UNIT 62 P1


                            MODELLING PROCESS
1.
Reach storehouse – Halo Reach
The rocky environments to the left were done with spline-based modelling. This is due to how rocky formations tend to be flawed, angular structures with many different polygons that would be difficult to construct without Spline-based modelling.
The large dish in the skybox to the top right was constructed with lofting in order to give it an easily smooth, uniform edge without having to use more time-consuming methods.
The building itself was created using several basic modelling techniques such as extruding or scaling. The scaling allows for the larger pillars that hold the roof up to also be used as small cross-sections for the roof, allowing less models to be created while having the same building. Extruding was used for the pillars again to allow for their various appearances to have differing lengths.
2.
Skyrim Inn – Elder Scrolls V - Skyrim
For the deer heads above the bar and the torches made of animal horns, lofting was likely used here in order to give the shapes a natural-looking curve to them (without having to use the lengthier processes that would be needed to make such a curve). These were then copy pasted over the hall.
For the small circular beam that coat the inn (such as the ones holding up the hearths drying rack) were constructed through extruding a generic cylinder. You can tell this was how it was used when you consider how the same beam model (the textures identify them as the same model) have differing lengths.
For the 3D surface that makes up the hearth’s base, spline-based modelling was used to give the shapes a more natural, rock-like feel to them. it would be more difficult to create such a texture using other modelling techniques quickly.
3.
Andy’s Room – Toy Story
The smooth edges of the race car track were likely done with lofting, using several 2D frames of the tracks outline to generate the smooth edge convincingly without it looking non-functional.
 The quilt on Andy’s bed was done with spline-based modelling in order to better encapsulate the non-uniformity of creased fabric and how it sits near-straight but not quite.
The cabinet sides, door and the floors/walls were all done using extruding in order to better fine-tune the model to fit the human scale. It means that the objects could be easily influenced without having to utilise the charter box.




                    ANIMATION /MOTION GENERATION
1.
Reach storehouse – Halo Reach
The waterfall on the left has motion during the game. This was done by creating a waterfall animation cycle using a simple key framed cycle and having it play on a loop during the game (as the engine lacks actual water physics that it could use).
The lighting is done in real-time dynamically in response to the lightings current position (as the player character glows slightly when using certain weapons or other tools).

2.
Skyrim Inn – Elder Scrolls V - Skyrim
The inn is lit from light sources at the tips of the torches as well as the hearth itself (and depending on the time of day, the windows as well). This generates shadows that can change dynamically should the player himself be holding a torch or light source.
Small wafts of smoke rise from the candles occasionally (the smoke being a key framed animation that probably took someone a surprisingly long time to produce), with the smoke dissipating after a about a foot.
Some of the objects themselves (such as the cheese wedges and bread visible on tables and the bar) can be interacted with by the player such as picking them up or holding them and throwing them around. The location can also remember what objects have been removed – having them reset after a day or two of in-game time.
3.
Andy’s Room – Toy Story
The quilt on Andy’s bed has been animated in several shots to sway slightly in the breeze from the window. Due to being an animation, this likely wasn’t done by giving the object its own physics – instead through giving it an animation cycle that was made by hand which was set to loop in the background slowly.
Several of the characters interact with the door by opening or closing it. The object was made to snap to its hinges regardless of how it was moved, allowing the characters to interact with it realistically.
The scene is used during several times of day, meaning that the lighting and shadows are rendered dynamically.
When the film was actually produced; a Maya camera could’ve been used to generate the actual camera movements using key frames. This could also be true of objects moving in the scene.



                             INTENDED APPLICATION
1.
Reach storehouse – Halo Reach
The building and the immediate surrounding area (such as where the hay bales are) were created for the player, NPCs and enemies to traverse easily. The entire terrain has collision and the ability to be scorched by certain weapons.
The mountains to the left were also given collision as it is possible to get a flying vehicle (though not easily) in this section.
The skybox simply exists to look pretty and tease a future area and has no rendering, collision and is, in fact, unapproachable. This includes the satellite dish visible in the top right of the image.
2.
Skyrim Inn – Elder Scrolls V - Skyrim
The intended application of this building is to be traversable by the player and the NPCs in the world. The room has been given collision physics with enough intractable items to seem worth exploring.
The beds in the inn are also usable for sleep, which can give the player mild buffs should he use them as a pose to just using the wait mechanic. The inn also functions as a shop keep for drinks should the player wish to purchase any as well as a source of hints to unexplored quests.
3.
Andy’s Room – Toy Story
Andy’s room is simply meant as a scene in which characters can interact for the first part of the film. It has a few objects with animation cycles, but it’s mainly a static setting for the film camera and characters to be animated around.



























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