games mechanic
3D Models – Office folder + Phone
More low-res objects for the office table:
The phone and the pad are two separate objects, the phone looked a lot better smoothed out but the pad looked worse, I would rather they were both either smoothed or not smoothed but I had to leave it like this.
The stand was a separate object that I added after rotating the pad and phone backwards.
Final result:
3D Model – Lamp
3D Model – stapler

Since there was no more work for me to do in the roles I picked I ended up doing some extra models for the map. I started of with this stapler
I created the model it to work with the smooth preview option, but on a certain face I had an issue with the edges joining up so I ended up leaving it as it was.
Alien bug animation

Someone from our modelling team made an alien bug for the map for me to animate. Since it wasn’t rigged I had to learn how to rig myself, I got the hang of the very basics but I couldn’t get the fangs to move without distorting the head unfortunately, I was still happy with the end result though since I’ve never animated four-legged creatures before.
Cardboard box animation
Fan animations
We were adding fans for certain rooms but due to the setting there isn’t any running electricity, so all the movement would have to be based off natural wind. I made these animations of fans being blown by natural gusts of wind, I tried to make the movements inconsistent within the loops due to the unpredictability of wind.
2000 frames
This next fan is supposed to be dirty and jittery because of overgrowing, so I made the way it stops a bit more sudden, but subtle at the same time. I didn’t want to make it too rigid otherwise it would be too noticeable and stand out.
4000 frames
The same concept as the first fan applies to this one.
1200 frames
Drone animation
We wanted to have an alien drone scouring the map, but it would look out of place and static without any animations. The rigging was done for me and then I was able to start animating it.

Before I started I researched jellyfish and octopus tentacle movements to get a feel of what I needed to successfully recreate natural tentacle movement.
I animated the parts of each of the tentacles from the outermost part first (eg. the tip first, then the next joint, then the innermost joint)
This is the collective graph data for each joint:
I made sure every graph line started and ended on the exact same value so that I would get a perfect loop, and it was successful.
Final result:
I think to make this better I would have to learn how to rig it myself and add more joints so the tentacles would flow more naturally, as you can see how it is with the mouth.
Tire texture
I had to create a texture for a tire as part of scenery.
I was unable to export the UV map in high quality because maya kept crashing every time I tried so the final result wasn’t as high quality as I’d hoped it would be.
Looking back on it, I wasn’t too happy with the final result because of the quality, I don’t think this will be used though.
Lamp + PC Monitor textures
I had to create lamp and PC Monitor textures for objects in an office room.
Lamp:
Instead of just doing the standard lamp texture I decided to create two variants so there was the possibility of having the lamp be able to turn on and off. Since our game was set in a post apocalyptic world it might seem unfitting due to the lack of electricity, but I thought it would be good to do regardless as practice.
Lamp off:
Lamp on:
I added a gradient to the edge of the surrounding faces to make it look more like it’s glowing and the light is bouncing off the sides. Doing this was useful as this is a step towards making my textures look more realistic and believable.
Monitor:
Unfortunately I wasn’t able to apply what I’d previously learnt to this monitor because of the colour of it and the dark environment. I was still happy with the way the screen crack came out though, and it helped me realise I could use highly rendered images and scale them down for texturing purposes, it wouldn’t matter about the quality loss too much for any low resolution models as you wouldn’t normally go directly up to them.









































