.Time plan
Week 1-initial
research and project planning
Week 2-sketch
up a couple initial ideas and more research even testing the studios methods
and gather some primary research
Week 3-project
proposal start and research into uvs, modelling and a quick reminder of unreal
engine
Week 4-Christmas
breaks (finish up research and continue the project proposal)
Week 5-Christmas
breaks (finish up the project and fully update the blog fully and annotate)
Week 6-teacher
training day (use free time to check all my research)
Week 7-start
work on the asset which will become my final piece
Week 8-finish
the model and start uving and keep documenting
Week 9-
Continue uving and keep the blog updated
Week 10-
Finish uving and move onto creating the material maps for the model.
Week 11- finish
the maps and get the model and all maps finished and write up the evaluation
week 1-2 research
For this week my goal is simple and laid back and is just to research a handful of games companies and isolate which one i want to do primarily and further into the company only if i get everything done so far.
games companies
First we had to look at games companies and the games they have created and there style I already knew which company I was going to go with for this project so I left them out of this research and they are going to have there own presentation.
The first company i decided to look at after already picking my company was irrational due to it been my next choice after arkane studios since there universes and styles in there games are quite similar in design both olden day time period but with creations and aspects that are so ahead of us from drinks that allow you to cast fire to a city underwater.
Images consist of Bioshock and Bioshock infinite.
I looked at eidos Montreal cause they can do a sci-fi futuristic game right and i have enjoyed both games they have released deus-ex and its sequel. The music the colour the feel and theme,everything is so well fit it beg you to play it.
Images here consist of images of deus-ex human revolution and deus-ex mankind divided.
My company choice
This is the company i am going to researching fully into and adapting there style and creating something in that style i have picked arkane studios.I am a massive fan of there game dishonoured and feel the style they used for it is unique and would benefit what this project asks from me. I looked into the company the style dishonoured uses and there two big games.
Arkane studios have not developed a lot of games only a small handful. But was worth noting down.
The style of dishonoured is one of my favourite aspects of the gamesit uses multiple from the ingame art to the tutorial messages
I spoke a bit about the games to show that i am very familiar with them and what they are.
| concept art |
| concept art and art used in game |
| Game-play screenshots |
| game-play screenshots |
week 3-5 further research and artist research
The main goal of these two weeks is to further research into my chosen company and learn there insides out and look at there artists as well because that is where i will find the majority of my help with this project.
Influences for dishonoured
I looked at different artists and art in the industrial revolution and the 1900 periods since the games are set in that period and just from looking at the art and images of back then you can see a link.
I found while researching that 100 years ago artists came together to imagine what we would be like in the future during this i could see the influences that these had to dishonoured from the whale bus to the whaling ships seen in the game. you can see influences for the carriages and the hulking masses of machinery the tallboys which heavily armoured soldiers on giant mechanical stilts powered by whale oil and used to influence terror against the player
The artists
Yannick is and always be a goldmine for me while i was researching the artists of arkane studios he is an environment artist for arkane and he did the modelling and the texturing for a majority of the assets and areas. During looking at his work i found the software he uses to create the models.
These simple laid out images of his assets and models are useful in that i show you the dimensions of his models and the sizes of his different maps.
Looking at his model of the hounds pit pub interior i can see a lot of duplication and once you see it these models are very simple models.You can see where he has used zbrush in his models and then Photoshop with his texture maps for the materials.
I researched more of the different artists that work at arkane and there different styles. Even though only concept art you can see how the artists use a very dark palette to colour and design there work. In Nicolas work you can a very simple palette of black white and greys sticking with tone of just dark and miserable although when they was designing dishonoured 2 they started using more brighter colour due to the setting of the game been a summer coastal city not by much though the game still used a lot of dark palettes.
| Cedric peyraverney |
| Nicolas petrimaux |
| sergey kolesov
The software
|
looking at the artists of arkane studios i learnt the programmes they use and if i have access to these programmes when completing this project.
I do not have access to zbrush but from research and opinions of other people i would like to try zbrush it sounds simpler than Maya.
Ihave access to Maya during the project it the main 3D programme we use.
Photoshop is are main 2d software we use and is at my access whenever i need i will be using it to craft my textures and material maps and too craft my proposal in the form of a detailed image.
