Real world location in a 3D real-time simulation
Kukkonen, Ilari (2017)
Kukkonen, Ilari
Kaakkois-Suomen ammattikorkeakoulu
2017
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2017052910784
https://urn.fi/URN:NBN:fi:amk-2017052910784
Tiivistelmä
The goal of this thesis was to describe the process of 3D modeling the central hospital of Kotka in 3ds Max, and consider what actions could have been taken to achieve more optimal results. The modeling was made for Creanex Oy as a part of an ambulance simulator project, set in the area of the central hospital of Kotka. The 3D models were produced in Autodesk 3ds Max, and textured with Adobe Photoshop CC and Gnu Image Manipulation Program (GIMP).
The objective of the thesis was to create the main buildings of the hospital, as well as a terrain model that would include a road leading to the hospital. The area would follow the layout of the real location, and needed to be recognizable in the simulation. The thesis inspects the processes used in creating large environment assets. The goal is not to focus on small, technical details, but to give an idea of what issues should be considered before starting the production of a large-scale 3D environment.
The production began with a block out of the major elements of the scene. After the initial block out, the work load was divided into terrain and buildings. Each portion required different approaches and 3D techniques.
The thesis analyses the results and tries to find alternative methods and solutions that may have made the processes easier, or possibly led to better results. Project planning, iteration and execution of the project are under close evaluation. Attention was also paid to the factors that slowed down development.
The objective of the thesis was to create the main buildings of the hospital, as well as a terrain model that would include a road leading to the hospital. The area would follow the layout of the real location, and needed to be recognizable in the simulation. The thesis inspects the processes used in creating large environment assets. The goal is not to focus on small, technical details, but to give an idea of what issues should be considered before starting the production of a large-scale 3D environment.
The production began with a block out of the major elements of the scene. After the initial block out, the work load was divided into terrain and buildings. Each portion required different approaches and 3D techniques.
The thesis analyses the results and tries to find alternative methods and solutions that may have made the processes easier, or possibly led to better results. Project planning, iteration and execution of the project are under close evaluation. Attention was also paid to the factors that slowed down development.