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Showing posts with label Final Major Project. Show all posts
Showing posts with label Final Major Project. Show all posts

Saturday, 19 May 2012

End of Project Evaluation

Hey =)

Sorry that I haven't been keeping that much updated on my work lately. Things started to get a little crazy a few weeks ago and I was just working every day with little time for updating.



Firstly, I would like to say that I'm really happy to have finished University and hopefully to have passed the Game Art & Animation course at the University of Glamorgan, Wales. Many times I didn't think I would make the insane deadlines and workload before us. Many late nights figuring out how stuff works and battling with rendering times clearly tested my mettle and also my will to continue with the course. I kept having to look at my goals to keep me motivated.

Taylor Reynolds helped me with my drawing and 3D work, and I'd like to thank him especially for helping me to understand aspects that I just wasn't getting!

At the beginning of this year I wanted to do more 3D because I've been enjoying it more and more over the months, and I've come to the conclusion that I WANT to do this as a JOB! The opportunities to do 3D work are on the rise and I'd like to be part of the industry.

So, I decided to pull my socks up a bit this year. In January, I began dabbling in creature design for Jeremy Evans, and found certain aspects to be very frustrating. For example, rendering Hair and Fur in 3DS was a mite difficult, and in the end the result just wasn't that great either. I had to shelve that idea several times before simply settling on a hairless pig. Also I had no idea how to do nice low poly work, so the pig represents my first attempt at clean edge loops. I had nightmares about how to make the inside of the mouth and while it isn't perfect I'm happy to not be so scared about it anymore.

Moving on, I worked with Jamie Cole on a graveyard themed environment. I honestly had no idea how to make an environment. My initial preproduction work was stupidly naive and I honestly didn't know what I was getting myself into. On top of this, I wanted to make the environment for a games engine, the Unreal Development Kit (UDK). This is where modeling became a problem because I really suffered trying to come up with convincing low poly models. Much credit goes to Taylor for helping me to understand the low poly aspects and how specular maps really work (there are links on my blog if you're interested to know more).

Mid way through the course I started to look at more UDK-related work. I'm really interested to use this game engine because it's easy to use and the developers (Epic Games) are always updating it with improvements, as they actually use this engine in their own games. We're pretty much using the same engine as AAA titles. I spent a while looking at Epic's game assets and looking at a lot of David Lesperance's environment work. The trouble with environments is that they are a lot of work and unfortunately with the deadlines we're under, there is only so much time I could spend studying UDK environments. Many important things I only realised quite late in my UDK projects, for example lightmapping and modularity were giving me problems but I had to work around these issues and hopefully not sacrifice too much on the aesthetic quality. I'm going to study lightmapping and modular building more after graduation.

The last of the four projects was a bit of "fly by the seat of my pants" stuff. In my preproduction, I came up with a rather ridiculous idea to do an undead dwarf character, having no idea how to do super tight metal suits of armour. Later, I came up with an equally silly idea to do a sci fi pilot girl in fully clad metallic armour. Stupid ideas which I had no hope of ever pulling off. It's interesting though because I've been following Jon Troy Nickel's work on his latest character, and he talked about going for crazy ideas because by the time you finish a project, your initial idea becomes progressively watered down. That is definitely something I'd like to keep in mind going forward.

Finally, I would like to thank all the lecturers, tutors and friends on the course.

Cheers

Thursday, 3 May 2012

Creature

Heey =) Got a few more finishing touches to do on this, but here's what he looks like atm =) Hope you like =)  I can't figure out how to render in 3ds Max, every time I change a texture or adjust the most minor thing it crashes on me or the texture looks vastly different, lol, hardly helpful right =) So I'm going to render in Marmoset/UDK/Zbrush =)



Monday, 30 April 2012

Final Character Preview

Heey! =) Okay, so sooo tired right now, here's my final character, not quite finished yet, still have to make the specular maps and put on some finishing touches of course =) Please let me know what you guys think?    Hope you guys are having a good week already =) Neeed rest, Going pass out now =) Keep well for now guys =)

Friday, 27 April 2012

Cadet

Heey =) Okay, half way there, pressure's on now, as we have to handin on Monday next week, 6pm.. eeek! So mmm, gots to texture this, make the low poly, and render her =) If I get some time I may do a weapon as well, we see =) Hope you guys are keeping well =) Cheers for now =)

