Friday, 22 August 2014

3d Modelling: The 3 Cells

Props for the Prison Level

The 3 Cell Types

There will be at least 20 of each cell type throughout the prison.
There will be variances in every cell within the level whether it be with differences in texturing or a couple of extra props like shackles or remains.



The 1st and 2nd grade cells have air vents at the back to allow for air circulation whereas the 3rd grade cells will not resulting in further diminished living conditions (e.g bad smell, humidity and no fresh air).

1st Grade Cell

1.8m x 1.8m x 1.8m        2nd Floor
Props: Bed Frame, Mattress and 2 buckets.

The inmates in here have special treatment they are allowed a frame and mattress so are fairly comfortable along with a wash bucket and a waste bucket.

The idea behind this cell is to hold inmates that are important to research in some way. They have space to stand, lay and even pace.

2nd Grade Cell

1.8m x 1.5m x 1.8m     Ground Floor
Props: Mattress and 1 bucket.

The inmates in here have a certain amount of civilized treatment they are allowed a mattress so have some comfort and a bucket for waste.

The idea behind this cell is to hold inmates that are useful in some way but aren't important enough for an upgrade. Space is limited but not too drastically compared to the 3rd grade cell.

Since the 1.8m side is facing the front I was able to use the same front section of the 1st grade cell by copying the polygons over and welding the vertices to the ceiling and floor.


3rd Grade Cell

1m x 1m x 1.5m          Underground
Prop: 1 bucket.

The inmates in here won't get any special or even civilized treatment so they are only allocated a bucket for waste nothing more. 

The idea behind this cell is to make the inmate feel as uncomfortable as possible, it would be impossible for them to stand up or lay flat so most of the time they'll be in a fetal position.

I had to model the bars and front section from scratch for this cell as the proportions were different from the other two cells. I wanted to keep as many similarities as possible so the style was the same. For example the bars have the same diameter and number of sides, also the sizes of the frames are very similar as well. 

Thanks for reading. X

Thursday, 21 August 2014

3d Modelling: The Cell with Bars

Prop for the Prison Level

The 1st Cell

Front View

This cell is for valuable inmates, it's bigger than the others at 1.8 x 1.8 x 1.8.
These images show the basic cell without any props/objects inside. 
(Note: Backface Cull is on so certain parts in the images may look a bit weird.)


The Entire Cell (In these images)

The polygon count is 1,390.
The vertex count is 1,806.
                                                             


The Blue Bars (All you see)                                                The Grey Section

The polygon count is 956.                                                      The polygon count is 190.
The vertex count is 1260.                                                       The vertex count is 242.                             


Side-Angled View

I used lots of reference images of cells in actual prisons, I also researched sizes so I knew the norm and could play around with it to fit my ideas.
I didn't run into many problems but it was still time-consuming as I spent ages making sure all the lines were in all the right places, even resulting in calculating the numbers to get the most precise lines.




The Keyhole


One particular problem I faced was making the keyhole. I used procutter to create it. Firstly, creating a keyhole shape with splines, turning it into a 3d shape the placing it into the place the keyhole needs to be and using the procutter tool to create the shaped hole. Unfortunately when I did this directly on to the cuboid connected to the rest of the cell it caused all other lines in the cell to change direction and look generally messy.
After much contemplation and attempts to achieve the desired result I found a way that worked. I created a completely separate box that was exactly the same size, used the above method to get the keyhole-shaped hole then attached and welded the vertices to the cell, this meant the other lines within the cell weren't affected.

Thanks for reading. X

Tuesday, 19 August 2014

3d Modelling: The Bed

Prop for the Prison Level

The Bed and Mattress


In each of the first grade cells there will be this bed and mattress, the second grade cells will just have the mattress. 



The Mattress                                                      The Bed Frame


The polygon count is 616.                                   The polygon count is 484.
The vertices count is 310.                                   The vertices count is 208.



The mattress stared out as a box, I applied the relax modifier beveled out some polygons and played around with the vertices to get what you see on the left.


The bed frame is very simple just using a box then extruding out to get what you see, I also used the connect (line), bridge and inset tools.


Thanks for reading. X

Saturday, 16 August 2014

3d Modelling: The Buckets and The Grill

Prop for the Prison Level

The Buckets


These buckets will be in the first cell type, there will also be one in each second cell type. I felt the inmates would not be allowed to have the wire part in their cells for safety reasons so I won't be including it.

(For one bucket)
The polygon count is 1142.
The vertices count is 592.

These were fairly simple to create. I started with a chamfer cyl I then applied a taper modifier. I extruded certain areas then selected the top area and applied bevel to hollow out the inside.
I extruded the two sections at the top and used chamfer to get a rounded edge and the procutter tool to get the hole in the middle.
You can see this in the image on the left.



The Grill

This will be in every cell, after researching cells I found that they usually have them at the back of each cell.

The polygon count is around 350. (It's hard to judge as it's completely joined to the wall)












This was another simple model using the extrude, bevel and cloning tools.

It started off as a polygon on the wall, which I then beveled backwards.
I cloned a box shape to fill the gap and rotated them downwards.

The bolts were also simple using a 6-sided cylinder and extruding the polygons out.

I will be texturing all the cell props once the entire cell is completely modeled.





