Pages

Wednesday, 8 February 2012

Game Environment Research

I am not going to lie, I do like a bit of gaming when taking a rest from all the uni work! But I am currently looking at some of my games to find examples of what I think is very good architecture and environment design within them.

Yesterday I restarted the game "Prince of Persia: The Forgotten Sands" by Ubisoft - I never finished it last time! Anyway, this game features some of the most amazing architecture and 3D environments I have ever seen in a game and think it reflects the Persian/Arabian style very well.



Here is a video of some gameplay posted by Ubisoft, with some description and detail on architecture and environment design towards the end.






I have also played two out of three of the "Uncharted" series of games by Naughty Dog, and immediately noticed the quality and detail of the environments within these games. I plan to get "Uncharted 3: Drake's Deception" as soon as I have time to dedicate more time to playing it as it also looks rather awesome in terms of design and gameplay. :D



Here is a couple of pictures of maps/environments from the second game I found on the web, which I particularly found appealing.

The Flooded Ruins- Set during a lightning storm around the customs house from the first Uncharted.

The Facility- Submarine pens from the first game.

Monday, 6 February 2012

Portfolio Update - DVD Showreel

I have been working A LOT on my portfolio this week, especially on actually producing work and imagery to put in it (Maya skills, character modelling - see previous post). I have edited my original wireframe design for my DVD navigation menu today using Adobe Encore and Photoshop, to give it a more visual/graphic style - making it more appealing to the eye, I think.

Here is a screenshot from within Encore of my menu at the moment:



As I said before, I am also currently working on practicing working in Maya as well as 3DS Max, and producing some quick examples of skills such as particle and nCloth dynamic systems. So far I have done some basic examples of dynamic particle emitters producing snow, sleet and rain effects:

Rain - streak particles with splash effect

Sleet - small sphere particles with splash effect

Snow - larger spheres colliding with ground plane

Sunday, 5 February 2012

Character Texturing

I have spent most of this week attempting to unwrap my character in 3DS Max, before painting it in mudbox and then re-opening it in 3DS Max. I had quite a bit of trouble making the subdivisions/meshsmooth fit with the texture I made in mudbox, so had to keep editing it in Photoshop until the shape of the hair seemed to fit as neatly as possible with my smoothed model.

So, this is my final textured model for now and the UV map that is texturing it.. unless I decide to change the colours (which should be easy using the UV map I have already edited in Photoshop! :D )

Character model with texture in 3DS Max - he looks so shocked/scared at the moment :p


Original UV unwrap map from 3DS Max

Final UV map for character - Mudbox and edited in Photoshop
Character head

Character shoes

Character torso

Screenshot of painted model in Mudbox

Monday, 30 January 2012

Visualisation Project 2 - "Location, Location"

"Design and model an interior location base on a story from a different time period."


"A well designed environment can act as a form of expression to communication a story visually and is important in setting the time, place and mood of any game, animation or architectural visualisation.
For this project you will need to design, model, texture, light and render 60sec walkthrough of a location of your choice based on a published story or script from a different time period. The interior location should be set either in a room in a residence or monumental space i.e. church, factory or historical building. You will need to include all the visual elements such as the furniture and objects that described in the story.
The design of a location is an important for supporting a story and the characters. It is essential to consider the different architectural periods, genres, dramatic atmosphere and mood, colour and lighting conditions of the location.
Two locations have been provided for your use; see the page 2 & 3 of this document. If you choose your own story you will need to submit the passage/s taken from the original text that you have used."


I think this project sounds really interesting, and takes a much less technical route than I thought we might face for an architectural visualisation module. It has taken me pretty much a week to look through some older books that I have read in the past or have heard of for their quality of description. I originally thought I would use the first paragraph of "The Wonderful Wizard of Oz" by L. Frank Baum, which described Dorothy's family's farmhouse. However, I have now remembered reading "Of Mice and Men" by John Steinbeck (all those years ago!) for my English Literature GCSE at school, and found a pretty good description of the bunk house at the start of the second chapter in an online copy of the book.



Here is the passage I plan on using for this project:

"The bunk house was a long, rectangular building. Inside, the walls were whitewashed and the floor unpainted. In three walls there were small, square windows, and in the fourth, a solid door with a wooden latch. Against the walls were eight bunks, five of them made up with blankets and the other three showing their burlap ticking. Over each bunk there was nailed an apple box with the opening forward so that it made two shelves for the personal belongings of the occupant of the bunk. And these shelves were loaded with little articles, soap and talcum powder, razors and those Western magazines ranch men love to read and scoff at and secretly believe. And there were medicines on the shelves, and little vials, combs; and from nails on the box
sides, a few neckties. Near one wall there was a black cast-iron stove, its stovepipe going straight up through the ceiling. In the middle of the room stood a big square table littered with playing cards, and around it were grouped boxes for the players to sit on."


This description is actually much more detailed than I thought I would find, so am very pleased with this find! :) Next on the agenda will be to start re-reading some of the book to remember the characters and style of the book to help with architecture and artistic research later on. I will also soon start to produce some mock up drawings using quick perspective renders of shapes in 3DS max or maya, before editing them in Photoshop or on paper. These will help with my visual ideas and research for my presentation at the start of March.

Sunday, 29 January 2012

More character progress. Been working on portfolio too!

Here is my character model (hopefully finished now after I possibly check it with Andy incase there are any problems with it), with the addition of very simple modelled hair shape (the rest will be painted on in mudbox) and geeky glasses! :)


Once I am sure I am happy with this and such, I will start to unwrap it so I can add some texture and colour in Mudbox and Photoshop. I am pretty happy with my progress so far, and think this process is a particularly good one to feature in my showreel/portfolio dvd...

Talking of which, I have decided on producing a DVD/video style for now rather than rushing a (likely to be) poor website before the deadline, as I think it will work much better if I spend more time on it after this. However, I am hoping my menu for the DVD will resemble my previous web wireframe design, and to produce a new website and blog design very shortly to match with this simple style - consistency!

Today I have been attempting (and failing a lot...) at getting to grips with Adobe Encore, as I seem to have it on my laptop from downloading After Effects last term. I am finding it quite difficult to get to grips with, and have no idea what image size or quality I need. I guess I may need to get a load of DVDs just to test out these theories! :P

Here is a screen shot of the menu I created (that is, if it does work, and I did do it right! haha) :

Monday, 23 January 2012

Character Modelling

Here are some screen captures I have been taking to record progress of the modelling of my character design.






I suppose it still looks quite similar to Andy's style - have to unwrap and add textures next - will hopefully make it look very different :D Also need to make separate glasses to make him wear...

Texture & Lighting Library

Keyboard lighting/textureBack of my Ford Ka - metallic car paint (winter sunlight)Bark texture 1 (sunlight)Bark texture 2 (sunlight)Bench close up - wood with water droplets (sunlight)Bench with water perspective (sunlight)
Bin - wet/reflectiveBranch with spinesBrick texture - artificial lightBrick texture - strong winter sunlightChair back textureChair seat texture
Contemporary building exampleFrosted glass doorFrosted glass door (night - artificial light)Grass with leavesGreen floor tiles - closeup detail of texture (winter sunlight)Green floor tiles - closeup detail of texture (winter sunlight)
Grey brick wallGround textureLamp turned on - focused off lightLamp turned on - focused on lightLeaf with water dropletsLeaves on ground

Texture & Lighting Library, a set on Flickr.

This is my texture library