Wednesday, 25 April 2012

Last project

Heey =) Well the face inspired me so much that I decided to take things further and finish this character as my last project for uni =) Also played a bit of Syndicate, the new one, and was very inspired by the concept designs =) Been busy with retoplogy on the sketched mesh from earlier this week, the benefits are most noticeable on the back of the character, near the scapula and the sacrum, where you can see clear poles and stretching going on from the Zsphere sketch. Also on the front it's noticeably more cleaner. Next I'm going to detail the body and give her some body armour and hopefully get some hard surface practice in =) Hope you guys are keeping well, cheers =)



Sunday, 22 April 2012

Head sketch

Heey =) Brushing up on a few things in 3d, cuz I'm a bit rusty =) Was mostly doing hard surface stuff today but nothing much to show for it =) Kinda peeved that I don't actually know how to do good hard surface / high poly in 3DS Max and I don't think I'm gonna have enough time to study that stuff until the deadline. In any case going to tackle my last project tomoz. Cheers guys =)

Friday, 20 April 2012

Psigirl sketch

Heey =) Tonight's work, quick sketch of one of the characters =) Cheers =)

Thursday, 19 April 2012

Last Project

Okay so been wasting time // not working on my last project, haha! =) Yip, can hear those ringing bells of change =) Here are some craptastic sketches to vaguely capture random ideas, they are so bad :O Anyone you like? =) Cheers =)

Sunday, 1 April 2012

Undersea - Preview

Heeey =) Here is a small preview of Undersea atm.. modeling and texturing are finished for the most part. I'm really struggling on the lighting with this one, I don't want it too realistic, would like a touch of fantasy...

- Lessons learnt so far:
-- My modular planning sucks, for example when I got to the pedestal, I noticed that my modular grid spacing for the models was off, so I had to adjust for that, as I didn't have time to go back and remodel stuff.
-- Need to get better with low poly modeling, for example I could cut some of my high poly meshes by at least 30% polys.
-- Need to learn proper lightmapping for UDK, if you look closely at some of my assets, there are inconsistencies with the lighting.
-- Got to get more computer memory, I can't sculpt very high poly stuff.. unfortunately I'm so poor right now so can't afford any =(

TL;DR - Need more memory! =)








Thursday, 22 March 2012

Undersea Rocks

Heeeyoi! =) Spent most of the week sculpting rocks, and I'm really loving it =) Hope you guys are keeping well, you know I love you =)



Thursday, 15 March 2012

Undersea

Heeey! =) Sorry for not posting much, decided to expand abit on the fish project. Going to be making an underwater feature instead now, inspired somewhat by the Neptune Memorial Reef =) It's an underwater reef cemetry, awesomes! =) Here are some experiments to get a suitable mood and feel...




Trying to get nice fast ambient occlusion bakes with Faogen =) Retopologising with 3DCoat =)


Here's the blockout =)


Cheers guys =) Have a good one =)

Friday, 9 March 2012

Undersea

Heey =) Preview of the undersea to present the fish. The rocks look so good cuz they're made by Epic =) Tomorrow will work on the lighting and finish the scene. =)






Cheers =)

Friday, 2 March 2012

UDK Crypt

Heey! =) Okay, finished this enviro for the moment. Had to redo a load of things for it, and it's still not right, but I don't have time to change anything now, as I have to move on with the next project already, which is the fish! =) I will come back to this enviro though and really tidy things up. Sounds need to be added for example, and generally a lot more polish needs to be added..










Started sculpting the fish and I'm thinking about using Topogun to create the low poly..




See you guys again soon =) Hope you keeping well =)

Wednesday, 29 February 2012

UDK Crypt Preview

Hey Guys =)

Okay, finished the last statue, I'm not quite happy with a few things in the modeling, but I don't have time to fix them now, story of my life.. =) Also rescaled the floors as I thought they were a bit out of proportion. More space has been created, so it feels a tad empty right now. I'm hoping the lighting and shadows will help me out there. A few extra bits and bobs (like torches) will probably be needed =) Tomorrow is the last day.. set aside for exterior work (trees and bushes etc's), lighting, and audio, so lots of work to do! =) Nights! =)