Sunday, 12 May 2013

3ds Blockout... Sort of :S

Well, as I'm the sleepless guy, I've decided to block-out my competition piece roughly and see what I could come up with from my horrid doddle. Now your asking yourself how did a doodle like that turn into this! Well sadly I'm a horrid 2D artist, pictures in my head are in HD when I try to put them on paper there censored as it scares the kids. Now the doodle has been kinda made somewhat understandable to others than myself through the wonderful ways of 3D the question really stands why an alley way corner? Really its down to volume and different types of materials and and objects and not to mention the fun with lightning that can be had with residential urban areas and tweaking of texture maps.

I've tried to keep the assets small so that I can map the texture maps accordingly 256x 512x 1024x and not lose as much detail... Rather than going for endless heroic pieces I've looked at ways to use the same texture space for "filler" assets, such as the boiler exhaust, the ledge on the walls to break up the tiling texture, and the drainage pipes and also the brackets which hold them, the windows are really going to be created through texturing rather than geometry, and vary this might change further down the line, as I feel the windows depth and the concrete tapered supports can add more to the scene.

With the floor I've looked at ways to fill the lower corner out so that the initial focus is the center bin. This is the main "vocal" point of the piece the idea of having the basement chute just above it is to draw the eyes out after focusing on that, the drainage pipes add to the depth of the scene so it isn't as flat, the air conditioning units break up the tiling created by typical urban housing blocks.

The left side is the busiest as I'm wanting to allow the person viewing the environment to understand object placement, the sign is purposely on the left so that it shows Hotel but only showing the EL of sign. This relates to how urban Hotels operate and from stereotypical sources and experiences a person can create there own assumption from the objects within the environment and how the bin bags have been slung over the side rails and also into the bin, allowing a story to be told. This can then lead onto the window behind the open bin being damaged, from careless employers of the Hotel and helps bring the scene once again back to the vocal point.

The camera at the moment is far away from the scene, as now I've blocked it out I'm going to create an asset list to see if what I have there will be able to fit into the texture & tri count constraints.

Competition ALL CORNERS

Well I've made a start with this University Competition, so far I've made a quick sketch up took about 5 minutes when the idea came to me of the type of environment I wanted to create I tried to keep the primitive objects less complex so to maintain a low poly count, only really using squares and flat surfaces as the tri limit for this competition is 10,000 and the texture overall in the environment cannot exceed 2x 2048 texture sheets When looking to save polys, as this competition is a still shot of the environment, I'm able to save in terms of geometry as if its not seen within the shot Its not going be rendered so ensuring I use good use of polys can help to the overall detail of the level. Attached is the 5 minute doodle

Introduction to incoming SPAM!

This blog is for everything 3D related and to write-up my experiences and workflows used to create 3D art, in some workflows these might seem helpful to others and help them along there way. I've just finished University at Sheffield Hallam where I was studing Games Design. I'm wanting to keep this updated when I begin to create a new model and showing my own experiences from start to finish. I've also entered a summer competition for Games Students at Sheffield Hallam, so the process of that will be shown from there. Below a summary of the models I've created whilst finishing University;

Mech Leg and G17 pistol magazines are my own personal projects for learning Hard Surface Modelling, the beds are stills of assets for an indie FPS game called Elite. As I currently volunteer to help create assets for there project to gain experience.