
maya: non-organic asset
today i decided to make my non-organic asset for my game. this is an important requirement for my assignment. i decided to make a few assets such as neon signs, balconies, and bins. i wanted to make these assets as they are part od city life and i wanted to make non-organic assets that were familiar to people unlike my organic asset i've created previously.
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i decided to make my assets in order one by one. I will explain each asset and how i created my asset.
signs
i wanted to make a few signs for my level design as my level design is based in the city. cities are known for their big buildings and hundreds of signs that can be seen to be promoting products, companies etc.
i started by inserting a cube and i then i sed the 'move tool' to drag the cube and i turned it into a rectangle. i duplicated the rectangle and used the 'move tool' again so that they were next to each other. i then used the 'scale tool' to change the length of the second rectangle so that it was slightly longer than the one i had just previously created.


i then used the 'mesh tools' tab. i then used the 'insert edge loop' and as i inserted the edge loops, i clicked ctrl e to extrude the parts of the cube i chose to drag.

i selected all of the asset and i then right clicked my mouse and used 'assign new material' and i used the 'lambert' material to change parts of the sign i wanted to change.
problem solving
i noticed that when i changed the colour of the sign (the big sign) to purple , not only was the main part of the sign purple, but the extended part was too.
To fix this problem, i right clicked, went onto the 'face' tool, and i individually selected all of the faces from the extended part of the sign and i right clicked again, went onto 'assign new material', selected 'lambert', and changed the colour from purple to dark grey.
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by fixing this problem, i was able to repeat the process with my other sign and having the main part of the sign blue, but the extended part to be dark grey to match the previous sign from before.

my next step was to add neon lighting to my signs. i went onto the 'create' tab, then the 'lights' tab, and then the 'volume light' tab. i then changed the colour of the light to make a slightly lighter version of the sign colours.

i then went onto the 'create' tab again, then i went onto the 'lights' tab again, but then i went onto 'ambient light' which is the main light that would be the sun.

i added this because when i change the lighting the finishing result will show my level design to be darker and the neon signs to be shining brightly making the setting look more colourful.
i then used the 'move tool' to place it above my level design so that when i switched off the light tab, the neon lights would be visible. you can see what they look like from below.


i used the 'move tool' again to move the neon signs away from each other so that i could see how bright they shined to make sure that the different coloured lighting worked properly.

i used the 'move tool' and again to place the signs on my building that I had previously completed. i placed them by the archway where people who test of my level design would have to walk past (due to the way i've designed my level design).
bins
i wanted to make bins for my level design as it was a simple asset to make and i wanted my level design to have an asset which was a solid object that people use on a regular basis in public places.
i inserted a cube and i then i used the 'move tool' to drag the cube to where i wanted to crate the asset. i right clicked the 'face' tab, selected the top face only, and i deleted the face on the cube. I then right clicked the asset, clicked the 'object mode' tab, and then i clicked the whole thing and used ctrl e to begin extruding the object.

i then went onto the 'thickness' column and i adjusted it to 0.1 so that it was thick enough. i then used the 'scale tool' to adjust the length of the shape to make it look more like a bin. this process to make the bin was very simple and i had no problems with creating this asset.
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i then right clicked, clicked onto 'assign new material' and i went onto the 'lambert' material and selected the colour grey to be the colour of my asset.


i then placed my non-organic asset to my level design by using the 'move tool' and adjusting the bin to where i wanted it to be placed.
i decided to move it so that it sat next to the artchway as people who see my level design will clearly see my asset due to the archway being the extrance and exit to my building.
balcony and doors
i wanted to make a balcony for my level design as i wanted my building to look like they were homes for people. I wanted to do this because i wanted my city building to look more detailed so by adding a balcony and a door to go with it, it would help make it how i want it to look.
i repeated the process that i had done previously to make my bin asset by inserting a cube, using the 'move tool' to drag the cube to where i wanted to crate the asset. i right clicked the 'face' tab, selected the top face only, and i deleted the face on the cube. I then right clicked the asset, clicked the 'object mode' tab, and then i clicked the whole thing and used ctrl e to begin extruding the object.

i then went onto the 'thickness' column and i adjusted it to 0.1 so that it was thick enough. i then used the 'scale tool' to adjust the length of the shape to make it look more like a balcony. I then used the 'move tool' to move the asset into place.
after i created the basic shape for the balcony i decided to continue making the e balcony. by using the knowledge i had taught myself when i was making the bin to make the balcony it has helped me save time so that i can make more assets.
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i used the 'insert edge loops' tool and i added an edge loop where i wanted the door to be which can be seen to look like where i want the door.

i used the 'insert edge loops' tool and i added an edge loop through the building so that i could later create a door. I also added an edge where i wanted the door to be. i made sure that i duplicated my balcony (ctrl c and ctrl v) and once i created the balconies, i then equally laid them out so that it fitted properly with the design of my building.

