Friday, 12 February 2016

Evaluation

For this project we were tasked in designing and making 3 3D assets and one of them had to be animated. The first step in accomplishing this was to create a week-by-week plan. Based off the weekly plan I would then try to accomplish the tasks I had set myself to complete. For the first  couple of weeks, I did lots of research and numerous mood-boards this lead to me discovering some new and interesting ideas. Then around weeks 2 - 3 i started coming up with game ideas, the one I chose was the medieval tower defence. Also during week 5 - 6 I started doing my designs for my assets these included catapults, ballistas and siege towers. because I had decided to do a medieval 2D scroller themed game.
              Next during weeks 7- 10 I began to model my 3 individual assets this consisted of a small keep, a shield and a skull life bar which will be animated.. Then between weeks 10-12 I began to unwrap and texture my models. This was a new experience to me because I had not textured a model using different maps such as specular and normal.
               The things that didn't go well was that i had missed a few lessons which put me slightly behind. But after I had got stuck in, It turned out I wasn't as behind as I had originally suspected.. I experienced a few minor issues during the modelling process but I think that was due to me still adjusting to the new software.

                 The things that I learned was that you shouldn't take the time limit for granted. Because if you do not work as much as you can you will have to rush which will then affect the finished product. In the next project I will aim to make the finished product much better than this one. Because I will try to improve my Photoshop, art and modelling skills by doing miniature personal projects at home.

Thursday, 11 February 2016

Unit 11

Research on Jobs in the games industry





















The field of the games industry that I would like to work  in would be the character design/modelling one. which may be in the Artists/designers sections.




Personal statement


University comparison sheet




5yr plan


1st year Get a job

2nd year Keep the job and get some life experience

3rd year Finish a year of work and apply for University

4th year Leave for University

5th year hopefully still be at university

6th year Still at university leaving at end of year

7th year look for a job in the industry














Wednesday, 3 February 2016

my 3 3D models

Holy shield





This is a fully textured version of my shield. It includes a texture map, a specular map and a normal map. Overall I am quite happy with how this asset turned out.


Vlads keep





The asset of the  keep that lil ol Vlad lives in, I thought went very well despite it being the first object that I had used Specular and normal mapping on







3D lifebar (which will be animated)

https://drive.google.com/file/d/0B33Hz3vV5kDfMTNrdWJUcFp6czQ/view?usp=sharing

This is a link to my animation.It is on the G drive.

Wednesday, 13 January 2016

references and how long modelling

Blood moon

gonna take me less than a day.building UVing and texturing.















Catapult

shouldnt take moree than a day and a half to build
day and a half to texture
no more than a day and a half to animate

Tree

Half a day to build and texture















Keep

Should take up to a day to build and a day to texture.


Keep 2

2 day to build

a day and a half to texture














Lifebar

half a day to dsign

half a day to build

half a day to texture/uv.,





























Spike

a day and a half to build uv and texture












Siege tower

up to 2 day to build
2 days to UV and texture






Thursday, 7 January 2016

To Texture(what does it mean)


forms of texturing:-


Texture mapping-

Texture mapping is the process of adding graphics to a polygon object. The graphics can range from original images to photographs. Textures are added so that your object can aquire more depth and realism.

UV mapping -

UV mapping is essentially a 2D version of a 3D image or an unwrapped version. During the unwrapping process you would want to arrange your UV's so that it fits nicely in your image.

Specular mapping -

This is when you set up your texture to determine how much light you want it to reflect.  It is also used to show how shiny you want it  to be.

Bump mapping -

A bump map is used to give off an illusion of depth or a 3D effect on a 2D image so that it looks 3D.

Transparency map -

A transparency map is when you use grey-scale textures / black and white colours to signify whether you want something to be transparent or not.  

Normal mapping -

Normal mapping is when you add an illusion of detail. E.g putting a character model into mud-box so that you can create massive detail whilst still keeping a low poly count.

Baking -

Is when you instead of rendering save your model as a image file and then import that as a texture. E.g rendering is taking too long  due to all of the detail, so cyou could create the same effects using textures of the render etc.