Imagined Worlds: Self Assessment

Coming into Tony’s lesson, we were asked to reflect on the work that we are currently doing towards the Imagined worlds project, there were a few things in particular that we were asked to answer, these were:

What am I required to do?

Have I managed? If not, why?

What do I need to do to enable me to complete the task?

What do I need from my team?

Evaluate the project.

So far I have been doing this on a smaller scale with my updates of the Imagined World project as well as my Technical Model blogs also but I will go into a bit more detail where needs be for this blog.

What am I required to do?

As an Environment artist I am required to make several models for our city scene, completing the whole modelling pipeline as I do so from concepting the model and low poly to texturing and importing into substance, at the moment however, I am currently working on my technical model that is a lamp post for our american city street.

Have I managed? If not, why?

I haven’t managed to complete this task, however, I only need to texture this model, I would have done this today but the Substance in college is now out of date and won’t allow me to use it when I get home, I have taken tips from both Marc an Nikki to help me add things like posters and graffiti to the lamp post.

What do I need to do to enable me to complete the task?

All I need to complete this task is the up to date version of Substance Painter that I have at home, I may use Substance Share to get .

What do I need from my team?

As I said before I have taken tips from both Marc an Nikki to help me add things like posters and graffiti to the lamp post but nothing else is specifically needed when completing my texturing.

To evaluate my project, as an individual I am really really happy with how my model is turning out, however I feel like I am falling behind with the work load but I know for a fact that as soon as this model is done, as it is the biggest of them all and I have learnt a lot of things, others will go a lot faster.

Imagined Worlds: Production – part 5

Another quick blog before the check today, this blog will be updated again tomorrow to  with our next scrum session to fill it out more, this week also happened to be our longest scrum session that we’ve had as here was a lot for people to talk about, this meaning that there was a lot to type about and I am not able to fit the whole scrum on one image, so instead of having 3 images to one blog I will instead make one slideshow of today’s scrum and then just a grab of tomorrow’s.


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Commenting on my week, as you can probably tell from my other blogs, I have finished all of my Uvs, but have problems with my hierarchy which I plan on fixing today along with texturing the model, through the rest of the week I then planned a schedule for myself to stick to, this will help me be able to get as much work done as possible.

Imagined worlds project: Sign model

Having updated the blog with the most recent scrum, you may have noticed that I mentioned the fact that I have completed the low and high poly of some signs that will be used in the scene, they are very simple but the idea of them is that they can be used in many ways, clamped to a street light, to a wall  or screwed on to either as well, below I will show a turnaround of both.

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In these Gifs, you can see both the high and low versions of the signs, the high was really to just smooth the look of the low poly and no longer make it look so harsh on the edges when placed in the scene, but also when doing the low poly I wanted to do them extra low so that since they are only small assets and their detail won’t be in the the mesh but instead in the texture.

Since the Uvs and Hierarchy for this will be quick I will most likely post one more big blog on this after texturing with the whole process to really fill out a blog.


Imagined Worlds: Production – part 4

This week for the Imagined worlds project we decided to do a scrum on both Monday and Tuesday, both of which I will post below, the first is to update each other on the work that we had done throughout the week since we weren’t at college and the other is to update the progress that we made on Monday.





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As you can see, throughout my week I had a few issues with Uvs and I am now finding it easier with the help of my team and Matt however, a new problem has been found with my hierarchy which needs to be fixed before going exporting into substance for Baking.

Texel Density within modelling

In Matt’s lesson this week we we were asked to look at Texel Density and what it means when it comes to Modelling in 3D and having already mentioned it in a recent blog about my Technical Model, why not devote a blog on explaining what it is and why it is so important?

Basically, Texel stands for TEXture ELement, that meaning that Texel’s make up textures, just like how pixels make up an image, Texel density just means how many Texel’s there are in that certain texture, the more Texel’s making the texture a higher quality (crisp and clear) and less of them making the texture a lower quality (blurry and unfocused).

How Texel density is decided is through the layout of your Uvs, the size of the mesh and the texture resolution, the bigger the space allowed for that Uv shell, the higher the Texel density and the opposite for the smaller size of the Uv shell, a way that we can measure this is by using Maya’s or 3DS Max’s built in sytem that lays a checker board texture over the mesh that will allow you to see whether they are all the same size or not, here is an example of a bad layout that I found online.

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As you can see on the mesh, all sides are the same size, however the Uv layout is not the same, making the Texel Density different on each face and thus making it look odd and incorrect.

Here is the layout of a good example of Texel Density.

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As you can see from these photos, these are quite the opposite, both the shells and the images are the same size. It is so important to take note of your texel density throughout a project as if one asset has a different density to another it will look quite odd and out of place from the rest, exceptions to this are characters or items that will be close to the face constantly as they may need to be higher to look better. Throughout my work I intend to take note of this with each model as it will be good practice when making a portfolio.


Technical Model: Asset Review

At the start of the week in Matt’s lesson we discussed the importance of peer reviewing each others work, I personally see it as such a big thing as I am very susceptible to getting tunnel vision when working and being so involved with it that I may miss easier ways of doing things, this I’ve learned from doing this model alone. Moving on with the lesson we were then asked to choose a partner and review each others work in detail, I worked with my fellow team member Mark.


To review, my feedback was mainly to just keep on working how I have been but get the model finished, the other bit of feedback that I would like to work on is to actually make note on how I would like my low poly to differ from my high when in the pre production, I will definitely be taking this forward in the future.