P3
Cylinder: generator room
Square: bedroom
Torus: living room
Pyramid: prayer room
Textures:
Planets
Each planet has been individually textured and attached to a CV curve. Although it might not be exactly to scale, the size order is the same as in real life. As the player enters the living room, they can see the planets circling the sun, and the sun itself rotating in the centre.
Textures Used:
Core Room
The core room uses two textures; one, the window which has the same texture as the other water-like elements in the corridor, and two, the console in front of it. Unfortunately since the console ends up being broken and tossed down the stairs, it made more sense to remove the texture for the time that it is in view of the player, so the original texture ended up being useless.
Textures Used
Pyramid
The main use of the water texture was in the pyramid, where the floor moves to mimic the ocean moving. The water motif stems from a religion in this sci fi world, and it is used in all of the technology of these people. The rest of the pyramid is plain, which I thought was more fitting of a religious area. The texture I used for most of the corridor was the glossy white image shown below, but in the end it was so similar to the default Maya texture that it was hard to tell the difference. But if you compare the textured and untextured versions, it is possible to tell that one is a bit lighter. Since the corridor was meant to be shiny and clean, I felt it was fine to leave this texture as is.
Textures Used
Lights:
There were two lights in the centre of most of the corridors lined up with the centre frame, and another lighting up some of the rooms.

























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