promising link to the nature aspect of the brief. To further tie it to the built environment, as stipulated in the question, I envisioned incorporating a terrarium-style space into existing abandoned buildings instead of constructing new structures.

Individual RSA Project


This project revolves around a task I picked for the RSA case study. Specifically, I focused on Brief 2, which is called "Flourishing Places - How might we collectively reimagine a regenerative future of the built environment to enable all life to flourish?" When I chose this particular brief, my first spark of inspiration came from the idea of connecting it with nature. You see, the brief talked about letting all life thrive, and that got me thinking about nature. In my view, this idea is all about including nature and going along with Sustainable Development Goal 3 (good health and well-being) as well as Sustainable Development Goal 11 (sustainable cities and communities), which is all about making sure everyone has good health and well-being, and making cities and human settlements inclusive, resilient, and sustainable. I truly believe that having nature around us is good for our health and happiness, especially in busy cities and towns where there are lots of people. So, I set out to figure out ways I could help make this vision of regeneration happen. After a few days of pondering, I found myself captivated by the idea of terrariums. These miniature worlds enclosed in glass containers ignited my creativity. As I delved deeper into the possibilities, I began to contemplate how to seamlessly integrate the concept of terrariums into our existing built environment. Rather than constructing new buildings from scratch, I entertained the notion of repurposing abandoned structures. It dawned on me that these neglected buildings could serve as the perfect canvas for creating terrarium-style nature reserves.

