For this session we had to use our existing turret model and set sections of the turret to live mode and then add detail to the turret ready to bake and texture next session. We had to use various shapes and tools to create different sections on the turret but had creative freedom to design the turret as we wished. I chose to add some armor plating, nails and fans to bring the turret to life and on each shape we had to make sure to bevel the edge of each shape ready for baking it next session. I am really pleased with the final detail as it really brings the turret to life.
My current blog for my university course, feel free to get in contact for more information at NThompson96@outlook.com
Friday, 31 October 2014
Texture Map Deconstruction
For this session we looked into texture map and how the layers build up a texture map. We were given a texture map of a girl in a tracksuit and a file we could open in maya which was animated to make the girl walk like a zombie. Once we understood texture maps and how they work basically we were then tasked to edit and change the texture map to make the girl look like a zombie. I am really pleased with my final outcome as it looks freaky and zombie like and really brings the animation to life.
Original texture map
Original girl model
Zombie edit of the texture map
Zombie model
Thursday, 30 October 2014
Modelling Furniture and Applying Textures
For this homework assignment we had to follow along with a Lynda tutorial and model a basic set of table and chairs, we had the choice between two different designs of table and chairs and I chose to make the more square like standard looking set as I feel this would look the most natural in the final gas station scene we will be creating. Once we had modelled the furniture we then had to apply a wood grain texture which brought the model to life. I learnt many new tools and skills on this project but found it very time consuming and hard to manage but with practice I'm sure I will get better with using these tools. I am not 100% happy with the final outcome as I feel the wood grain is possibly a little too light and it looks off in some places but considering I struggled with this model I feel it will look good in the final scene.
Monday, 27 October 2014
Perspective Drawing Practice
For this weeks interim assignment between sessions we had to learn about one point perspective and follow along with a tutorial to create a futuristic end of the world type scene using a one point perspective view point. We first had to create guidelines and then slowly fill in details to build up the drawing and create an accurate one point perspective look. I already knew the basics of perspective drawing from past experience so when straight into the tutorial for this assignment and after a few tries to make sure the lines were as accurate as possible I completed the drawing. I am really pleased with the outcome and I found the tutorial really useful as it actually puts your knowledge of perspective into practice rather than just studying about it.
Reference image from tutorial
My final one point drawing
Sunday, 26 October 2014
Silhouette Digital Paintings
For this practice task in class we learned a new method of digital painting which is practised and used by Feng Zu, a famous concept artist for both movies and games. The method itself involves painting the concept as a pure black silhouette to create a strong outline and then on separate layers working the painting up with various tones of greys and shadows to bring the flat silhouette to life. I found this method of painting particularly hard as I was fine with creating the silhouette and found this worked really well but when going back into the painting and working it up I felt lost and not sure where to start and much preferred the last method of using the outline and then painting over this.
For this task we had to use the subject of Crustaceans as a reference and create some monster like concepts from this. The first stage in the painting process was to create the black silhouettes of my creatures ( as shown below) using various images as reference and merging these together to create interesting, strong outlines.
The next set of stages once I was happy with my silhouettes was to start painting into them using various tones of grey and whites to build up a 3D look and to also add a dark grey shadow underneath each concept to ground them and stop them from floating around on the page to give them a sense of realism and weight.
Once I was happy with the way I had worked up my concepts I then added a strong background colour to lift the black silhouettes off the page and towards the viewer.
For my final stage I then took my favourite concept ( middle one) and created a new layer above this creatures layer and changed the layer setting to Colour Dodge to keep the highlights and shadows showing when colour was added on top. I then chose a bright blue colour to clash against the orange background and to keep to the ocean theme.
I am not 100% happy with my final piece but I feel as though I really struggled with this painting method and considering that I am impressed with my overall pieces for what they are and really like my middle concept once the splash of colour was added over the top as I feel this really brought the concept to life.
For this task we had to use the subject of Crustaceans as a reference and create some monster like concepts from this. The first stage in the painting process was to create the black silhouettes of my creatures ( as shown below) using various images as reference and merging these together to create interesting, strong outlines.
For my final stage I then took my favourite concept ( middle one) and created a new layer above this creatures layer and changed the layer setting to Colour Dodge to keep the highlights and shadows showing when colour was added on top. I then chose a bright blue colour to clash against the orange background and to keep to the ocean theme.
I am not 100% happy with my final piece but I feel as though I really struggled with this painting method and considering that I am impressed with my overall pieces for what they are and really like my middle concept once the splash of colour was added over the top as I feel this really brought the concept to life.
Thursday, 23 October 2014
Futuristic Gun Assignment
For this assignment we had the task of designing our own futuristic gun, however the gun could not have a laser or projectile weapon system, it had to have a traditional, realistic style with bullets. We also had the choice of either using digital or traditional media to create the final design and the final concept had to contain colour.
To start the assignment off I first researched into both other artists concepts of futuristic, sci-fi guns and also real life guns and created a visual mood board to represent my research thought process.
For the next step in the assignment I then created some rough studies of some of my research to get some rough ideas down for my own concepts.
To start the assignment off I first researched into both other artists concepts of futuristic, sci-fi guns and also real life guns and created a visual mood board to represent my research thought process.
