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Showing posts with label Table. Show all posts
Showing posts with label Table. Show all posts

Sunday, 9 December 2012

OLD WEST CART: MAIN CONCEPT

          Overall, I am really pleased with the final concept. I believe it implements all the quandom research and I know that without that research, this design wouldn't of been half as successful. Although not a visual masterpiece, it reflects exactly what I want to model - an Old West Cart with some character.


    However, again, although it is successful as a concept, I'm starting to think I've set to bar too high. I know I can model to the standard expected at this point in the course, my work with polygons and texturing isn't as developed as I would like it to be. I guess I'll have to play about with the software before actually developing the model. In addition, when designing the cart, I neglected the tri count limit. 1500 tris seems a little limited for the design above.
     
    My intention is to model the cart that has a perfect resemblance to this concept. I will either hit that personal target successfully, or realise I shot myself in the foot when both choosing the object to model and designing it. I predict it's going to be trial and error.

PLEASE FEEL FREE TO LEAVE A COMMENT! I'D APPRECIATE IT!

NEXT POST:  OLD WEST CART - MODEL DEVELOPMENT 

ASSIGNMENT 1 IDEAS

          After learning all the basics and slightly exploring some advanced techniques when using 3Ds Max, I had utilized them - developing various scenes and objects. Now that those techniques had been perfected, we then learned how to edit using polygons, modifiers and finally, learning how to texture a UV map. From this I could develop any object I wanted, as detailed as I wanted it and be able to perfect the realism through textures, lighting and rendering. 

    The task has been set to choose an object out of a list of 6 options, research it and develop it using everything we had learned so far - it is Assignment 1 of the year in 3D Modelling. My hope is to develop a linear, but comprehensive portfolio - a journey towards the final 3D product. 

    Out of all the objects available such as a grandfather clock, a sword and shield, a chest and a throne, I have decided to research and develop an Old West Cart. Why? I like themes, it's complicated and although one of the hardest, it will eventually showcase my abilities - more so than any other object. Finally, through the hard work, it will eventually look the best.

My plan is to complete the following;

  • A Mood Board
  • Design Research Sheets (2)
  • Initial Concepts
  • Final Concept Sheet
  • Development Sheet
  • Ambient-Occlusion Turn-Around
  • Textured Model Turn-Around
  • Final Render   

The aim is to do the majority of this using Photoshop within the 3 week deadline. Hopefully this is possible. 

NEXT POST: OLD WEST CART - MOOD BOARD

3DS MAX: SCENE MODELLING ATTEMPT

          Over the first few weeks of learning how to use 3Ds Max I was taught the basics - moving, scaling, rotating and the basics in editing.  Using standard and primitive objects to make basic scenes, I soon managed to model crates, hammers, tables and chairs. With this knowledge in place, we were then taught how to light objects, render objects and on a vague level, texture objects with the use of the compact materials editor. It was then with this knowledge, that our tutor tasked us to develop any scene we wanted in order to practice our newly developed skills.

    Below was this attempt - a mixture of everything I had learned with a little added hard work to progress my understanding to a higher level.





I decided to take my experience in developing a room to the next level and create an entire scene made up of multiple objects. Each object would test my ability in different situation. The objects I created were;


  • Table - inspired by a rusty table found off Google.com
  • Lamp - inspired by my own personal lamp and designs I also liked.
  • Newtons Cradle - an object that used all skills I had learned.
  • Futuristic Grenade - required complete imagination, but was partially inspired by a 1920's grenade.
  • Book - intricate object that required attention to detail.
  • Pencil - practiced the ability to create a recognizable object with as little detail as possible.
  • Kettle - standard object to add decoration.
  • Pipe - first object created to push my limits the extreme.

     Overall, the hard work paid off. Standing alone, the scene looked amazing. My tutor told me "symmetry can be crippling in game design and modelling, because nothing is truly symmetrical". Thus, I ensured nothing was symmetrical and in result, I had developed a scene that was pleasing to the eye, but also interesting to look at it. All that was needed now was the render.

     Experimenting with sky lights, spot lights and ambient-occlusion rendering. I was told to render a scene with ambient-occlusion, one spot light and one sky light. Both renders above conform to this praxis, but only the top attempt was successful in the utilization. The second image was a result of too many "bounces" and "tracers" in the render setup, giving the impression the scene was dusty and dreamlike. For some strange reason, I prefer this, however I decided to change the settings and ended with the first image.

     In terms of lighting, the scene was also a success. The way the light filters through the lamp shade and  shrouds around the newtons cradle and book, highlighting the ambient-occlusion effect on the little details such as the book and pencil was a success. The spot light coming through the window ensures nothing it to one dimensional and the skylight ensures the ambient-occlusion comes through and blends everything together in one seamless blue, night sky atmosphere was also a success.

          The next stage was to learn how to edit polygons and texture objects so that this piece can really achieve the detail I would usually strive for.

PLEASE FEEL FREE TO LEAVE A COMMENT! I'D APPRECIATE IT!

NEXT POST:  ASSIGNMENT 1 IDEAS