Monday 19 October 2015

Game Art Week two

Continuing with the Film room project, this week I need to aim to have everything modelled and unwrapped, so I can start texturing next week, I have already started collecting textures from last week. This week we will start assigning the rest of the assets such as chairs, tables, bottles etc. On Monday I continued with the main door and wall in 3ds max unwrapping it. We then had our lesson in game production, which I learnt more about shaders and materials in unreal 4 engine. I feel a lot more confident, however I want to do some extra work, learning more about materials, so it will become something I indistinctly know. We then had time to gather in our film room groups and shared what point we are at by the end of last week. We aimed to finish modelling the main structural assets so that we could start on the smaller asset. I had finished modelling my main assets and most of the group had the same, However a couple hadn't started yet and I am worried they are not putting in the same amount of effort as everyone else, although we have aimed to get everything modelled by the end of this week, so I will see how things go with my group. This week I also used the time at the beginning of the week to begin modelling my smaller assets, I finished modelling the barstool of low and high poly versions which I will need to bake the normal maps on.

In life drawing we were taught about measuring in a more technical way, which I already know and do myself as a process to drawing accurately. Visual design we continued with the film room project, which we got into our groups and had feed back on our projects so far. I also used this time to continue modelling my assets  so we could have them all finished for Friday and import to engine.

We met up in our group on Friday, so that we could all import the assets we created to the unreal engine 4. During this we came across some problems with scaling, as the unit measurements for unreal and 3dsmax were different. However we were able to solve it by rescaling the assets to fit the scene.

Monday 12 October 2015

Game Production Film Room project

In the first week of Game Art the Film Room group project was assigned. We were split into pre organised groups and began brainstorming ideas for our room scene. After lots of different ideas we all agreed to decide on the kingsman bar/ pub in the beginning fight scene as our film room. I am happy with our groups decision, this makes a good choice, as it has lots of variation in assets to make an interesting scene. Such as the bar, which has different taps, bottles etc, a fire place, dart board and a variety in chairs and tables.



The lighting also makes an interesting and challenging task, with a mixture of lighting sources to work with. There is natural light from the windows through net curtains and artificial lights from lamps and bar lights. Also as it is an enclosed room, the net curtains make it easier to build the scene as we wouldn't have to worry about outside environments. As for building the scene in unreal and 3ds max, I think it is an achievable task, there is enough assets, but the room is not cluttered and has replicated assets.

To begin with, we started collecting reference images, then got to work on an asset list with texture sizes and triangle limits. We then assigned the main assets to each person and began white boxing the scene in unreal, so that we could work out the proportions of the room and sizes of assets. Once this was done the scene was exported as fbx and imported into 3ds max, so everyone could use the white box as a guide to model their asset.



I chose to model the main door and wall of the room, which I began by deleting everything else of the white box apart from the main door/wall. I then gathered on of my reference images and lightened it to abe able to see the details in 3ds max. Which I attached to a plane behind the wall and back face culled. I then created a box the same size of the wall in front of it and moved the white box wall out of the way, so the image plane was behind the new box and I could start modelling. Once I had modelled a basic door and wall under the 1,400 tri limit, I saved it as a low poly version. I continued to create a higher poly version from the low poly one, with details in the panels, so that I cna bake the high poly version onto the low poly with a normal map. Once the hight poly version was done I saved a high poly version, then opened up the low poly to start unwrapping.



Sunday 11 October 2015

Feedback to feedforward

Now that I have progressed onto the second year of Game Art at De Montfort University, I need to reflect back on my first year, so that I can develop as a Game Artist and improve for the future.

To reflect on my first year I need to think of what I thought went well, what didn't go well and how I can improve on these. First of all, I believe my most successful project was the zombie pick-up truck. I felt my visual design and concept work had been the most professional I had achieve from all my projects; I was able to present my final work in a polished layout and create a final piece I was proud of . I was also very happy with the final 3D model of the car, it was a good representation of the concepts and a Toyota pick up truck. I also felt I was quite successful on my building project, I was constantly receiving positive feedback from tutors, which was giving me confidence in my work. I felt like I was achieving the required look of the model overall, in 3D and visuals. I was happy with the final project and didn't encounter any problems during this project. Overall I felt my visual design work went well as I was constantly developing and learning, which helped improve my skills and work.

In my first year a major problem I was constantly having was time management, even though I was able to finish all projects in time and to a good standard I was happy with, there moments when I could of given myself more time to work on something extra to improve it or develop it further. for example I really struggled with rigging in my character project, I gave my character a long skirt and I found that rigging it was difficult. I tried my best and looked at lots of tutorials, but did not get it rigged properly in time for the hand in date, furthermore, if Id given myself more time at the end I could of work out how to rig properly or asked for more help. which leads to my next point, I also felt a lot of aspects in my 3D work did not go so well, such as unwrapping and rigging, these are both something I need to improve to be a better Game Artist. Also a personal note about what didn't go so well on my first year, was making sure I was able to get enough sleep so that I could get up to commute to University. I struggled to sleep a lot last year and need to make sure I change this so that I don't become ill and can be alert for lessons.

Considering my first year, what went well and not so well. I am going to approach my new year in a better way, I am going to make better use of time management to make sure I get the work done with plenty of time. I will also aim to learn more about 3D modelling and engines, I need to be able to get a better grasp of my tools of work, which I will watch tutorials and ask help from tutors.

Game Art Week one

The first week of year two had been a straight continuation from year one, with no introductions or recaps, just straight into the first project and learning new things. I am excited and ready to get started! On Monday I learnt a bit about the unreal engine, such as white boxing, which you use boxes in unreal to map out a level of the environment and then you can use this to scale everything in the scene to the right proportions. In this task I used the scene from Dumbledoors office to practice blocking out boxes in unreal. I am still unsure how to use unreal engine, which I can not use the navigation tool properly and I am unsure how to edit shapes. However I managed to get a rough idea of the scene and add a camera in.

The first project was assigned to use on Monday, the film room group project. We were split into pre organised groups and then got to work coming up with an idea to use. after lots of ideas and discussion, we all agreed on the bar fight scene from the film Kingsman would be a good choice, it has plenty to keep the scene interesting and good lighting, but it not cluttered and achievable. We then created an asset list and started assigning each asset to each person. I have the task of modelling the main doors and walls to begin with, then will assign the rest of the environment of smaller assets.

on the second day we learnt about composition. Composition is aesthetically arranging things in a picture, commonly to a geometric grid. The rule of thirds is the most basic example of a compositional grid, which produces very static images, However classical painters, such as  Henry Carier Bresson use a more complex system called the Armature, which captures movement and drama. I also learnt of  modern Artists which use more sophisticated compositions such as James Paick. Overall the main elements I need to consider when creating composition is Area, by the use of grids, Depth, giving the illusion of space and perspective which draws you in, Line to lead the viewers eye around towards the focal point and finally value/ Silhouette to make the subject readable against the background and the focus of the image. We were also given some tasks to complete to practice composition.

In the last lesson of this week, We had a feedback session to reflect on our previous year as a Game Art student at De Montfort. To consider what went well, what didn't go so well and how can we improve on these aspects to approach the new year in a better way. I will post up a separate blog to go into more depth about my reflection on my previous year.