For the next step in the assignment I then created some rough studies of some of my research to get some rough ideas down for my own concepts.
For the next step I then started sketching out my own rough concepts and created three various designs, one one handed weapon and two two handed weapons to get some variety and decided on number two as my favourite as I believe it looked the most interesting and sci-fi with the organic style curves and triple barrel.
I then took idea two forwards and sketched this out on a larger scale and changed the end of gun to flow more naturally into a point and then added some colour to bring the concept to life. I decided to keep the majority of weapon in a grey and black colour to keep it sleek and modern but decided to add a bright pop of green to add some visual interest. I am really pleased with my final design and it feel it's really unique to anything out there so far with the triple barrel idea.
Tuesday, 21 October 2014
Introduction to my Own Game - Winter Project
For this assignment we have been set the task of designing and creating our own up to 3 minute introduction to a game. In the game we must have triggers that set off animation, sound and events within the game and have to create the level in Unity. We must also have accompanying paperwork including a rough level sketch and a one sheet showing the initial game concept.
To start off the project I mind mapped some rough ideas of concepts for my game and narrowed down the selection to my final concept.
I decided on the concept of using an open-world exploring game with a fantasy genre and setting of floating islands with multiple building on the islands. Once I was happy with this project I started by creating my rough level plan sketches for my game.
Within my rough level plans I decided I needed a way to get the player to the top to reach the floating islands and to do this I wanted to use a more organic look to fit in with the rest of the scenery rather than stairs or ladders so I decided on using mushrooms and creating a mushroom forest as my base ground level and then having different size mushrooms for the player to climb up and use as a staircase to reach the islands.
After I was happy with my rough level plan sketches and rough concept I then created my one sheet for my game mapping out the general objectives, genre, settings, title and the main character of the game.
After creating my one sheet I then decided to start researching into references for my game to build my models as accurately as possible, I researched into things such as mushrooms for my mushroom forest, floating islands and castles and temples both within real life and other artists concepts and existing games. To show off my research clearly I created a visual mood board.
After researching I then started to map out my level plan for the introduction in Unity according to my level sketches by using basic geometric shapes to represent some of the level such as the floating islands, but then also made some models of various mushrooms in Maya and exporting these and then imported these into Unity to show the start of my game.
To start off the project I mind mapped some rough ideas of concepts for my game and narrowed down the selection to my final concept.
After I was happy with my rough level plan sketches and rough concept I then created my one sheet for my game mapping out the general objectives, genre, settings, title and the main character of the game.
After creating my one sheet I then decided to start researching into references for my game to build my models as accurately as possible, I researched into things such as mushrooms for my mushroom forest, floating islands and castles and temples both within real life and other artists concepts and existing games. To show off my research clearly I created a visual mood board.
After researching I then started to map out my level plan for the introduction in Unity according to my level sketches by using basic geometric shapes to represent some of the level such as the floating islands, but then also made some models of various mushrooms in Maya and exporting these and then imported these into Unity to show the start of my game.
My next stage in the project was the create a detailed storyboard planning out the events that will happen within my game introduction, the story and also how I will incorporate the three different types of triggers within the introduction, including sound, players input and players input and location.
After storyboarding my events I decided to change about a few things in my level, I firstly added a mountains model around the whole level to add some atmosphere and stop the player from walking off the edge so easily. I also decided to add some more mushrooms to complete the main path in smaller steps and removed a lot of the mushrooms in the forest to tone it down as I felt these took away from the attention of the main path, but they still represent the main idea of the mushroom forest with what is left. I then modelled my floating islands and vines to connect the islands and placed these into my unity project to flesh out the level a bit more and make it clearer that the scene is fantasy. My next stages will be to model the castle, the interior of the castle room, the temple and the props to go into my level and then I will add the triggers as planned out in my storyboard.
I have now gone away and worked on my own level some more and added the major final models to the game such as the castle, temple and props within these buildings that sit on the floating islands to bring the level to life and add the story line to the game. I have also added a sky box to add some atmosphere to the overall level and complete the ambient effect. I have also added sound effects to bring the level to life such as ambient music and door opening, closing, locked doors, chest opening sound effects. I have also added the code to my level to bring the level to life and make it work such as the mushrooms changing colour when you land on them, sound effects, GUI text and animations to make the doors and chest open, as well as things like turning on the candle lights within the castle when clicked. Overall I am really pleased with my final level and feel it follows my plan of my one sheet and storyboard with some added extras and the overall game play works really well together to create an interesting and fun introduction to my own game.
Saturday, 18 October 2014
Turret 3D Model & UV Mapping
For this assignment we had to model a turret in Maya using a given reference image, in this assignment we learnt many new skills that I applied to my crow bar model such as bevelling, filling holes, and extruding and scaling.
After modelling this turret we then spent another lesson learning about UV mapping and how to use both the auto mapping tool and the manual uv mapping to add texture to models before painting in the textures.
Reference Image
My Model
After modelling this turret we then spent another lesson learning about UV mapping and how to use both the auto mapping tool and the manual uv mapping to add texture to models before painting in the textures.
My UV Mapped Model
I am really pleased with my final model and the UV mapped version of the model as it looks pretty close to the original reference image and has taught me many new skills that I can apply and will be useful in future models.
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