Fence gate block out V1 in black and green
Fence gate block out V1 .1in black and green adding the gates support columns
Fence and gate in unreal egine this was a test to see how they would work and if they would work in the set up i wanted to use in this test i used the green gate however the texture will later be added using unreal engine software more on that later - the fance style i have gone with is to be a relicit stayl and look to them with a more moder look and feel while keeping the indutral style to them so i endedwas with minumal baisic fence with a rought edges
Next up is the shad, as you can see in this screenshot, this is what I'm going for this is where buses will be parked up such as when being worked on and to keep the rain off the top of a open top bus
The start of the shed before adding some details this was part of working out how i was going to make this i ended up making the this look like a air craft hanger than a bus sheld in a bus deport however i did start to fix this
This was the main sheld i ended up with however i added a silding door to thge back side wall and then some details ware added a bit later
This was the moduler setup i had opted for however this did not look like the refrance images
as you cen see the slop of the roof of the sheld did not match the slop of the blockou moduler set up .
The final blockout however i hate to admit that i like this final blockout so much i added the door frame the door will be added later but this looked really nice and its been desiend to be made all out of on mitral as well metal
This is how i made it out of 4 main sections
then i used the combind tool in maya to amke it one mesh for unreal engine
might be the second most important asset for this bus depot
This part of the moduer road system was the most trubiling part to modeled due to how the stights had been made and there side it was getting this 90 deg bend to work and not have any textuers looking worng in the prosees of making this
This part of the bend was the issue, which made the texture look like it's broken, and this resulted in 1 of many remodels of this bend in the road. On reflection at the time of wrighting i belive not adding this bend might have sped up the timeline; however, this was a must for me. I wanted to add this bend (this did pay off in the end)
This is the bend in the road i made a section of the deport form this bend and droped it down a bit later inlne with the depot floor
The block out of the junctions - not a lot was changed with the junctions from the first blockout. This was due to how they worked and the fact that I liked how they worked. The core files of what I have done in my blockout have saved a lot of time over time due to Maya crashing a lot. The main road design can be found in a Maya file called [depot.checkP1.0068.backup.0094.mb]
This image to the left is V1 of the 2 junctions I had made. Due to this being a blockout, I ended up with different-sized junctions, with the only common part being the width of the main road and side road into the depot
In version 2, I did some reworking on the model part. You don't tend to see such issues, ensuring the textures will do up facing the right way, as well as fixing overlapping faces
The drop curb section of the junction, like many new buildings, you might have to improve the local infrastructure, such as a drop curb for pedestrian crossings, as my depot is a new build, adding this small detail made a lot of sense
This was an interesting challenge for me as I want the full curve to drop on the bend; however, I had to settle for close to the bend due to time constraints
The drop curb section of the junction, like many new buildings, you might have to improve the local infrastructure, such as a drop curb for pedestrian crossings, as my depot is a new build, adding this small detail made a lot of sense
This was an interesting challenge for me as I want the full curve to drop on the bend; however, I had to settle for close to the bend due to time constraints
This is the wireframe of the junction I have made in Maya. In this screenshot, there is a lot to clean up on this shape. This is something I will do by hand (Maya has built-in tools for cleaning up a shape geometry); however, due to how I had modelled this, it was not possible to use this tool at this time. However, I do use it after I have cleaned up the shape later on )
You can see this again in production
In this blockout, I have made a lot of errors with modelling, which has slowed down the production time, such as having to clean up a junction's geometry. This part took a bit longer; however, when this had been completed, I moved on to making a layout of the depot. This was a first draft and was done in both Maya and Unreal Engine. The layout in Maya allows me to fix any snapping errors found when working in Unreal Engine. Overall, at this point, a lot of fixes will be needed moving into production
The main building was planned, but the inside was more of an afterthought. I hope to have some time to work on the blockout for the main building, which was a 2-floor building where the frence would meet on the side of the wall with a staff carpark added around this building as well, with a door on the side facing the public road, acting as travell shop and a staff entry point for staff travelling on foot and unplanned visitors to enter via
This is a block out of the main building the plan currently is to have a 2 floor building with the ground floor being for offices and brake rooms with a travel shop and the upper floor is the rest of the business such as mangers and operations staff etc this is all subject to changes
this building was mainly built up out of 3000mm by 3000mm by 100mm cubes with a set of the inner wall and a layer for then outter wall this gives a 200mm depth for unreal engine to prevent light leeking but also maeking the texturing side of the modle faster i have also gone for a shelter that extrends out for the top floor allowing for shelter form the rain and sun depaeding on the angle of the sun however for the building i feel like at this point its a placse holder more than a building that will remain in this layout however the width and depth will remain the same
The deport layout this is the next important part of the blockout and will shapre how the deport looks this is ware i look at the sies i want this to be and how the sphpe should look as well
the layout was done almost last due to being able to work out where everything would go also a lot of the layout was premade in unreal engine such as laying out the fencing and gate and the shleds as well this with the road parts gave me the layout you see below however there is a chunk missing this was due to how i was making this with the blockout
This is the core layout this has a cruvered section as well as this will stand out and look really nice with the trees running around the side of the road well
The only core part of rearech and test doing was with the cruvered fence this too up a lot of time with watching youtube vidoes and online rearech
making the fence in maya was not to hard however making this follow the bend of the road was a lot harder than i belived it was going to be
This was using the MASH tool this took me a lot of trys to do and i failed every time this was one of the harder parts of the blockout and i was unable to find out what it was that i needed and i ended up with a lot of diffrent configerations for the fance and was unable to get the fence to follow the bend and bend around this bend this was the point where i started googleing a lot more and going onto youtube to look into this.