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'Mobile Classroom' Prototype- Teachers On WheelsFrom volunteering on my own time, I've partnered with Teacher on Wheels co-founder, Denis Jacobi to assist him and his organization on previsualizing a 3D prototype 'mobile classroom' that is able to move remotely on wheels and self-expand into an indoor classroom. Teachers on Wheels is a non-profit, charitable organization with their mission in making education more accessible in Central/Southern Asia, India and rural areas with very limited access to education. With Teachers on Wheels, they believe their mobile classrooms will greatly benefit both children and adults accessibility to a decent education; improving literacy, numeracy and providing a better quality of living.
The design concept of this prototype was to use the body of a 20ft shipping container and reinforced machinery to expand the walls outwards, creating an indoor space that can fit a capacity of 21: fitting a single teacher and 20 students, with a professors desk and a U-formed seating arrangement. The classroom provides 8 windows on all corners of the room for outdoor lighting/air conditioning, as well as 2 accessible outlets and ceiling lights for late evenings, powered by a generator. The mobile classroom expansion can be operated by a single individual, as well as closing. All assets/video was developed in Autodesk Maya, and thanks to Denis Jacobi for providing the organization logo on the sides. |
Assets from Theia
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Sci-Fi HallwayThis project challenged myself into creating modular hallway designs with repeating assets. I also used Substance Painter's unique baking features to apply a variety of floaters on the walls, ceilings, and floor parts, adding more detail using less tri-count. I exported five textures maps and applied them on a singular material shader in Unity. I played with some of the lighting and camera attributes to make the environment more dark and 'Sci-Fi', and used pre-made sound effects.
Screenshots 1-4 taken in Unity Engine. |
Valley BlacksmithThis project consisted of creating a environment with a small group of assets together to make a 'medival' scene. I first created list of assets with excepted deadlines, from modeling, UV'ing, texturing. Then exported the models to Unity and organized them individually to 'fit' together. I created the environment around the assets using Unity's land generator, with ground textures and generated trees. The last thing was adding particle effects for the fire and smoke for the furnace asset, then I shot a flythrough with Unity's Camera editors.
Screenshots 1 - 2 taken in Unity Engine The 3 full assets/wireframe screenshots were taken in Substance Painter |
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'Nile River' Level EnvironmentThis was the result from a small group project from Asset Production course from Chico State. The project was based on recreating an evironment from a selected list of games, and our group chose to recreate an enviroment from Assassin's Creed Origins. Before we began production, we planned out which assets my teammates and I wanted to create through a short deadline period. We had weeklies to review everyone's progress and see which assets were being made. On my part, I modeled some vases, fire braziers, sailboats, and the main temple foundation. The objective is for the player to find the Nile Temple and explore inside to find the 'legendary dagger' and escape through the 'secret exit'.
Screenshots 1-5 taken in Unity Engine. |