Elements of a Story

The Terminator

Setting: America, LA

Characters: Terminator, John Connor

Conflict: Terminator an John Connor

Resolution: John Connor kills the Terminator

Point Of View: Multiple points of view

Create Your Own Story

Setting: Earth

Characters: Humans, machines

Conflict: Humans an the machines.

Resolution: Humans destroy the machines.

Point of view: Multiple points of view

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Creative an Technical : Peer Review

Assessor Name: Dylan Ward

Feedback: The asset is really well designed and the creator has clearly done loads of research to get the right dimensions and to make a accurate humanoid shape to make this creature. Compared to a an asset i would see in a game. I would compare it well as its well done with detailed slowly being added in Maya. For example adding the skin texture and making it look rough which is well done. The shape of the humanoid is really well put together and is very professional and show how confident Jamie is towards the idea. i think they could improve by making the features on the body, mainly the muscles more define and show more contrast between the head and shoulders. there seems to be a technical on mud box as it looks all pix elated however i just think this is a visual glitch.

 

Imagine Worlds – Sound

1.Diagetic Sound – Sound is called diegetic when its source is visible or implied in the world of the film.

2.Non-Diagetic Sound – Non-diegetic sound is, by contrast, all of the sounds that the audience hears but the characters cannot. This could be narration, ambient sound, “mood” music and some sound effects.

3. Listen to the track and use images to eloborate.

See the source imageSee the source imageSee the source image

 

Topology an Retopology

Topology is the surface of a model such as the geometric faces on the wireframe on the top of the model. It is better to use four sided shapes in topolgy so your work doesn’t get too complicated when trying to put textures on the model with all of the complicated faces. When using this method it keeps your models more clean and efficient to use when texturing as well.

Retopology is getting a bad model what has messed up toplology and creating a duplicate of the model and cleaning the model up to make it easier to use and texture. When you use this method you have a chance of loosing detail along the way when trying to fix it.

MudBox Sculpting Ideas

Today i have finally got a very clear idea of what design i am going to be making for my sculpt is a blacksmith with a twist for more of a demonic look. To be make this sculpt a lot of time will be consumed into this to make it look as detailed as i want it to be. I am going to need to research how to make the character and anatomy will be looked into to create the structure of the body. this will be including the detail of the characters skin, veins, muscle, etc.

This project i am looking really forward to starting as i feel like i could accomplish a lot of work with this project. I started also getting references and images that i could use for my blacksmith as well:

Refrences of powerpoint

I also started doing some concept and creating some drawings i need to create more heads as i don’t know what i want it to look like and i am also going to draw some aprons, boots, shorts or pants. This will bring more cooler looks to the design if he has stuff on like belts or shoulder guards etc.

Image 1 of Blacksmith

Update:

So far i have fully created the high poly of the model and it is looking really good i finished all my anatomy. Now i have completed the detail of the character and i have spent a lot of time on it but the topology is quite off and i will need to rethink the geometry.

 

Update:

I am pleased with the model and the way its appearance looks i have finished the high topolgy and changed some of the features of the model. I have started to retopolgise the model so i can create the low poly version what is more clean on the shape so when i bake the high poly on it does not lose as much shape. When i was doing this i had difficulties and trying to rechange the geometry of the model, this was because of how many polys was on the poly count. Characters which are normally asset ready for a game should have around 10k polys and my polys are around 14k to 16k. When i was thinking about making the character i had to think about this carefully because i didn’t want to mess up the shape and range of polys in the finished model. You can see the difference in the model of how much better it looks now it has been retopologised.

Update:

 

I have started to understand an easier way to UV unwrap the character by watching videos and they explained how to unwrap the cylinders by using Planar unwrapping. I find this more quicker and effective when unwrapping cylinders and characters.

Imagine World Project

See the source image

Today i have been discussing ideas for the project so far we have decided to make a 3D project for a blacksmith. We have started creating a list of ideas for what genre/era the blacksmith could be based on. We have ideas of creating norse mythology blacksmith and making evrything detailed and lots of norse writing. The weapons will need to be made of different metals like gold and have an aesthetic look. We will probablys build the blacksmith in a cave but there is still different options. We might be basing it around the 9 realms of norse mythology as well.
See the source image

 

The things we would need to make for weapons such as spears, daggers, swords, hammers an axes. We will need to create a forge, kilm, quenching bed, tanner, etc. The area will be messy, the room could be quite clean in some areas what are used the most.

We are going to create the models and only spend so much time on the models an then after we will go over them and create them more detailed.

Update: 27th September

It has been a few weeks an my team so far have planned and gathered out an asset list, refrences, concept art and images. We have been having stand ups often to keep in line with what we are doing so far and we are now starting to model some weapons. I have been sculpting my Blacksmith model for a character in the scene as well so it will have a character to go along with the design. To do this i have just been creating concept art and working on Mudbox 3D to create the character.

MudBox Sculpting

Today i have played around with MudBox and experimented with different tools to create a sculture. I was allowed to spend a couple of hours on the sculpt to create something what i like as a character or a monster, etc. We used the high to low poly method when doing the sculpts to make it more easier creating subdivision levels when creating the sculpts. I used retopolgy to make sure the sculpting would stay smooth and defined.

I feel though i didn’t do as good as when i used Zbrush because you have more freedom with the spheres where as in mudbox the grabbing tool doesn’t feel as good. I feel as though the quality of my work was decent i used inspiration from Alien and created the queen but it was just made roughly and i did not have enough time on the sculpt to put it to a good standard.

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Overall i would prefer to use Zbrush to create sculpts i feel as though MudBox is to basic for me an not allowing me to do better than what i actually wanted to do.

High To Low Poly Workflow

Making the models from high poly to low poly would be using a method called baking the high poly model this would turn the the quads of the models into low poly. This reduces the quads while still keeping the detail roughly the same. This would be used in games such as games on phones and ipads. On the UV map this would also make it way more easier to texture than the high count of geometry as well allowing it to be easier to unwrap the model as well. If you don’t bake most of the characters in the game they will be badly optimised so you won’t really be able to play the game it will most likely crash if there is lots of characters.

I have used the high to low workflow to create a box what was high poly with detail and i have created a low poly box with less bevels and extruding.i found it quite hard to understand when baking it an using the UV’s, i started to understand it when it was put in substance painter when changing the light levels though. i have also found out when making the objects that if you extrude too much it can make the models harder to bake.

Normal maps are what we were using and is the most common to use you can work either way when baking as well. So you could start with the low poly and make it high. They high poly acts as a texture when done to the low poly allowing it to look good and optimised.

See the source image

Physically-Based Rendering Blog

Physically-based rendering (PBR) :

PBR rendering is different compare to older methods of rendering, PBR is based on real world values, making it more accurate and consistent under all lighting conditions. It is the technology that powers AAA video games and high end renderers.

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As we can see the physical base rendering allows the models to look so realistic when it has a physically shaded. To keep it even more realistic allowing you to put real life measurements will make it look even better overall.

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