Monday, July 20, 2015

New Concept and WIP

These past few weeks have been pretty busy with school work. The pace of this class (environment design for video games) is definitely faster than I have experienced so far. I like it though, it's a great challenge.

I ended up switching concepts half way during my first week. One, because the concept just didn't 'excite' me much. Secondly, I felt that the amount of reference materials available was limited. Thankfully my teacher had originally approved several concepts, and a new choice was made quickly.

I decided to go with a medieval street scene.


Since some of the scene is hidden, I feel that I can be more creative and fill in the blanks.
I also really like the lighting in this shot.

Right now I am working on finishing up the overall composition, and I started on greybox modeling.

It's definitely a different process than hard surface modeling. Some items still get made the same way (edge loops, smooth, etc), yet others just get bevels. Also I need to keep focusing on modeling as efficient as possible. Game engines have limited capabilities, so low poly modeling is key.

Whatever techniques I use, there is still so much modeling to be done. I am trying to use mostly modular pieces for the houses and walls, but at the same time adding plenty of variety so it doesn't look like I'm repeating models/props.

I'm hoping to finish up all the major modeling before next Monday so I can start sculpting and refining my center pieces.

Then it's on to texturing. Aiming to start that by week 5 or 6.

I am putting in a lot of time, trying to stay with the class and their pace. We shall see how the semester progresses.

My WIP so far.




Friday, July 10, 2015

Environment Design for Video Games

It's finally here. The class I wanted to take when I originally decided to switch careers and become a 3d environment artist. Of course to be able to take the class I had to start at the beginning.
In October of '14 I took the introduction to Maya class at Gnomon. I had literally never opened the software and/or modeled anything in my life. The class was eh, just alright.
I honestly didn't learn that much from it. The thing about basics is that you learn a little about a lot, but nothing beyond that.
Truthfully, practice and online tutorials is what taught me the basics. Just do it, and (many times) redo it.

The next semester was a world of difference.

Texturing and Shading 1 and Hard Surface Modeling 1. There was a moment during both classes, about mid way through that all of a sudden, I had a 'light coming on' moment. Like, oh! that's how that works. It was challenging, and it was fun.

Last semester was Texturing and Shading 2 and Environment Modeling and Sculpting.

More software (Zbrush and Mari), more tools, more information, more tips 'n tricks, more critique, more practice, more 'just do it' and redo it.

And now here we are. I've learned a lot, but there's still so, so much more to learn.

I am the only student in my class that's not a full time three year student at Gnomon. They're all seniors, in their last (third) year. Needless to say, they're a bit more advanced than me. I don't care though. I'm excited to be in this class; excited to learn.
I will work hard and try to keep up.

For the full 10 weeks of this semester we are working on one project. Which is a full video game environment. As always I had a wee bit of trouble picking a concept, but I'm happy with my final choice. Will try and update on my WIP as I go.


Onwards and Upwards!

Environment Modeling and Sculpting Final (sort of)

Then there was my other class, environment modeling and sculpting.

We started the class with only three students, and it ended with two; small but fun.

A lot of information was covered in class. Different software programs and modeling techniques.

I guess what I mostly got out of this class was how to use Zbrush (very important) and a lot of inside into what makes a good and or bad environment.

And once again, I need to practice, practice, practice.

My final project is still very much a WIP. Modeling needs to be refined, or you could say, a third level of detail needs to be added.

For one, the rocks and roof need work; they look much too repetitive. 
Some of the lines are too straight, which makes it look too much like CGI (fake).
Same with some of the shapes, right now things look too stylized.
Also, everything needs to be textured. I just used some basic shaders to give an idea of color.
Finally, the environment needs a story (ea. some beer mugs for my fat posers).

I'm planning on addressing all of these notes once I start working on my reel. However for now, I just started my next class: Environment Design for Video Games. The class I've been aiming to get to since I started Gnomon almost a year ago. More about this in future blogs.

Note: the two chubby guys are really only there for scale.

Medieval Brewery
~concept by Mark Henriksen~



And just for fun:

Modeling WIP Gif











Re-adjusted Final Texturing and Shading

After our final class for texturing and shading we actually were giving the chance to address our notes and re-submit for a better grade.
Of course I took that opportunity with both hands.

My teacher actually didn't have too much critique, just a few tips and notes.

One was to adjust the gold metal, as it was a little too diffuse.

Another note was to add a little wear and tear on the metal and the leather case.
Something surprisingly easy to do in Photoshop after the final render.

I also had some issues with my shadows, the camera appeared to be floating instead of set on the ground plane. A separate Ambient Occlusion pass fixed this problem.

Finally, I curved the ground plane to make for an overall nicer composition.

3A Kodak Folding Pocket- Model B4 (ca. 1909)
Final