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Showing posts from November, 2024

Building Alliances Week 9,10,11

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 Asset modelling This week I will be focusing on starting some initial 3d models in order to get an idea of what the different details in each of the levels would look like. To start this off, I will be modelling in Maya to create the basic block out of the assets, which will then be taken into zbrush to make the models more organic to stay in theme with the rest of the game.  To start off the modelling process for the big tree for the lungs level, I modelled the trunk of the tree, starting with a plane which I arranged into the desired shape for the trunk, I then extruded the plane upwards, scaling it inwards the higher I got. Once I had the trunk in place, I used the insert edgeloop tool in order to create more faces from which I could extrude the branches out from the main trunk. For the general shape of the branches, I used the same process as with the main trunk, scaling the branches inwards the further out they got, I also rotated the extrusions of the branches to give t...

Toolkit 2 3D Character sculpt project - Research

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 Character sculpt research For this project, we have been given 10 different potential charcater briefs, of the briefs, the characters that catch my attention the most are the steam punk explorer and the cybernetic samurai. Both of these options give me a lot of ideas straight away that I can play around with. To start off the project, I will have a look at a variety of different environments related to both of these character briefs, as this will give me a good idea of what sorts of things these characters would be carrying around with them, I will also have a look at different existing character designs in both of these areas in order to see what sorts of things have been done in the past, what worked, and what doesn't work so well. Moodboards For my first moodboard, I have looked at a variety of different samurai style characters and armour designs, some more traditional, while others take a more fictional twist. I wanted to have a variety of different sources of inspiration for...

Toolkit 2 2D Week 8 & 9

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 Week 8 This week we went over photobashing and the separating of values in order to draw over one or multiple images to create one new image. This was done in photoshop using the magnetic lasso tool, allowing me to select around areas of different light values in order to draw on them individually, This could be used on multiple overlayed images in order to create an new enviroment from existing photos and or screenshots. Clothing This week we were looking at clothing and how to draw folds to make clothes looks more realistic when they're on a character

Building Alliances Week 8

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 Level design development This week I have started developing both the Mouth and Intestine level designs. Both of these will serve as important parts of the level progression during the course of the game, as the mouth level will be the tutorial, and the intestine level will most likely be the first boss level as the game's mid point. To start off, I looked developed the mouth level keeping in mind the feedback I recieved from my team, focusing on making the level a similar shape to the tongue. Apart from the shape of the environment, I kept everything else pretty similar to the original design, with the path being simple due to this being the first level in the game. For the final design of this level however, I might add more to the environment under the tongue, because at the moment it looks strange with nothing below the tongue. I will send my desing to my team for feedback so I can build on this design for the final design piece. After working on the mouth level desing, I deve...

Industry practice week 7

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 Week 7 This week I am starting to work on more designs for the visual novel, at the start of this week we had a meeting in order to discuss who would be desining what going forward, and in this meeting I was allocated the character design for the character representing PTSD, the bedroom environment designs and the park ending scene background. Character design: In order to properly design a character around the idea of PTSD, I'm going to have to do some research into different ways it effects someone's mental health and how it can present its self to both people with it and people around the person suffering from it.  According to Better Health channel, PTSD can show in four main ways "Re-living the traumatic event and recurring memories, flashbacks or vivid nightmares. There may be intense emotional or physical reactions when reminded of the event including sweating, heart palpitations, anxiety and panic","Avoiding reminders of the event, such as thoughts, feel...

Building Alliances Week 7

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 Week 7 This week I will be focusing entirely on level design, this will include a lot of iterrative designs of all the level designs that we have decided to go forward with. To start off the itterative process, I will be looking into developing the lungs level. To start off the iterrative process, I wanted to look more at the trees that will be present in the level. Using a fully broken down diagram of the lungs, I took inspiration from the different colours present in order to inform my use of colours.  As the main areas that I was basing the colours of the trees off was the Bronchus and the Alveoli, I focused mainly on that part of the diagram, as this was the most relevant part for my choice of colours. From the colours used in the diagram, I was able to pick come up with the first six colourschemes. With these initial colourschemes down, I will now send them to my team for feedback, this will inform my final colour choices for the trees. After sending my initial coloursch...

Toolkit 2 3D Week 7

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 Week 7 This week we have been introduced to the character design and modelling project where we have been given 10 different character briefs to choose from. The character briefs are as follows; - Cybernetic samurai - Forest guardian - Steampunk explorer - Alien warrior priest - Ancient sea king - Ghostly Victorian noble - Desert nomad mystic - Mechanical golem - Vampiric knight - Celestial mage Initially, of these 10 briefs, the ones that interest me the most are the Celestial mage, the Desert nomad mystic and the Steampunk explorer. For the second part of the session, we were looking at Zremesher, in order to use this tool, we were asked to create a hard surface sculpt ready for the zremesher tool.    After using the Zremesher tool, the model's polygons have been polished making the model smoother on the surface, removing any small imperfections left by any of the brushes used to create the hardsurface model. This is useful for continuing to model a hardsurface asset a...

Week 5&6 Toolkit 2 3D

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  Z-Spheres Week 5 This week we were looking at Z Spheres and how to use them in order to create a base mesh. Using Z spheres in addition to primitives can be used to easily block out an asset upon which detial can be added once the base mesh is in place. During this week, we have been tasked with creating the base mesh for a human model, using the tools that we have learnt this week. Using the Z sphere tool, I created a simple base mesh for the human model, using the move tool to adjust the position of the different parts to place them where they should be once I had the next Zsphere extruded. To check my progress, I am able to use the A key in order to preview what the model will look like once it has been converted into a base mesh. Using the preview tool allows for me to tweak the model if the preview is distorted in any way, or if something is in the wrong place once turned into a proper mesh. Now that I have a visualisation of the model, I can tweak anything that needs changi...