CAGD 495 - Advanced Production [Carl Moreno]

 CAGD 495 - Perry's Pies [Carl Moreno - Modeling]

  • [Sprint 5] - For the fifth sprint on the development of Perry's Pies as a 3D modeler, my main priority was making sure the levels were filled with assets to the level designer's liking. My tasks were making sure there were no more blocked-out items in the level designers' levels and to have those models ready for the build. I was able to complete that for this sprint and the level designers' levels look pretty amazing so far in my opinion. It is a great feeling completing all the models for the team and seeing them being used for the level in action with all the post-processing. As part of the 3D modeling side of the team, I am feeling satisfied with what the team was able to produce for Perry's Pies. There were not any major issues that arose, but the only thing that was a bit of an obstacle was making sure the level designers were aware of the new Unity packages placed in our group Google Drive so that they could add to their scenes. We have come to the point where there are a lot of Unity packages to download and it may seem overwhelming, but communication is key.
The oil barrel!
  • For the basement level, there were a couple of assets missing and they were the metal railings, stairs, and door/hallway frames. For the stairs, I made sure they fit snugly with the pre-existing basement scene so that the level designer could just drag and drop and snap so that it fit well. I made sure to go back to my original wall textures and imitate the textures for the stairs with added blood so that the stairs match the scene vibe.
Stairs for basement level!
  • Continuing in the basement level, I was requested to create some door frames for the basement level. The point of the door frames was to make sure to cover the seams of the corner of a wall so that the player may walk down the hallway without noticing. Similar to the stairs, I made sure they fit exactly the size of the pre-existing level block out I was given so that they could be easily dragged and dropped. With the textures, I made sure blood and cracks were visible so that they could match the basement walls. 
Door Frames! Can be used for bakery and basement levels.
  • The next models that were completed were to fill up more of the scene levels so that the player may walk around with more obstacles in the way and create more of a challenge. So with that in mind, the basement level was in need of rusty metal railings. I made sure they were extremely rusty looking and prefabbed to be fit to size. More models to fill the scene that were completed were a boiler, wooden crates, an oil barrel, and a cash register!
Simple rusty metal railing with some blood. This asset is extremely important for the basement level to control the movement flow.

Rusty Boiler!
  • A few models that I enjoyed working on were the wooden crates and cash register! I felt like I took more time on these on Painter, especially with the cash register. I wanted to make sure the cash register made sense with the bakery level and add a few easter eggs so that the players move up to it and have a look. For the wooden crates, this is another filler asset and I also enjoyed working on this in Painter placing dirt generators, blood, and logos. 
 
Wooden Crates!

Fun little Cash Register!

  • We are now reaching the point where it is time to polish the game up to be ready to send off. I am planning to move over to help the level designers if they need any extra help placing certain assets and making sure the hierarchies are cleaned and organized. We are at a good pace for completion as long as we are keeping in touch and always communicating. I am very excited about what the next sprint holds!
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  • [Sprint 4] - For the fourth sprint on the development of Perry's Pies as a 3d modeler, my main priority was making sure to continue modeling new assets. My priority this sprint was modeling objects for the bakery and kitchen levels. I am still feeling comfortable with the workload being assigned and being able to continue communicating with my team gathering assets to send to the level designers. We have decided to create a new unity folder with a more organized folder so that the level designers can understand it easier since the file structure started to get a little messy. So far the process is going great and I am understanding more of the job working with a larger team and seeing lots of great progress being made. I plan to keep pushing forward and simply continuing to keep focused and work on my tasks as assigned. The models that I worked on this sprint were things such as a kitchen table, metal bowl, conveyor belt, neon elevator sign, propane tank, oxygen tank, and a bloody kitchen knife.
The conveyor belt!
Very bloody!

  • Some of the models completed are pretty much universal but are sticking more toward the bakery kitchen and warehouse. I really enjoyed working on the elevator sign since I have never worked on a neon sign before and working on the emission was pretty interesting to look at. I made it so some of the letters are lighted and some are shut off so it gives it that spooky abandoned style that we are aiming for. I am excited to see what the sign will look like in a dark lighted scene with post processing.
Neon elevator sign!
  • Another model set I enjoyed working on were the tanks, which included both a propane tank and an oxygen tank. The tanks are to be used universally, but the main scene they'll be featured in will be the warehouse level. The warehouse level will include lots of contraptions such as my conveyor belt, tanks, tools, and pipes which are to come in the next sprint. As far as my tanks went, I really enjoyed texturing these because these are usually extremely dirty and left in the dust so trying to replicate that was pretty fun to do.


