Posted: January 26th, 2023
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In this assignment you will design and build an alleyway. Through model design, placement, texturing,
and lighting, you will convey a sense of mood and back story.
What is an alleyway?
• A passageway between structures, (walled off on 3 sides in this assignment).
• Often narrow (limited to pedestrians or single vehicles)
• A place to enter or exit buildings (doorways, fire escapes). Usually not considered the main
entrance for guests or customers.
• A place to load and unload things (pallets, boxes, barrels).
• A place to discard things (in garbage cans, dumpsters or anywhere else).
o An equalizing space in terms of human use: Regardless of a person’s socioeconomic
status or the clientele of their business, if they’re near an alleyway, they put their
garbage in the same dumpsters.
• A place where infrastructure runs between or along building walls (power lines, electrical boxes,
conduit, vent pipes, under-street access (manholes)).
• Found in older parts of towns and cities where buildings are close together.
• Often portrayed in stories as a place of danger and illicit behavior.
• A place with no facades: real, unpretentious, and defined almost entirely by functionality.
NOTE: All models must be based reference photos or diagrams.
1. Brick walls with dirt or other signs of wear (2 side walls and enclosing end wall(s) )
2. Windows with frames inset into walls
a. Brick texture must wrap around edges of inset
b. Brick or concrete ledges below windows
c. Glass may be in any condition (clean, dirty, broken, boarded over, dark, illuminated)
3. Doorways with doors inset into walls (can be hinged or rollup door) Note: Use size reference.
a. Hinged doors need handles
b. Texture must wrap around edges of inset
4. Beveled steps leading to doorway (Note: you may substitute a model of equal complexity)
5. Pipes and conduit on walls (some bent) & electrical box
6. Sculpted ground with puddle (brick, paver, asphalt, concrete), dirty, cracked & irregular
7. Metal barrels (with ridges, and at least 1 must be dented)
8. Crates (wood, with inset panels)
9. Pallets (wood with some strips slightly angled or broken)
10. Garbage cans (metal, with lids and handles)
11. Dumpsters (metal, with plastic lids)
12. Light fixture above a doorway
2 Overview and prep
In this assignment you will create a rough layout of your scene in Maya, including 4 camera setups.
This will be based on your backstory and reference images from preproduction part 1.
See later pages of this document for important Maya setup info.
1. Scene or full project folder download
a) Goto Google Drive class folder > Project Resources > Alleyway folder.
b) Do one of the following:
a. Open the last name_first name-483 > Scenes folder and download the scene file:
483 Alleyway size reference. Place that in the Scenes folder of your own project folder.
b. Download full project folder last name_first name-483. Rename using your name.
2. Maya scene setup
a) File > Set Project, then single click to select the proper project folder.
(You should check this every time you start Maya on a computer other than your own.)
b) File > Open Scene > 483 Alleyway size reference.
c) File > Save Scene As > your last name_first name_Alleyway mockup.mb
The scene will automatically save to the scenes folder within your project folder.
3. Scene mockup
Create a mockup of your Alleyway scene, including the following components.
(See tutorials on pg 3.) Note: walls, ground, steps, pipes, conduit, & electrical box should be in final
form, ready for texturing.
a) Walls (single sided planar polygonal surfaces, not cubes) with extruded inset faces for doorways
b) Steps (beveled)
c) Ground plane with puddle(s)
d) Wall additions (Pipes & conduit, wires (optional), electrical box)
e) All other props (can be represented by geometric primitives, with accurate position, scale, and
rotation): metal barrels, crates, wood pallets, garbage cans, dumpsters, light fixture, bottles.
f) 4 perspective cameras (in addition to starting persp camera), each placed to show a different
view of the scene. You will be rendering images from each camera throughout this project.
Shots must be well composed to bring the viewer into the scene.
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