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CAGD 373 - Destiny 2 Tower - Game Scene Final Project Post

 

Destiny 2 Tower - Final Post


My name is Kyle Ramser, and my group Ghost just finished our final for Game Asset Production. At the start of this project, we set out to recreate the Tower, which is a social space from Destiny 2. I was acting as our primary modeler during the project, and Used the time during the project to refine my modeling and texturing abilities. Overall, I think the game scene itself ended up looking alright, but I think it could have been a lot more refined with more time. I was proud of the amount of work that I did for the project overall, and I think a lot of my models ended up looking very good.



The story of the tower is that it is essentially the last safe spot in the galaxy for the Guardians to socialize and keep their base in. Because of this, I made a lot of the models slightly dirty, to show that element of ongoing war, but also made a lot of the models look shiny with their minimal dirt to reflect the light in a way that would make the tower look bright, futuristic, and almost holy. I think more than any other model, this came across well with the Traveller, which is the giant planet sized being that is shattered in the sky.



As for the models themselves, I was able to complete 17 fully textured models of varying detail. I’ll start with what went poorly during the process, before talking about all of the things that went well. For starters, right near the end of the project, I was very locked into the major part of the pistol model, and didn’t realize that I hadn’t been saving while modeling. This resulted in me losing several hours worth of work, and while I’m usually very good about saving my project, this really taught me this lesson all over again. Other than this, I didn’t have a lot of other major issues during the project, but I did end up having to retexture some assets that turned out too low quality when paired with larger models’ UVs. Fixing this never took too long, but was definitely a bit of work that I did not need to do.



For the good side of things, I think a lot of my models and textures were detailed and came out exactly as I had intended. I was able to add transparency to some of the models, and focused a lot on normal stamps to add details in texturing. This was also my first time in Unity HDRP, so I was able to learn a lot about it and its lighting through researching, and created my first fog generator in it. I was able to finish a good amount of work, and I believe that I did my job for the group well.



Overall, I believe that I did a pretty good job on my assigned tasks during this project. Even with a few setbacks, I got a decent amount of cards in, and the cards that I did get in had good detail. I believe that this was one of my stronger performances in modeling and texturing as a whole, and I enjoyed the project itself very much.

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