  • The kitchen assets were being made quickly by the team and my models that I made were the kitchen table, bloody kitchen knife, and a metal bowl. For the kitchen table I tried to make sure it was full of blood like if Perry the chef cooked someone to death in the back to give it more of that eerie feeling when a player looks at it. With the metal bowl, I made sure to have it look very ancient and have not been cleaned in years just to fit the same vibe with the kitchen table. 
  • The next model that was worked on, which I had lots of fun on, was the bloody kitchen knife. I made sure to make the model look like the knife was extremely sharp and seem like it can do lots of damage. As I made my UV's and exported the model over to substance painter it was my time to shine using brushes on the stainless steel blade to compliment the knife. I really enjoyed making the knife look extremely bloody and will fit in the kitchen very nicely. More knifes are to be made in the next sprint, but I wanted to have a base knife first so that the team has an idea what we will be working with.
Bloody kitchen knife!

  • As I move to sprint 5, I am making sure I am keeping track with the team's models and placing them into a Unity scene so that we are constantly updating the level designers with new assets. It for sure it starting to get a little cluttered with organization, but I am making sure to double check folders so that I know that things are in the right places. I am really proud with what I have completed so far up to this sprint and I plan to keep pushing forward to create an amazing horror game for others to play. As well as continuing to keep in close contact with my team so that they are notified with any new changes to Unity files so that we are all on the same page. 

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  • [Sprint 3] - For the third sprint on the development of Perry's Pies, the main priority for me was to complete more models for the ground (bakery) level and complete a few models for the basement level to have for playtesting. So far, I feel pretty comfortable in my modeling position and am easily able to accept any task that my lead assigns me. With this sprint three, I was able to successfully send over our models to the level designers so that they could build up their levels. This sprint I was able to complete 21 cards and I am pretty proud of my accomplishment. There was one problem during this sprint during the transfer of models to the level designer, but it was easily fixable and easy to understand for the level designers. The main priority was the bakery ground level so that we could start testing the colliders, the feel for the game, and player animations in the game.
UV set for the metal shelves!
  • As mentioned, my main priority was ground room models and I started off with completing different variations of lights such as cracks lights that are not functional and lights that contain emissive. These lights are to be placed around throughout all of the levels. Making sure the emissive was placed on the lights was a tiny challenge, but I am glad it went through and shown through Unity. What I will be working on with the level designer is to make sure the emissive settings are changed around so that we receive the perfect lighting for the scenes.
  • My next tasks were to make sure I correctly had all the models from all team members and to successfully transfer over to the level designers. The issue we had was that I was accidentally on a different version of Unity so I had to re-input my textures onto my models on the correct URP version of Unity. As well as making sure the models were tagged with the URP/Lit shaders so that the texture colors would show correctly. Once that was completed, I was able to send it over to the level designers and place the models in their levels without having the pink asset issue. I am glad everything looks amazing in Unity and all the textures are correctly placed. 
All models fixed with URP shader and the correct Unity version
  • A few more models that I have completed this sprint were metal shelves, a dirty mattress with a pillow, a beverage chiller, crumbled papers, and a universal rotten plank. My favorite models to complete were the dirty mattress and metal shelves, they came out amazing. I really enjoyed texturing these models for this sprint because I am able to express the grunginess and bloody textures on the models to fit the abandoned theme. No model of mine has no grunginess, and I make sure to share with my leads that I am making the grunginess clear and visible. No model is to look clean since the whole environment is an abandoned theme, so it needs to fit the standard.
Rusty and bloody metal shelves textures!
  • As I complete more models for Perry's Pies, I am definitely excited to finally see them in action during the playtests as well as post-processing. What I plan to model next will be items for the factory and finish up a few models, if needed, for the basement level. We want to make sure the levels are filled up with models so it feels more packed for the players. I plan to keep the work going and completing as many cards as I can each sprint. I am really satisfied with the work completed for this sprint three and glad to see the level designers satisfied with the models we are pushing out for them. 
Dirty Mattress with a bloody pillow! (to be placed in the basement)

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  • [Sprint 2] - For this second sprint of the development for Perry's Pies, I have been tasked with completing models and textures for the bakery scene so that the team can primarily test within the bakery scene. I was also tasked with placing all models within the group to place it into one Unity scene and placing LODs on the models that needed them so that the game could run more easily. The process so far has been great so far, the team was able to find a groove to keep the ball working and completing cards. As far as myself, I have found the modeling and texturing position pretty fun and I am enjoying the tasks that are given to me, I am feeling comfortable as well as proud of my work completed. The process is pretty much the same for me compared to Sprint 1, but with more knowledge of knowing where things are in the shared Google Drive folders for references and talking more with my lead on any updates that came up. I plan to keep the ball moving forward since I have completed 23 cards for this sprint, and I am proud of myself for reaching this milestone. There did not seem to be any problems encountered during this sprint, I was not blocked at any time during the sprint which is a great thing.
Placing my modeled pieces onto a Unity scene!

