Tag Archives: Architecture

3D Realisation Presentation (Final Hand In)

So this is my presentation for my final hand in for 3D Realisation. I will post screenshots and Jpegs of all my work and i will provide a copy of all my models on the disc for my final hand in.

So starting at the beginning with our first models that we did for modelling from observation.

We all drew cards and it corresponded to an item on the desk that we then had to model to the best of our abilities. (Bear in mind these are our first models that are more complex than a cube)

The first item i had to model was a toy Helicopter

Helicopter

 

I felt like this model was successful in what i was trying to achieve .

Because i had finished my helicopter i was asked to model another, soI modelled a mac mouse

Mac Mouse

 

After we had sharpened our skills we was then told an item in the building that we had to go and find and take our own reference photos and then model that object. However with this object we was given an additional challenge of modelling this to scale.

This was much harder to achieve a satisfying result, so i got the model as close as i could and to the best of my abilities. My object was a Loom.

Loom

 

The box on the right is the average height of a player in UDK

Loom Scale

 

The next task we was given was to a bunch of electronic equipment in a low poly format.

So i set out modelling the objects, I started with the hardest model first so i could get to grips with it, because i had an idea of how i would go around modelling the rest.

But i will start with the 2 lowest poly models the Gamecube and the Wii.

The Gamecube (64 polys)

Gamecube

I wasnt fully happy with this model because i spent more time on the hardest model than i should have.

The Wii (64 polys)

Wii

This was definitely the easiest object to model

The next object was a Nintendo 64 (128 polys)

Nintendo 64

 

This was a much better object to model as we was allowed more polygons to make the shape more detailed.

Next was the Xbox 360 (128 polys)

Xbox 360

This is my second best model of the low poly models

Next we have the controllers (256 polys)

Xbox 360 controller (256 polys)

Xbox 360 Controller

I managed to get the shape right but the model is very flat and not the best

Nintendo 64 Controller (256 polys)

N64 Controller

The same applies for this one as the Xbox controller

Guitar hero Controller (256 polys)

Guitar Model

 

This is definitely my best low poly model.

After this i decided that i would continue my little project for modelling a Ditto. I have previously done a little silly shape using my kneaded eraser.

20140118_012801 20140118_012822

After this i decided that i would continue our session in clay modelling and produce a full 3d model of it.

20140118_235429 20140118_235511

And then finally i decided to model it in 3D software. I started this model in mudbox, another autodesk piece of software, and then i exported this model from mudbox into 3D Studio Max and applied a turbosmooth modifier and unwrapped the UV’s to apply a face to the model, because i couldnt sculpt the face as i would need to make the model to high a poly count to be able to render it in any decent time, and it was only mini side project.

Ditto

 

After this the whole group had to work together on a simple 1 session task to create a garage with some items in it, but the main focus was to create hand painted textures. While everyone decided to make an item for the garage i decided that i would make a tileable texture for the walls of the garage.

After a significant chunk of assistance for a 2nd year student and some coaching for our tutor i was able to produce something that i was satisfied with

Brick_Wall

Here it is tiled

Brick_Wall Tiled

Our next and final project was the street building.

I had proposed that i would build a Pub on the waterfront

This was my first attempt, but i screwed up the topology of the model by extruding the edges of a NGon and because the extruded face has no uvw data of its own, it takes its data from the edges you extruded. and this was the outcome

Messed Up Topology

After a bit of time messing with the model i decided to start again and this time not make the same mistake again.

This was the outcome of my second attempt at making this building

3ds max

This looked much more simple but every time i tried to arch the door and the windows it would start bending the textures and ruining the topology of the data. so i had to compromise and not make them arched. I also changed the style of the roof so that it would fit the brief and but up against the neighbouring buildings in UDK.

With that being said i needed to make sure that this model would export successfully to the UDK.

Udk Launch Screen

After loading UDK i barely knew what to do, i knew how to import an object and place it on the plane, but that was my extent of UDK knowledge

Building In Udk

This is my building un textured, i had to do some research to learn how to make my imported texture into a material and then apply it to a texture.

Udk Material Building

I finally learned how to do this and make the Material.

Building In Udk Textured

And this is my final building in UDK with a normal and colour map applied on it.

Thank you for listening!

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Adaptation – Environment/Architecture (Update)

Since starting my adaptation project i have developed my idea into something radically different that what i started with. Here is my starting story for the project

Storyboard 1

This has since been adapted and worked upon to become this (Story)

With this new story i decided to revisit my whole environments.