Presentation
I came up with my project proposal i would show to my fellow students and see what they think and ask for any feedback or anything that can improve my piece before i start my initial sketches. Originally the proposal was going to be the painted Photoshop piece i believe that is still needed but no one in the class had started theirs yet.
i showed off which company i am using and the game i am using the style of when creating my asset.
I gave a couple of examples of where in the world of dishonoured the items would be seen and the setting of them.
I then showed what i would be creating which is a lantern powered by the games resource whale oil used in powering most objects the game.
overall the feedback from peers and my tutor was positive and they the liked the lantern idea the next step is too start to sketch out my lamp and get it into Photoshop.
weeks 6-7 development and design
For these two weeks i need to get the development sketches done so i van start to model and texture this will require me to do development sketches and do my Photoshop which is my proposal technically.
Sketches
i did a few sketches of lamps i already knew the design i wanted something really simple but fits in with the theme of dishonoured.
Photoshop
I took a lot of reference from the whale oil tanks that are located quite often throughout the areas in dishonoured.
This is my Photoshop piece as you can see i did make some alterations since the final sketch. while colouring the final piece i decided to have only a couple colours for it so the texturing phase would not be as tedious with multiple colours. I wanted to use a very similar style to the whale oil tanks in the game so it would fit in quite well.
week 8-10 modelling and uving
in these three weeks i have given myself a good amount of time to model and uv my model ready for texturing this is part of the process which i always dread but this time i am confident i will do well hopefully giving me time to texture and get working in unreal
Modelling
After completing my Photoshop piece and getting the final design of the lantern. I imported the Photoshop piece into Maya as the reference image i would be using while modelling. I did not decide to create any orthographic images when modelling the lantern to save a bit of time so i could focus on modelling.
At first i had a small issue where i was worried about how to model the main body of the lantern but my tutor modelled this just by using extrude and edge loop tool.
After learning how to extrude and edge loop properly building the main body of it was very simple just a lot extruding. At one point i learnt if you extrude twice on the same area it can cause issues with the edges of the model and can cause many issues further down the line.
After completing the main body of the lantern i moved onto the handle and supports on the side of the lantern.The supports where easy all I had to do is model one then duplicate.
This is just a snap i took while building the base where the flame is lit from showing that most of the model was created through extruding previously mentioned.
Now i have completed the model i am now moving onto uving the parts of the model it will be quite simple hopefully due to it being very simple.
During the beginning of modelling my tutor informed me of the toolkit in Maya this is a really simply way for me personally now to select the tool i want to use.
UV
I started on my uvs during the process of modelling just to test if i still knew how to do it.
My tutor helped me with most of the uving of the lantern by teaching me about the planar mapping,cylindrical mapping,spherical mapping.
Cylindrical mapping
cylindrical mapping is where uvs for a tube like items are created and wrapped around the object. it is used mostly for items that are tubes.
Planar mapping
planar mapping is used when uving an object you will see from one angle.
Spherical mapping
Spherical mapping is best used when of course making a spherical object such as a ball.
The cylindrical tool useful when uving the lanterns body and honestly makes it easier and simpler and helps a lot.
Previously my tutor had shown me how to to use the extrude tool and its usefulness when modelling so there was still his example in the scene he had created I used this to try out uving an object and how uving is done.
during uving i had to make sure that everything fits nice and clean next to each other for each asset of the lantern.
during modelling when i came to duplicating parts of the handle i tried to move it and it would squash and wouldn't move. I looked at different viable options such as going to the Maya forums for help in the issue after trying the normal freezing the object.
after looking at the websites the issue i was having was been addressed but i did not find any help with the issue. I then went back to maya and was suggested opening up the outliner
and unparenting the the model.
when unparenting it i learned about the outliner tool which allowed me to unparent the supports that where not rotating the way i want them to and delete the transform that was causing the issue.
week11
i will only give myself one week to texture and get those textures on my model and in unreal engine due to the last project before this was purely based on texturing and unreal.
textures
With the uv complete it was onto texturing i threw my uv into Photoshop to create my colour map and specular map i was a bit rusty after last project and have forgotten a lot about exporting maps and models from one software to another.
