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Props for the The Elements.

Writer's picture: Katherine NeulKatherine Neul

I will be making 5 props for my room and for the members of my group to use as well. I plan to model a Carboard box, a lever, a key, a door, and a chair. I am having to pick up two models from some members of the group that have failed to engage within recent weeks, unfortunately, and this will affect either my time management or quality of work.


Cardboard Box:-

The cardboard boxes are essential to my scene, they help to fill out the room and allow demonstrate that some objects have no gravity similar to that of the key. I first tried to model the cardboard box in Maya as I thought due to my experience with Maya previously it would run smoothly but I just struggled to move the model over into SP. I resorted to modeling the object in Blender and doing it all the way I have learned to model and texture rather recently instead of older knowledge that I couldn't quite remember.

The model was made using a single Cube mesh, I loop cut the model down the middle of all sides and completely cut the top side in half, and separated the sides to make the box look open. I also took one of the vertices on the side of the box and moved it inwards to make the box look damaged/compressed.


I've used a texture pack that another person outside of SP has created and distributed for free. You can find this texture pack for free at Cardboard Texture.

I did want to make another variation of texture to add some variety to the scene, I spent a lot of time making this model and texturing it, and I simply don't have the liberty of time as this a timed assignment.


Lever:-

The lever is also an important element in my scene and it will be necessary for the player to used to reverse the gravity so that the player can attain the key to unlock the door. I will animate the lever to appear as if it is being pulled down when the player interacts with it as a bonus to the scene.

The box was modeled using a Plane, the cogs were made by using a Cylinder(which I duplicated to make my life easier) and the handle was made using a Cube(also duplicated), I then extruded the two Cubes and joined the two meshes together.

I used another person's model to create my model as inspiration that I have referenced below, I struggled to think of how to model the lever off the top of my head so I have taken two features from the model that I used as an example to create my own.

Substance Painter has a preset that looks like a screw so I used that to my advantage and added some rusting to the lever as the theme of my room is an old wooden cabin, I want the theme to stay constant to all the models I make.

I wanted to add some warning labels to the lever which might make the Player hesitate before they go to press the lever. I customized the 'Danger 'and Japanese message which also means 'Danger'.

I coloured the lever handle red, the reason being is also because the colour red gives off subliminal messages meaning danger too. I am using colours and words to subconsciously try and persuade the Player to not interact with the lever.

I added some extra erosion to the lever and it's handle, and some rust weathering to the box part of the lever and I genuinely think this makes the lever look so realistic.

I'm demonstrating an issue that I came across when I tried texturing the lever in Unity. When I applied the exported textures to the model in Unity it completely bugged out. So to try and find the issue I went back to SP and configured the project to the model that is in my Unity files. By doing this I realized that the issue was actually with the model itself. I simply had to re-export my blender model to Unity and reapply the materials/textures to the model and everything turned out to be okay.

Here I am placing the lever in the scene, hidden behind my cardboard boxes to make it harder for the Player.


Chair:-

Not really a necessary object in the scene but considering I am using Miguel's table that he modeled I think it would go nicer paired with some chairs. This will also help my groupmates and will help to fill out the room a little bit more as well. Because I didn't model the table that matches the chairs, I don't know it's dimensions meaning that I will have to play around with the sizing in Unity so that the chairs don't stick out and look unnatural.

When I applied just the one layer of the wooden texture to the chair the texturing on the seat looked fine but the wood grain on the chair's legs was going in the wrong direction. So I separated the two areas using a black mask and rotated the textures appropriately.

As you can see, all the wood grains are going in the correct direction, I have made the colour of the wood similar to that of the table so they look like they are part of a set.


Key:-

One of the models that I've had to pick up and slightly rushed. This model is necessary to my scene as the player will need the key to escape the room. I want the key to appear to be rusty and also worn so I will play around with the textures in SP and see what I can do.

I found a picture of a key that I wanted to model on Google and imported the image into the Blender scene.

I used NURBS Curve to create the fancy little handle of the left the loops don't align perfectly in thickness but it isn't too much of an issue with it being a reasonably small model.

My model is finished and I just need to import it to SP to texture it now.

I wanted the key to appear to be used and worn so I started off with a steel-like undercoat, I added some rusting to the key as well to help portray that the key is old. It's normally the kind of style and state of a key that you would use to open doors in wooden cabins.


I also added some scratches to the parts of the key that would be most used, for example on the notches of the key I added this effect to show some wear and tear. I left the scaling to the default of 1m x 1m x 1m because I didn't model the hands that will be using the key and I will have to play around with the size of the key properly in Unity so make sure the sizing suits that of the hands.


Door:-

Another one of the models that I've had to pick up and slightly rush, it will be a static door model and it will not have an open animation when the key is used to unlock. I will simply just make the game object destroy itself as I am trying to cut time.

I used a Cube and scaled it to 1 meter by 2 meters to fit the door frame that was made when I modeled the walls for my room. I used a Cone and a UV Sphere to make the door handle. In edit mode, I made a couple of loop cuts and insets some faces to try and replicate a wooden door I did this for both sides of the model despite the player only being able to see one side. I gave all the meshes Materials, which consisted of Door Wood and Door Handle, they will have two different physical appearances so it made sense.

I've separated the inset panels using a black mask so that I can change the rotation of the wood grain to look right, when I used just one layer of the Wood Walnut the texture bigged for the inset panels.

Here Is my door model with the UV Map showing everything being textured. From this, I export the textures into Unity and apply them to the actual model of my door in Unity.


References:

Cardboard Box Texture: https://gumroad.com/l/jLSFJ

The key that was used for modeling: https://www.pngkey.com/maxpic/u2q8t4i1r5y3y3u2/







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