New Project – The Street

We have been set a new brief in our creative futures module, to look at and research a high street or a naturally evolved shopping and entertainment area that mixes retail, financial, leisure and domestic dwelling/accommodation.

These are just a few pictures of where i have researched around where i live,

I was particularly interested how the buildings where re-purposed and decorated to be used in modern society, most of these buildings are different heights and are on curved roads, some buildings where so run down they had trees growing out of the chimneys.

Looking at the second part of the brief, i went back to some of these places and did some observational drawing of the buildings and features i found interesting and liked.

My first street sketch

This drawing i am not happy with as i had no focus or focal point to pay more attention to detail with, but it was a good exercise in perspective drawing, even though i realize that the perspective is off.

My second street sketch

With this drawing i wanted to focus more on making it look 3D and capturing the different levels in the roofs, i also tried to add some shading and i feel like it was a major improvement on the first.

My third street sketch

With this drawing, i tried to capture the essence of a domestic dwelling attached to the same building as a pub (but not directly above in typical pub flats). The first sign hanging off the wall is a “To Let” sign and the second is directly over the pub door. I found this very interesting and fun to draw. My perspective is off again, so i had a chat with my tutor and he told me to try and draw the line i see, rather than the line i know, because we see and object like a ball that is close to us and in the palm of our hand, but looks the same size as a building in the background. I have to get out of the habit of thinking about how the lines will fit together and draw them how they look.

Side Project – “Bus Stop”

So today we have had a discussion about making manageable side projects that we can do to hone our skills and craft. Today we have been given a mini brief titled “Bus Stop”, this kind of project can be used to support our portfolio.

For the purpose of this project the words “Bus Stop” can be interpreted as “Any place in which people might gather to board transport of some kind”.

After being given this we have been left to look at our own stuff and try to draw from this project what we can. The purpose of giving us a brief is to give us some focus instead of spending a week thinking of what to do, it has been set for us and we just have to work on our creative sides and make something interesting.

From this blog i want to work on my drawing, but mainly my perspective drawing.

For my project i decided to look at all kinds of transportation like

Tube Tube (2) Gondola (2) Row Boat Air Boat Ferry (2) Safari (4) Camel Ice Air Boat (3) Snow Mobile Bus (3)

So after looking through a few different forms of transport i decided that i would make my bus stop an arctic research facility and have a group of about 8 people at shift change after being on site for a week or so all huddled together with their bags and boxes waiting for a snow mobile to bring in their replacements.

So to Begin with i have found some pictures of Arctic research facilities and setups.

Arctic Outpost (5) Arctic Outpost (6) Arctic Outpost (7) Arctic Outpost Arctic Outpost (2) Arctic Outpost (3)

These are just my primary ideas and i will be making some thumbnail sketches of the facility and the entrance and some sketches of some equipment and make it look cluttered and and in a state of disorganisation and give it a sense of realism as these people moving will be tired, cold and frustrated and not be packing things very neatly, just getting it together to get home as soon as possible.

These are just my initial thought and i will be working on this over the next few weeks.

Project – Continuation of Environments – Architecture 101 (20/11/13)

In today’s session linking on to our project we did a continuation on environments, looking at Architecture of buildings and structures. All the notes can be found on Gareth’s Blog, i found this session extremely useful for games design as during the lesson i kept imagining the kinds of buildings i like and how they can be put into a game.

To start off this session we looked at a piece of text and analysed it as a group and made sense of the text.

“a coast-line of mingled mud, ooze, and weedy Cyclopean masonry which can be nothing less the tangible substance of earth’s supreme terror — the nightmare corpse-city of R’lyeh …loathsomely redolent of spheres and dimensions apart from ours“.

– H.P. Lovecraft, The Call Of Cthulhu and Other Weird Stories.

I think that 3 words stand out the most in this piece, “Weedy Cyclopean Masonry” we made sense of this by thinking that “weedy” is like seaweed “Cyclopean” is Huge but not a creature “Masonry” is buildings so the Phrase “Weedy Cyclopean Masonry” means Huge Structures draped in Weeds.

We then moved on to being shown some of Gareth’s own work in this subject and even a little animation of something he made in Sketchup, based on a design he did in Photoshop, also we have been show buildings in different styles all over the world from Vikings to Russians and Japanese and Egyptian to name but a few, i made some notes of these in my notepad about the styles and the styles i liked. We was then presented with a Phrase “Non-Euclidean Geometry” this is trying to broaden our mind by imagining 2 parallel straight lines but on a massive scale, Say the surface of the Earth these lines will never be completely straight because they will be warped and bent around the world, imagining this will allow us to make some really unique designs of buildings.

