Visual Assets
Case File



Modelling process
I used 3Ds max to create all of my 3D visual assets. The first thing that I did was selecting the box object type and drew it out on the net. Then, I rotated the box so that it stood vertically, and also used the ‘select and uniform scale’ button to adjust the size of the box.



The next step is to go to the modifier list and select ‘edit poly’. I used the ‘polygon’ selection and clicked on the sides that I’d like to delete. I deleted the top, left and right side of the box to make an open folder.


I created another box for the file divider or name area and also modified it using ‘edit poly’. I moved it to the top of the first page of the open folder. Still with the same selection, which is the ‘polygon’ selection, I deleted the sides that weren’t needed, and then used the ‘vertex’ selection to make it into a trapezium shape. I also used the ‘edge’ selection to make sure that it has the same angle with the open folder.





I clicked on the open folder object again and then selected the ‘edge’ selection on ‘edit poly’ to make the folder to open wider, since I would be filling it with some papers.

To create the papers, I created two boxes and carried out the same process using ‘edit poly’ to delete the unwanted sides for each box, and then rotated and moved the modified boxes, which had become one-sided (rectangle) in between the two pages (sides) of the open folder.



Texturing
I used GIMP to create all the textures for all of my visual assets. I’ve used this application many times. It is free and easy to use.


To add texture to the model, I clicked on the ‘rendering’ tab, clicked on ‘material editor’, and clicked on ‘slate material editor’. The next step is to drag available default sample slots to the empty space and import the texture files or drag them to the same empty space to connect each to the ‘diffuse color’ selection on the selection list of each default sample slot.


The next step is to go to the ‘compact material editor’ and dragged the filled sample slots into the objects. To make the colours visible on the objects, click on ‘show shaded material in viewport’ button. I also adjusted the glossiness and specular level for each texture.


Pistol



Modelling process
The first thing that I did was creating all of the objects that will be needed to make the pistol model. The objects that I created were boxes, tubes and pyramid.

After creating all of the necessary objects, I moved and rotated the objects to a position to connect all of them together, so that it is easier to modify and blend them together to form a pistol model.


To modify the shape and the size for each object, I used the same tool, which is ‘edit poly’. I used the ‘polygon’ selection to modify the size of the objects, and used the ‘edge’ and ‘vertex’ selection to select on specific points of the objects to shape them.




Texturing
After I’ve finished modifying the objects and forming my desired pistol model, the next step is to texture the finished model.

Using the same exact steps when texturing all of my visual assets, I used the slate material editor and the compact material editor.


Helicopter




Modelling process
Firstly, I created a sphere and adjusted the size using ‘select and uniform scale’ button. This sphere is for the body of the helicopter.


The next thing I did was creating a box for the bottom exterior or cover of the helicopter. I moved it so that it was connected to the sphere and modified it using ‘edit poly’ based on my preference.



I created two other boxes for the back and the top exterior or covers for the helicopter. Still using the same tool, ‘edit poly’, to modify the objects to shape them into my desired model.






The next step is to create the tail of the helicopter. I used cone for the tail. I rotated the cone, moved it to the back side, connected it to the red box or the back cover, and adjusted the size using ‘select and uniform scale’ button.



I used the ‘vertex’ selection on ‘edit poly’ and pull the tip point on the z-axis to the top and the bottom.


The next step is to create the landing gear of the helicopter. This was done by creating a cylinder, moved it to the bottom of the helicopter, and cloned it three times.




I created two planes and placed them on the bottom of each side with the two cylinders.

The last step is to create the main rotor of the helicopter. I used two planes and a cylinder for this.


I decided to create a seat for the helicopter, so I created two boxes and modified them with ‘edit poly’.



Texturing



Still using the same steps as before. The only difference is reducing the opacity for the sphere texture so that it turned into a window/ glass.



Male Agent




Modelling process
The first step is to create the head. To create the head, I used a sphere and modified the size using select and uniform scale to make it into a head shape.


The next step is to create the neck and the body, so I created a cylinder for the neck and a box for the body, and place them on the bottom of each other after moving the head (sphere) upwards.

After I finished modifying the sizes of the objects using ‘select and uniform scale’, I created two other boxes to create the suit and placed them on each side of the body.



Then, I created another box and two cylinders to create the trousers, modified the sizes of the objects and moved them to the bottom of the body.



Using ‘edit poly’, I modified the two boxes to cover the body. I used three main selections, which were ‘polygon’, ‘vertex’ and ‘edge’ selections.




After done modifying the suit, I created two more cylinders for the sleeves.



I used pyramid to create the collar for the suit and used ‘edit poly’ to delete the unwanted sides and to shape it into a collar. I only used three sides of the pyramid to make the collar, which were two triangle sides and the square bottom side of the pyramid. I detached the tip (vertex) of the pyramid to disconnect the two triangle sides.




I also created a pocket and buttons for the suit. To create the buttons, I only used one sphere and used ‘select and uniform scale’ to shrink it, and then I simply cloned it to make more buttons.


Moving on to the face area of the head, I used a tube to make the lips. I only used the ‘vertex’ selection on ‘edit poly’ to modify the tube to transform it into a lip shape.



I used sphere for the eyes. Before placing the sphere, I had to modify the head and shape the head to have a forehead, nose bridge and sharper chin so that it looked more realistic using ‘edit poly’.




I created another pyramid for the nose and used ‘edit poly’ to modify it.


I cloned the eye (sphere) for the other eye. I created another sphere to make an eye ball and cloned it for the other eye.



To create the hair, I created two spheres to fully cover the back side of the head.


I decided to create a sunglasses, so I created two boxes and a plane. I also created two spheres to make the ears and used a plane to create eyebrows. I used cloning and mirroring to make it easier and faster for me.






I created a cylinder to make the arms. Still using the same tools, ‘edit poly’ to modify the object, ‘select and uniform scale to adjust the size of the object, cloning to create an instance of the object, and mirror button to mirror the object.

I created a cylinder for the leg and two boxes for the shoes. The shapes of the two boxes were modified using ‘edit poly’. I cloned the objects for the other side.



I changed the ears to make them look more realistic. So, I deleted the sphere on the bottom and only used one sphere and modified it using ‘edit poly’.


Texturing








Still using the same exact steps as before. There are more textures created for this model. I reduced the opacity for the glasses (boxes) texture of the sunglasses and adjusted the glossiness and specular level of all the textures.


Audio Assets
To create the audio assets, such as the menu music, elevator music, and headquarters bgm, I used Garage Band.
For the menu music, I used live loops to get some electro beats and mix them. For the elevator music, I used the ‘smart keyboard’ plug-in to make a simple classical music. Lastly, for the headquarters bgm, I used the ‘smart strings’ plug-in to create a dramatic, cinematic sound, and I used the smart drums to create a low beat for a more dramatic sound.



I recorded the sounds produced from the objects and materials that I used using my phone sound recorder, voice memos. The materials that I used were mostly wooden platforms, and the objects were bottles, buttons, drawers, and more. The recordings were for my sound effect assets like gunshot and car bumping sound. I also recorded the ringtone and camera clicking noise, and for ambient audio assets like computer/ machine sound, and outdoor recording for the busy city audio asset.

I mixed my sound recordings using Audacity to create the two sound effects and the computer/ machine sounds.
