Posts

Ostrich Journal sketches [WEEK 11]

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The next creature designed by Faye that i decided to put into the research journal style was the ostrich, I found this creature to be a little more challenging to draw as i had to render in feathers as opposed to fur, which i did by blocking in the feather shapes first with a darker tone, then going in with a lighter tone above in consistent strokes to give the appearance of feathers. This ostrich has a squatter frame, smaller body and a large set of wings that it uses to fly with. I took pose inspiration from real pictures of ostriches, similar to how i have been doing all the other animals loosely based on real photographs of the animal they are derived from. My next step was to make the colour iterations, based on Faye's concept work. Colour Iterations : Personally, My favourite of these designs is the pink one, i think it stands out best and the colours generally look quite nice together. Gantt Chart - Creating these sketches now brings me up to 4/6 animal journal sketches mean...

Camel and Jerboa [WEEK 10]

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Here are the journal sketches for the Jerboa and the camel done in both traditional and digital black and white. I followed the sketches created by Faye to make these as well as creating colour iterations based on her concept sketches. Of the two, i really like the jerboa and i feel i captured Faye's concept in a more observational sketch style well, the camel has strange proportions to me and i am not sure why, i think perhaps the torso is too short but as stated i am not too sure.  Colour Iterations - Gantt Chart: Reaching the end of this week i have created 1 3D model and made 2 animal sketches bringing me up to 6/15 3D models and 3/6 animal sketches, I am still feeling rather confident that i am going to be able to get everything done for submission and I haven't had any setbacks for this project this week. I intend to carry on making animal sketches, i should be able to get all of them done by the end of week 11, and i will also make another 3D model bringing me up to 7/15...

Model Troubleshooting [WEEK 10]

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Troubleshooting - In this lesson I hoped to fix some issues one of my team members brought up to me about my 3D models, i was informed by Pantelis that he tried to bring one of my models into blender to use in a scene that he was creating, however he noticed that for some reason there were a lot of strange points that showed up when bringing my model in, and he wasn't sure the reasoning for this. Looking into the issue on my end, it turns out I had forgotten to delete the history on my model and so those points that were showing up were the transformations that i had made to my model. This was a very easy fix all i had to do was delete by history, and i also exported my model as both an FBX and and OBJ rather than a Maya binary file in hopes that this will be easier for Pantelis to use in blender. I also used the advice from last lesson about resizing models in Maya to be put in Unreal, so i made sure to go back and resize [And delete the history] on all my models so that Pan will ...

Sound Design Document [WEEK 11]

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 As an extra piece of supplementary work, I put together a sound design document that explains how our games soundtrack might sound like and what foley elements we could include. I had a look at a range of different game soundtracks and picked out what made them work and how they could be used to inform the soundtrack for our own game. This is mostly just conceptual ideas, however i would like to go out and actually record some foley elements that we could maybe use in our game showcase.  Here is the link to the sound document powerpoint . I presented this idea to my team as a way to push our game's concept a little further and flesh out the overall feel of this project, taking my current work schedule into consideration, i was able to finish the document in around 4 hours of which i did the majority during class time, this should not impact how much time i have allocated for the rest of the deliverables and i feel i am still on track for the final submission in a few weeks ti...

Map Design and Verdancy Logo[WEEK 11]

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  Using the Map mockup that Pantelis had made as a guide i created a map design that could be used in game. I made two versions, one with a mock UI set up and a plain one that the UI artist can edit to her liking, i was going to add some labels onto areas to explain what they were but i couldnt find a font that i liked. The main reason for me making this map was to show how the scenery lighting could change depending on where you were in the world, by changing the sun light in Unreal i was able to tweak the overall colour pallet of my models which gave me the idea of the changing light depending on the biome. I also thought it would be interesting to have points of interest on the map aside from the plants and animals that the player could visit such as the temple at the oasis, the farmland in the city, the deep jungle river and deep jungle grove, and the tall snake skin trees in the savannah. This map also gives more insight into how Verdancy corporation would have "greened the S...

Model Troubleshooting 2 [WEEK 11]

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Original sketch   Orthographic For this tree i've simplified the leaves down a bit just because i am unsure on how i would be able to model them. This is something that would probably be much easier to do in Z brush, but as i 1- don't have access to this software at home, and 2- am not as comfortable working in it than i would like to be, I am going to try to do this in Maya. I do like the more simplified look, i feel it reflects more on the Day and night jungle pieces by Micah Lidberg as they're overall more abstract than his other pieces. I spoke to my team about my concerns about this model and how i plan to overcome this to maybe get their opinions on how they would tackle this, and what they think about my more simplified model. This is the conversation i had with the director: Niamh : "Yea I quite like the look of that I think it’s translated over quite well from the original drawing, Since we are low poly models we can kinda get away with obscure model shapes. C...

Unreal Engine Tutorial [WEEK 10]

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Light task - I first selected the first person view and tested out the basic controls, those being left click and WASD to move around space, left click to roll the camera, middle mouse button to move camera, and right button to pan camera up/down. On the whole these are very similar to Maya's navigation settings. At the top of the screen there is a green arrow, pressing this will allow you to enter the character view where you can run around the space and interact with objects, this is representative of how your game would run in the final product. To exit this, press the Esc key. The first thing we had to do for this task was create a gazebo or some sort of sheltered simple structure. I decided to create a sort of tent gazebo by first going under the Window tab, Pressing place actors, to place something in the scene, i picked the geometry tab and selected a box. I could adjust the size with the brush settings on the right, not the transform tools like i would do in Maya, By clicki...