top of page

Week 5

  • Odhran Mclaughlin
  • Mar 27, 2023
  • 3 min read

Updated: May 16, 2023

Our group met up again to discuss our progress on props. We also decided that we should decide on a common colour for our scene. Our reasoning was that as our scene was in a cave it would be dark. To achieve this effect the best colour would be a series of grays and blacks, this however would leave the scene looking dull. Our compromise was to do what many games do, use varying shades of purple. We left an example image on Codecks:




Technique

During week 5 we were taught how to attach objects to specific points on other objects using pivot points. I decided to use this process to create some assets from our codecks asset list. The first of which is a simple chair.


Firstly I got reference images from Roki in order to inform myself on what a chair would look like in that style. This image from the cabin scene was the best image I could find as it shows how tall the chairs should be and how they look from multiple angles. As such I felt it wasn't necessary to make a sketch for this object as it was made of simple geometry.



The pivot points I used to make this chair work as follows:

Firstly two objects are made, next one of them is selected and the D key is pressed to activate pivot mode. Then the top or bottom corner vertex or face is selected, changing the pivot to that point, next pivot mode is deactivated and the V key is pressed to activate snap to point mode whilst the middle key is held to move the object. The selected will object now snap onto the vertexes of the other. Although this is a useful tool it requires the user to apply Multi-cuts to the model in order to get the object exactly where they want it.




Chair

To make this chair (Left) I started with a flattened cube, next I made a triangular leg (using multi-cut to get half a cube and stretching it) and used multi-cutting to ensure that the positioning would be correct. Then I used the above process to attach the top of the leg to what would become the corner of the seat.

I repeated this process for the other legs and inverted it for the backrest edges.

To make the backrest I cut through the edges with multi-cut edge-loops. Next I extruded one of the new faces from the top half of the edges from one to the other and deleted unnecessary faces. Next I extruded the outward face and smoothed it to make the cushion.

The seat cushion was made by extruding and smoothing the face of the seat.

Finally I added the file to codecks



Lantern

Next I decided to reuse the new pivot point technique to make a lantern (another asset from our list).


Planning

Firstly I got reference images in order to get a good idea of what I want it to look like, these references take examples of lanterns from fantasy and were aesthetically however they weren't a good fit for the Roki style. As there were no lanterns that I could find within Roki I decided to attempt to emulate the style in my sketches by using large blocky geometric shapes.




Modelling



The sides, top-points and handle ring were all positioned using the aforementioned pivot method to fix them to corners and faces (using multi-cuts where necessary) and all additional details were added using multi-cuts, smooths and extrusions.

Finally I added the files to our completed assets list on codecks.

Recent Posts

See All

Comments


Ragnarök   Roki Team Blog

Ulster University Asset Development First Year

©2023 by Ragnarok Roki Team Blog. Proudly created with Wix.com

bottom of page