Modelling Pipeline part 3: Low Poly Model

well smooth.PNG   well

In the past two lessons of Matt’s we’ve continued to work on our industry standard model, the first lesson was mean to be spent on the low poly model and the second then taking it into mudbox and working in some high poly detail to then bake onto the low, however, I decided to spend both lessons on my low poly model, I did this because I plan on making my high poly version in Zbrush which I cannot do in college.

Above you can see the WIP low poly version of my model on the right, with the smoothed version of it on the left, I constantly switch to and from the smooth preview to get a good representation of what it will look like once starting to work on the high poly. I intend to add more cracks and detail of the rock and wood and such when working on it in Zbrush.

Next things to work on are the rope, the roof and then general tidying up of the topology of the model, I now plan to work on this at home in my free time to be able to get it done for the final presentation at the end of the year, this should now be easier to do having finished the animations and essay handed in tomorrow.

Looking forward to updating the blog with more of this model in the near future.

Modelling Pipeline part 2: Concepts

In the past few lessons of Matt’s project I have been designing the concepts for the well asset I will make, to begin with we had to design three different ideas, designs that were different in some way that we could then make a final design of one of them after that.

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I ordered these concepts from one to three in the on a scale of which I like the most, one being the one I like most and three the least, however, I plan on taking some aspects of design idea two when making my final design of number one, like taking the aspect of a more damaged look about it for example, both on the tiles on the top and the stones that make it, maybe even have some overgrowing plants going between the cracks of the stone, making it look more aged.  For all of those designs I measured them into three sections, the bottom for the well, the middle for the supports and the top for the cover.

I liked all designs that I had created but for the general shape, I loved the middle one, I thought that number 3 was way too clean and almost Gnome like to be aged and hand made, for number 2 I thought the cover would be too difficult to model so I adopted the damaged look for number one to get this final design.

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I then had taken the measurements to a whole other level when doing my final concept, I did this because I plan on using this image for reference when modelling the low and high poly versions and I want the model to be completely to scale. Next lesson I will begin the modelling of the low poly version of the model.

Modelling Pipeline part 1: Task and Moodboard

The most recent project that we have began to work on in Matt’s lesson is finding out the industry standard of the modelling pipeline, we did this by being put into groups of which we would all create an industry standard asset, however, it would only be one asset so that it could be done to a great standard, then assemble them in a scene. To begin with, we sat in our groups and decided a theme for our models/scene.

After some discussion we eventually decided on a fantasy themed scene that would also be outdoors, thinking about this a lot we made an asset list composed of the one asset that each of us would make and the priority of them, who would make each of them and then also a few extra assets that some could move onto when finished with their own.

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That is our asset list that we began with, I was then assigned the making of the well model so the next step was the making of a mood board for my individual model, here it is.

Quite a simple one but it helped greatly in the designing of my concepts.

 

Tony’s Lesson: Character creation in Sculptris

alien head

In Tony’s lesson on Friday we spent the lesson using a new sculpting software, Sculptris. We used this software to create a head, however, when Tony was running through a tutorial on both how to use the software and how to make a face, I felt pretty comfortable with the process of using it having already used the other Pixologic software named Zbrush to make my Learning Anatomy – First Zbrush Model.

Feeling comfortable I did my own thing, I decided to make a less humanoid head and more alien like one, the lesson was great in my opinion as I got to cement my skills in modelling programs whilst also being more creative in the process of character design.

Sadly, this program does not allow me to show the full process of making the sculpt but using the array of tools to create this model was a great way of further learning anatomy as I adapted human anatomy to make this alien one.

If I get time I would love to further improve this and take it into Zbrush to finish. Even if I just take the visible line going down the middle of the model from where the symmetry clearly was.

Ant’s Lesson : Coding to present models

GIF of stands

In Ant’s lesson on Monday we were given the task to code a model to do one of three things, rotate and bob up and down slowly, make a simple inspector where the model rotates itself but you can then press space bar to rotate on the X Axis or you could make a mini game where you tap as many times as you can in 10 seconds, then you’re presented with your score at the end.

For my particular work I had it in mind that I would like to work on a way to present my work in my portfolio at the end of the year, so I chose the dagger model I began and Tony’s club that I textured and put them into some quickly made some glass cases, basic lights and a stand for the dagger. To do this I didn’t use much ode which I do regret s it was a coding lesson but I plan to further it by having an inspector also when close enough.

code 1

The code I use above will rotate the object that it’s applied to at a speed of 60 over time in the Y axis.

Dystopian Utopia vehicle concepts

Having been lacking in the in Tony’s work I realised I had never posted the concept sketches that I did for the dystopian vehicles.

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I realise those images are large but It’s just so they’re large enough that you can maybe see my disgusting, small handwriting for my notes on each drawing, I found this exercise great as I loved the chance to sketch again but for what should be simple sketches I found myself taking way too long to do them so I started making 3 designs out of one car where I’d draw two and almost merge the good factors to make a cooler finished design.