I loaded up unreal and imported my model of the lantern from maya into unreal it was quite simple with the import tool on Maya all i had to is save the file as a targa. In unreal creating material maps was quite simple but since last project i had become quite rusty at how to create them but after a bit of time looking through my old blog i understood. I attached the colour map to the new material and tested it on the model seemed good flat of course due to no other maps been attached.
After experimenting with shininess on unreal i wanted the glass of the lantern to be see through like real glass but when trying to do that the parts of the original map that was grey was disappearing due to the glass also having to be grey. so i made the entire lantern shiny due to it being simpler for me to work with except the glass part.
When putting the material maps together in unreal the opacity options would not appear when using colour metalness and specular which me and another tutor could not figure out at the point. I did some research to no avail no one seemed to have the issue i had or i would find guide that completely miss the issue i was having i managed to get opacity mask to appear when i fiddled with some of the options but sadly not the opacity.
when trying to work around the opacity issue my tutor told me about the minus one tool where it would basically reverse the effect of the map it is assigned to which was my shiny surface which was turned into a very mirror like surface.
Whatever i tried throughout tinkering around with the options the glass texture would would come up either black or see through but with jagged black splats all over the cylinder of glass. I then spoke with my tutor and learned that i had done the main process of the project which model UV and texture. But soon i will be making a post online to see if someone can solve this little issue.
The evaluation
For this
project we have been given the title audience and we are too develop a full
model UV’d and textured.
The project
is to research an audience which is a games company and their games and model
an asset in the style of that company. My company was the French games
developer Arkane studios creators of dishonoured.
I looked at
the different assets in dishonoured and decided I wanted to create a lantern
that has not been seen in the game before. I used the style of dishonoured for
my asset which is heavily art nouvea and water painting style because through
research I learnt arkane used this when developing assets and buildings for
dishonoured . I used Photoshop, Maya and unreal for this project since they are
the only software the pcs in my studio have on them that arkane use as well. I
researched when arkane was created and how many games they had developed. My
research aided in helping me develop the asset which I was building to relate
to arkane studios style and themes of dishonoured.
During
research I was required to look up the different artists who worked on
dishonoured and the programmes they used to create the style. I was influenced
by the different artists who worked on dishonoured and the dark style they
worked in. During the design phase to keep things simple I went with the colour
scheme of red and grey just like some assets already in the game. Making the
colours of the lantern only two gave me less work when painting and developing
my colour maps in Photoshop and fit in with the theme of dishonoured well.
Throughout
the different stages of the project I had problems at different points such as
when I tried to rotate a bit of the support of the lantern it would deform and
not rotate. To solve it I looked online and no seemed to have the issue. But after
some help I discovered opening the outliner and unparenting the support the
issue had gone through this I learned that the outliner can help a lot when doing
anything in Maya. An issue that happened
when I was developing my model in unreal the opacity would not appear in the
options even when I messed with a few settings in the unreal material maker. I looked
everywhere for people who had the same issue to no avail, I will be posting a
message on the forums soon to see if anyone can help with this issue.
I was happy with how much I got accomplished
throughout this project. Because I was able to develop something related to
something I really like and I was very passionate about this project. I really
enjoyed the research phase of the project due to me being able to research my
favourite game and all the aspects to do with it such as the art the development
and the creation of its company. Some parts of the project I did not like were
the 3d side of things, I have not been very good at it throughout my time but every
time I use it in a project I become a lot more fluent to me. Also the small
issues I had with some of the programmes I am already not that fluent in 3d
modelling and UV’s so issues with those programmes really knock me out of the
work flow.
I feel that
with more time on this project I would be able to build more than just the lantern
and add further detail to the lantern itself as well as work a lot more and the
issues unreal.
I did not
feel like I used my time that effectively I felt that I took a lot more time
than it should have with the research and next project I wish to improve on how
much I manage my time by making the time plan at the beginning and sticking to
it.
I feel this
project has been a good insight to a lot of the games industry for me I have learnt
a lot about how games artists work through me following the same processes. I
feel like I have learned a lot more about solving issues that I have with
programmes such as asking people online whom have had the same issue and
looking at guides. It has also given me more practises with unreal, Maya and Photoshop
and then process such as materials and UV’s and I feel more comfortable using them.































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