  • The main focus of this sprint for me was to gather all the models from the team and place them into one Unity package so that I could send them to the level designers as soon as possible. I was able to reach that goal and the level designers are officially on their way to building their pre-existing blockout scenes with the models we have completed. My modeling focus was to make sure I completed the high-priority models for the bakery so that we could get to playtesting for the game. I was able to complete models such as a chair, table, broken fridge, bread display counter, employee counter, and ceiling factory light. The UV'ing process went well for these objects and a few I have made within the same set so that I can be easier and quicker for the texturing process. The texturing process also went pretty well and I was able to match with the abandoned theme for the rest of the models that were assigned to me for this sprint. 
Cool abandoned-looking chair and round table for the bakery!

  • One problem that I did encounter whilst texturing the counters was that one of them needed a glass material and I needed it to have opacity so that the player could see what bread to choose. I did not keep in mind that when I exported the textures over to Unity, the glass needed to be separated from the model so that the whole object does not have transparency. I was able to go back into Maya and re-export my bread counter without the glass so that I could actually make the glass transparent. It worked and I was able to complete the full bread counter with a nice glass transparency. 
Fully textured bread display counter with cracks on glass!

  • As I complete the models for the bakery section, I plan to start modeling objects for the kitchen since that will be the next floor that the player will focus on during the game. Of course, there will be smaller objects for the bakery that will be added, but it is not the current priority as of now. I am proud of the textures I have completed for the counters and table because I can express the abandoned theme that the team is going for. So I have added lots of blood splatter, cracks, and scratches all over the objects so that they seem very torn up. I plan to keep the ball moving and make sure that I stay tasked with items for the group, I am very proud of myself this sprint and plan to keep it up.
Scary-looking broken fridge!

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  • [Sprint 1] - For this first sprint of the development of the horror survival game, Perry's Pies, I have been tasked with the job of the modeler position for the team. The team has gotten together at the beginning of the sprint to make sure we are heading in the right direction and assign work for the sprint. Our lead did a phenomenal job assigning work to everybody and starting with the basic assets to get the game going on its feet. This process with a larger team is definitely a first for me and I am excited to work with my team to create a fun game everyone can enjoy. It was rough figuring out if the team had enough workload for the first sprint, but as time went on more cards were added to make sure everyone was busy in development. As the modeler for the team, I felt that I was assigned just enough work for the sprint to make sure I was busy and had enough cards so that I did not have to ask my lead for more cards if I ran out. The team also paired me with three other modelers for the team so that the work could be equally balanced and not have the whole workload on my weight. 
The Basement Modular Walls (bloody!)
  • I started off modeling the modular pieces for the map so that we could get room sizes situated at the start. The team has decided upon four rooms that the player will roam around, so that meant I took on the role of texturing different themes for my modular pieces. That was really fun for me because I got to express my modular pieces with an abandoned look and I find abandoned buildings very fascinating due to their extreme detail of wear and tear.
Modeled and Textured Window showcasing wear and tear.
  • The themes the team is going for are as follows: bakery, kitchen, basement, and factory themes. My plan for this sprint was to execute these four themes that match their descriptions so that the player understands what kind of room they are in. First off, the basement’s modular pieces follow more of a woody, concrete brick-like theme, while the kitchen follows more of a stainless steel look with baking powder scattered all over. The bakery is supposed to be the main ground floor that the player will first start on, yet have a more colorful and poppy look, but seems abandoned and haunted. The bakery will follow more of a woody look like the basement but with more powder and blood scattered everywhere. This one is probably going to be my favorite as time goes on because the team has decided on a retro bakery look and I think working on that will be pretty fun. Lastly, the factory is similar to the kitchen with the stainless steel, but in a more open space area and a large open dark space with cracks and blood everywhere.
Modeled and Textured pillars for the bakery
  • For this first sprint, my modeled assets assigned focused more on pieces for the bakery such as the diner counter, diner chair, tables, and restaurant chairs. The modeled pieces came out just as I wanted to and I think that the textures done for these items look like they can match with the game's horror aspect well. I made sure each object was filled with dirt generators so that it seemed like it was part of an abandoned scene with all its wear and tear. Most of the planned assets are to include blood so that the player is aware that the evil chef is out to hunt and the player must try to stay alive.
Diner Counter with Chair showcasing the scary abandoned look
  • For the next sprint, I will be working on completing a bulk of the models for the bakery room so that the team can get a sense of how the main room will feel for the player and start to playtest with it. It was a pretty successful sprint for me and was able to get a good amount of work completed with over sixteen points, so I can say am pretty proud of that. As long as the team stays in communication, the next sprints shall be a breeze.

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