I think this session was focused on making us see that different cultures have affected the architecture and designs of buildings and making us look and think about the world around us for inspiration in our work. Two quotes arose from Gareth this session that will stick with me and make me think about and do more work.

The first Quote:

Don’t be lazy: Find out more about the things you like, otherwise you are no better than a “Gold Fish”

And the second even more powerful Quote:

Get out and Draw From Observation!

You will never get better by drawing from Photos and Google Images!

These are 2 of the most powerful Quotes that we have encountered this year and will definitely make me look at things differently.

We moved on after this little rant and looked at how buildings used to have, instead of graphics and logos on them, they used carvings and sculptures of their wares above their shops to indicate what goods they sold and to attract the correct people into their shops. This was interesting as most games don’t do things like this and they just put a sign up outside of the shop to indicate it is a shop, with the same architectural design as all the others (Probably to save Time, Money and Effort) This is something i need to address when making a game and making a game unique.

We also touched briefly on how Utopia & Distopia can effect the level of architectural design involved in an environment, This will play a heavy part in a personal project that me and a couple of students (David Smith & Jason Pook) are working on.

Project – Looking at Environments (13/11/13)

In today’s session, The second session of our Project we have looked at and discussed Environments and the designs behind them. We looked at different styles and how if we want to be good designers we need to get out of our comfort zone, the place in which you do the work you are good at and comfy doing it. Comfort zone is the worst place for a creative to be unless the work you have been tasked with is in that relative field, but this is rare and as creatives we will be asked to do things that we may have never done before, so it is good to finally get out of that zone and stretch my legs. So we then went on to look at cultural differences and how they influence Architecture, Civilisation and also the Afterlife in most culture.

During this talk i had plenty of ideas for my Stargate project, how i can have the game set in all different time periods because with the stargate you can travel to worlds with humans still growing technologically and have scenes set in all different time periods. We have had a brief look at how natural disasters such as Earthquakes, Floods and Meteors can have an effect on any scene, for example if a city had an earthquake and the tectonic plate sunk on one half of the city, you would be left with a city split in 2 and have no way of reaching each other and this would make for very interesting concept art.

“Consider what has come before and how it may change something”

Gareth Sleightholme

After this we had a little look a method for adding depth and more realism to concept art and art pieces, this method is a Fade or Fog, this gives the sense that things vanish into the distance and it also gives the scene a lot of scale. Something simple like a lamppost in the foreground of the view of the scene it gives places the viewer in the center of the scene and with things up close they feel like things could be behind them, also things like a man or a post box next to a building or car really helps give the viewer something to compare how to scale something is.

“Put the player/viewer in the center of the scene to give a sense of a world around them”

Gareth Sleightholme – Immersion and links to Games as well.

After this discussion we moved on to talking about a Design Process and how to make things in scenes, for example a shop, look and feel like a shop. This lead onto a talk our tutor had with a student trying to design a shop but whatever he did, didn’t seem to work. Our tutor then presented him with a question “What kind of shop is it?” the students reply was “Just a generic shop” and our tutor then went on to explain that no shop is generic and that everything in those shops have people behind them that have designed these products or adverts or even the architecture of the building, this then lead onto a quote that i think is going to be valuable to me in my entire career,

“Nothing Is Generic”

I think this quote is genius because it makes you think about everything and how it was designed and who it was designed by, the next time you play a game look for things like this and see how good, or bad, the Production Designer or Art Director really is. We spoke about putting the audience in the scene, so this thing about nothing being generic will help your Audiences immersion, so things like a computer or book on a desk will not always be at a perfect 90 degrees and often will be off on a slant and very rarely perfect, the sign of a good production designer or art director is to go unnoticed, this means you don’t notice their work while playing a game or looking at a piece of art.

After this we touched briefly on the Atmosphere of a scene, this could be down to simple lighting on a bedside desk to make the scene feel warmer or sun flare coming through a window onto a huge sculpture drawing your attention, both equally as important as each other when trying to portray a message.

Finally we have been shown how some artists make a lot of design thumbnails before deciding on a final piece, so doing the same scene but in different angles and from different points, this is when we was left on our own to start our design for our scenes and make some rough sketches, here is one i did and scanned into the computer at 300 DPI

Stargate 2 point perspective Scanned

It is a stargate drawn in 2-point perspective, after looking at the picture when i scanned it in i realised i should have done it in 3-point perspective but it is a mistake i will learn from, i will post more pictures of my skecthes as and when i finish them.