i then right clicked, went onto the 'face' tab, and i clicked onto the blocks that i wanted to turn into doors by holding shift and then moving the parts i've selected forward. i then extruded the parts i selected by clicking ctrl e.
i wanted to give the illusion of a door so by making this, i would create that illusion and it would still look like a door.


after that, i wanted to add door handles to the doors that i had just created. i duplicated one of the signs, clicked onto 'assign new material' and i clicked 'lambert' which removed the material as i had already had the same material on the assets beforehand.
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once the material had been removed, i removed the 'volume light' attribute that i had duplicated with the sign by accident and i deleted it. i then selected all of the sign, used the 'scale tool' and then i shrunk the sign so that it fitted properly onto the door.
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Once i was happy with how the door looked, i duplicated the door handle, used the 'move tool', and then i used the 'move tool' to move the door handle onto the second door. i repeated this process until all of the doors i had created had a door handle on them.

once that was complete, i then repeated the process of making the doors, duplicating the balconies, placing them all in the right places, and adding the door handles to the right places.

windows
i wanted to make windows for my buildings so that my building looks more realistic and i wanted to make an asset that was different to the others.
i stated off by adding a cube, i then used the 'move tool', and then i duplicated the cube and shift clicked both. i then used the 'mesh' tool, then the 'booleans' tab and then the 'difference' tab.


i right clicked my mouse, then i went onto 'face', and then i shift clicked all of the faces on the outside and i shrunk them down to the right thickness.
now that i had created the window frame, i then moved it back down and i used the 'scale tool' to fit it around the window making a window and the window
i then duplicated the object by using ctrl c and ctrl v and then i used the 'scale tool'.
i then decided to make a smaller version of my object. this is so that i could begin to add more detail to the window and make it look more realistic.


i used the 'scale tool' to adjust the size properly. i then used ctrl c and ctrl v to duplicate the part that i had just created.
i then used the 'move tool' to lower the duplicated part of the window down to the middle of the window.

i then added another cube and i repeated the process but i made it smaller.
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the reason why i did this was because on my next step of the process, i was going to be adding the middle part of the window.

i right clicked on the middle part i had just made and i right clicked my mouse and selected the 'face' tab. i then clicked the top and dragged it down to seal the gap in the middle which could be seen previously.
i added another cube onto my plane and i used the 'scale tool to create a thin rectangle that would fit perfectly in the middle of my window. this would be the glass for my window.


i then went onto 'display hypershade window' and i set the colour to white and i changed the transparency so that it looked like glass. i wanted it to be transparent and i wanted to make it clear enough so that people could see through the glass just like if they were to look through a normal window.

i angled the window the way i did in the image to the left so that it can be shown that the glass i have created for my window shows everything in the background clearly.
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after i created this, i used the 'show and hide model and took kit' to group all of it together by then clicking the 'combine' tab.
problem solving
when i grouped it all together so that it became one whole asset, i noticed a change in the look of my asset. a black line appeared in the middle of my window. to fix this problem, i added a cube and i used the 'scale tool' to create the part of the window in which had the black line.
I then selected middle part of the window the black line and removed it and then i used the 'move tool' and moved the replacement to where i had just removed the other part of the window.


i then went onto 'display hypershade window' and i set the colour to white and i changed the transparency so that it looked like glass. i wanted it to be transparent and i wanted to make it clear enough so that people could see through the glass just like if they were to look through a normal window.
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after i completed making the window, i used the scale tool to make the length longer to make the windows look bigger. i then right clicked and i went onto 'assign new material', then i went onto 'lambert', and then i changed the colours of the windows. i made them match the colours of the doors i created earlier.
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i then duplicated the window by using ctrl c and ctrl v and i repeated this process and equally set the windows onto place on my building.
problem solving
the problem i had with the windows is that when i duplicated the window it would glitch and it would make an unusual looking pattern with the colours that i had selected for no reason at all. i attempted to duplicate it again and it would duplicae perfectly fine, so to fix this problem i duplicated the windows that i wanted and whenever i had a window that had this glitch i removed it immediately.


final result
after I fixed this problem, i decided to complete the full level design by putting all of the assets all together and i also included colour (dark grey) on the shorter wall that is on the ground floor of the building.
i duplicated the bin and placed both of the bins to either side of the archway and i duplicated the two signs so that there were two big sign and two small signs. i changed the duplicated blue sign to a red sign and i changed the duplicated purple sign to a green sign.
i changed the colour of the lighting to match up the colour of the signs. i added lighting to it which made the level design darker and the signs light up matching the colours to the signs.

i also added colour to the main part of the short wall. this is because i wanted to experiment with the colour and see if it would work well with the level design. i only made my assets colourful and i left the rest of the building plane as i only wanted to focus on my assets.
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i then used the 'scale tool' to shrink and hide the attributes (red circles in the lights) so that they weren't easily visible.
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conclusion
i've completed my level design and i have now completed making my organic and non-organic assets. i will use the knowledge that i have gained to make all of my assets and my building for if i ever use this software in the future.