The thought of breathing new life into these urban relics filled me with excitement. Not only would this endeavour rejuvenate forgotten corners of our cities, but it would also provide urban dwellers with enchanting oases to explore and enjoy at their leisure. Picture it: lush greenery cascading down crumbling walls, vibrant flowers reclaiming cracked pavement, and tranquil pathways winding through forgotten courtyards. It was a vision of urban renewal that captured my imagination and fuelled my determination. Thus, my project evolved into a thoughtful exploration of regenerative possibilities within the built environment. Every step I took, every idea I pursued, was guided by the principles outlined in the chosen brief. It was not merely about repurposing old buildings; it was about reimagining our urban landscapes as thriving ecosystems where both nature and humanity could flourish side by side. Once I had my idea all set, I wanted to gather more inspiration for my Blender project. So, I turned to Bing's AI image generator. This nifty tool lets you type in different words or phrases, and it generates images based on those prompts. I tried out a bunch of different prompts to see if any of the images matched the picture I had in my head. After a few tries, I finally got three images that were pretty close to what I was imagining. These images gave me a good starting point, but I needed some 3D models to bring my vision to life in Blender. That's when I stumbled upon the Kenney Assets modular buildings pack. This pack has all sorts of pre-made building pieces that you can mix and match to create your own structures. Excitedly, I downloaded the pack and picked out a small building to use as the centrepiece of my scene. To make things easier down the line, I decided to break the building model into smaller parts. I split it into a front wall, a back wall, and a mid-section. This way, I could texture each part separately later on using Quixel Mixer, a tool for adding textures and details to 3D models. It was all about setting myself up for success as I dove deeper into bringing my project to life.
The initial phase of the project posed a bit of a challenge because the geometry needed some fixing. There were missing parts and things weren't lining up correctly. To address these issues, I made use of a helpful tool called "bridge edge loops." This feature allowed me to fill in the missing parts and improve the overall structure. But I didn't stop there; I took the time to adjust the points to ensure everything flowed smoothly and to prevent any odd shadows from showing up later on. Getting the shape right was a crucial step before moving on to the subsequent stages. As the project progressed, my focus shifted towards enhancing its visual appeal through the application of textures. I exported these meticulously crafted components to Quixel Mixer, a versatile tool for this purpose. The textures I used included a base resembling a worn brick wall material. To infuse an authentic touch, I introduced two distinct moss materials into the composition. The first moss material featured a gradient modifier, giving the illusion of natural upward moss growth. Meanwhile, the second material incorporated a curvature modifier, artistically portraying moss emerging from intricate cracks in the structure. This thoughtful combination not only added depth and character to the scene but also brought to life a compelling abandoned building aesthetic, captivating my imagination with its detailed and immersive elements.
Upon my return to Blender, I embarked on a journey to craft the perfect ambiance for an abandoned building scene. I chose Blender to create my model and scene because of its user-friendly interface and ease of use compared to other 3D software like Maya, SketchUp, and Unreal Engine 5. Blender's intuitive UI made it easier for me to navigate and manipulate objects, allowing me to focus more on bringing my ideas to life rather than struggling with the software itself. Additionally, Blender offers a wide range of features and tools that suited my needs, from modelling to texturing to rendering, all within one platform. Overall, Blender provided a seamless and efficient workflow, making it the perfect choice for my project. Delving into the shader editor, I meticulously combined textures to breathe life into the desolate structure. However, my creative intentions didn't stop there. Determined to infuse vitality into the interior, I scoured various 3D model repositories like CGTrader and TurboSquid in search of botanical elements such as plants, grass, flowers, bushes, rocks, pathing stones, and even a park bench. Each addition served as a brushstroke on the canvas of my imagination, transforming the once barren space into a lush, terrarium-like environment. With the scene taking shape, my focus shifted to lighting. Mindfully positioning a sun light outside the building, I set up shadows that scattered across the walls, evoking a sense of depth and mystery. Yet, I needed to illuminate the interior without sacrificing the depth that came from the shadows. Thus, I introduced an area light, carefully fine-tuning its brightness to strike a delicate balance between illumination and shadow play. This intricate combination of light not only brought my envisioned atmosphere to life but also laid the foundation for capturing the perfect shots of the final rendered images, each frame a testament to the meticulous craftsmanship and creative vision poured into the project.
I'm really pleased with how my final renders turned out, especially considering the help and feedback I received along the way while creating my model. It was such a journey from start to finish, and seeing the end result fills me with a sense of accomplishment and joy. Every step of the process, from sketching out initial ideas by using Bing’s AI image generator to refining the details in the final renders, was guided by the support and advice I received from others. Whether it was suggestions on improving the lighting, tweaking the textures, or adjusting the composition, each piece of feedback played a crucial role in shaping the outcome. It's amazing to see how collaboration and guidance can elevate a project to new heights. As I look at the finished renders, I can't help but feel grateful for the encouragement and insights that were shared with me along the way.
While my project initially stemmed from the idea of transforming abandoned structures into expansive urban terrariums, there was more to it than meets the eye. Throughout my research journey for the RSA case study, I stumbled upon a website showcasing 'One Central Park' https://www.skyscrapercenter.com/building/one-central-park/10710 , a notable building nestled in Sydney's bustling landscape. This architectural wonder caught my attention for its resourceful integration of nature throughout its exterior and even within its interior spaces. 'One Central Park' served as a beacon of inspiration, sparking a shift in my project's direction. The discovery of 'One Central Park' profoundly influenced my approach. It wasn't just about repurposing neglected buildings anymore; it was about embracing a comprehensive vision of urban design that harmonises with nature. The symbiotic relationship between architecture and greenery exemplified by 'One Central Park' resonated deeply with me. It highlighted the transformative potential of incorporating nature into urban environments, not only for aesthetic enhancement but also for fostering well-being and sustainability (SDG goals 3 and 11). Drawing inspiration from 'One Central Park', my project took on a new dimension. It became a quest to reimagine urban spaces as vibrant ecosystems where nature thrives alongside human habitation. The character of 'One Central Park' guided my exploration, infusing my work with a sense of purpose and meaning. As I reflect on my journey, I am grateful for the unexpected encounter with 'One Central Park' and the insightful impact it has had on my project. It serves as evidence to the power of innovative design in reshaping our cities for the better. Ultimately, my project is not just about revitalising abandoned structures; it's about creating sustainable and liveable urban environments that embrace the beauty and vitality of nature.
If I were to undertake this project again without a deadline, I would approach it with more patience and attention to detail. Rushing towards the end of the project was a setback, and I would prioritize managing my time more effectively. Instead of leaving tasks until the last minute, I would allocate specific times for each stage of the project, ensuring a more balanced workflow. One significant change I would make is to expand the size of the scene to better match my imagination. I felt that the scene ended up being smaller than I envisioned, which limited its impact. With more time at my disposal, I would have dedicated efforts to enlarging the scope of the scene, allowing for greater creativity and detail. This would involve adding more elements, such as additional buildings, foliage, and intricate details, to create a more immersive environment. Furthermore, I would take advantage of the extra time to experiment with different techniques and refine aspects of the project that I felt were lacking. This could include refining textures, fine-tuning lighting effects, and enhancing overall visual appeal. By taking a more iterative approach and allowing myself the freedom to explore different ideas, I believe I could have achieved a more polished and cohesive final result. Overall, if given the opportunity to redo the project without the constraints of a deadline, I would focus on pacing myself, expanding the scope of the scene, and refining details to bring my vision to life more effectively.