Final Renders
3D Models & Wireframes
(Autodesk Maya)
⫍ Project Assignment ⫎

Part I: Kit Development & High-Poly Prep
The goal for this project is to learn to develop a modular kit based off of a grid to increase the building process of environments.  This is a valuable skillset for any environmental modeler whether for games or CGI.
Your task is to model a collection of wall panels, floor panels, pillars, doors, railings and stairs that can be snapped to a grid. 
You can choose one of two styles: Sci-fi Hallway or Medieval Tavern.
The objects are best designed from the most usable, least detailed versions, down to the smaller, more detail versions.  Basing your designs off of the grid and working in a scaling factor of 2 will ensure good snapping with a range of usability.  
Consider variations of these objects that fulfill multiple angles and curvatures, convex and concave.  
Make sure to test the repeatability and snapping of your objects by crafting small zones scenes.
I would recommend continuing your planning through small drawings in order to find interesting profiles that are repeatable and structural without being too noticeable that they have been repeated.  This can be accomplished by working in the round.  Make objects that function with interesting and subtle detail changes in 360º.
For this assignment we are only focusing on the structural objects, no supporting objects such as barrels or boxes.

Part II: Implementation of Design and Scene Finalization
For your final project you will be responsible for creating an environment in UE4 and exporting a camera fly through.
Using Unreal Engine 4, implement your grid models from the previous assignment.  Create the base environment and determine what secondary and tertiary detail models will be needed to flesh out the story of the environment.  These models will include objects such as pipes, railings, lighting, toys, tools, furniture, plants, or any other objects that lend a sense of story and life to the environment.
In the creation of the environment, try to think of each little area as a small diorama. What stories are held in each area.  Who works or lives here?
Consider the ease of a player's navigation.  Are the hallways wide enough, stairs climbable, ceilings and doors high enough?  As long as collisions are created for each model, this will be easily testable with your third person game mode.

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