Thanks for reading. X

Thursday, 14 August 2014

Level Planning: The Prison - Cells

Planning for the Prison Level

I am planning to focus on modelling for the prison level for the next week or so starting with the cells the inmates would've been put in.

The 3 Cells

I researched the typical size of a prison cell, which is 1.8 by 2.4 m but I've chosen to go with something a little smaller to show how badly treated and confined the inmates are, the inmates will be big and not necessarily human so will have trouble spending time in such a small space
There will be 3 different types of cell, one type on each floor; they will have differing furniture in them. 


1) 1.8m x 1.8m and 1.8m high for the more important inmates.
2) 1.5 x 1.5 and 1.8m high for the new inmates.
3) 1m x 1m and 1.5m high for the forgotten.



I will be modelling the bare essentials for the cells; a bed and two buckets one for washing and one for going to the toilet. There will also be an air vent on the back wall, measuring 15 cm by 23 cm, which will be covered by a metal grill.

Thanks for reading. X

Friday, 8 August 2014

3d Modelling: The Spear

Prop for the Roman Level



This is a pilum spear (or javelin) used by the roman army. One particular use was to disrupt enemy formations by throwing it towards them, this would result in disarray, weakening the enemies' strong barrier of men as they scattered. 




The polygon count is 156.
The vertices count is 146.


This is another prop for the roman level, this will be a weapon placed around the level.






The Tip







As you can see the weapon is a very simple shape, I started with a capsule then flattened the top and extruded and beveled the top polygon to get the form you see in the image to the left.









Thanks for reading. X

Wednesday, 6 August 2014

3d Modelling: The Spatha

Prop for the Roman Level

This is the roman spatha, I used the image on the left as a reference to create the 3D model.

This is a prop for the roman level, this will be a weapon the officers of the opposition would've used against Trajan.

The polygon count is 419.
The vertices count is 386.


Again, I started of with a plane for the blade and then used symmetry, I extruded out the end to get a slightly more curved, rather than sharp, point.

This sword took me a lot longer due to the complexity of the hilt, it was more complex the gladius.







The Sword Hilt


Here is a close-up of the hilt, as you can see it has a lot more going on, I started off with a box and created the curve effect that you can see on both the top and bottom of the hilt with the extrude tool, after creating one side I just used symmetry to copy it over to the other side then joined them up. I aligned the vertices on the lowest part of the curved shape so it was completely level, straight and centered and provided me with a good base to start extruding and beveling to make the handle.

I then joined the top part to the bottom part with the bridge tool.




One of the hardest parts of this sword was connecting the ball shape to the bottom of the hilt, after a lot experimenting I used roughly the same method as above. I deleted some polygons off the sphere, capped it, created some extra lines that matched up with the ones on the curved area and bridged the polygons together.


Texturing

I shall use gold metal on parts of the hilt and a silver metal for the blade, some parts of the hilt will be a very dark wood color. 

Thanks for reading. X

Tuesday, 5 August 2014

3d Modelling: The Gladius

Prop for the Roman Level

As the title suggests this is a roman gladius, I used the image I created in Flash, on the left, as a reference to create the 3D model.

This will be placed as a prop on the floor of the roman level to suggest this is one of the weapons the opposition used against Trajan.




The polygon count is 788.
The vertices count is 681.

I started of with a plane for the blade, I then used extrude and symmetry to get the thickness of the blade, I then welded the vertices at the top to get the point.

The hilt started off as a sphere, which I the manipulated to get the shape you see.










The Sword Hilt





After creating the sphere I deleted some polygons at the top, capped the gap then extruded out the polygon, beveling certain areas to show the hand grips and to get the curved bit at the top.


Connecting the hilt to the blade proved to be a difficult task. I spent a while trying to find the best way to attach them. Eventually I was able to connect the vertices as you see in the image on the left. I wanted to make sure it was centred properly and didn't look wonky.









Texturing

For this weapon I plan to use a silver metal for the blade, gold for certain areas on the hilt and a varnished wood for the rest of the hilt.


Thanks for reading. X


Saturday, 2 August 2014

3d Modelling: The Mace

Prop for the Roman Level

I have been debating what melee weapon Trajan should have in the Roman level, at first it was between a sword or a giant hammer but then after some research and contemplation I decided a mace would be perfect. It's a good mix of sharp and solid, I wanted a weapon that wasn't just a hammer that had one way of causing pain. The mace has that solid part but also sharp spikes that can do even more damage; it had connotations of brute strength and a merciless death.





The polygon count is 1090.
The vertices count is 950. 

I started off with a sphere and extruded the bottom polygons to create the handle.

The detailing on the handle was done by creating extra lines using connect then extruding the respective polygons. 








The Mace Head



The spikes were made by beveling out alternating polygons on the sphere.
I then with all the vertices selected I welded them together to get the point.


The Mace Hilt


Similar to the spikes on the head the ones going around are done with the extrusion and welding tools.

The three points were done using two bevels. After welding the vertices I used the select and uniform scale tool to bring them towards the centre.




Texturing

I plan to texture this model after doing some other weapons, so I do them all together. I will be incorporating gold to give the roman look and a worn out iron to show age.


Thanks for reading. X