Wednesday 28 December 2011



I have unwrapped the vehicle 2 more times, added a specular map and improved my textures.

















Now I know how many tris I have left over I am   using the rest to add detail to the wheels,
and maybe the interior if I have any left after that.


Friday 23 December 2011

Vehicle Progression_1


Finding the vehicle
My first step was to find at least one of the vehicles from the brief nearby. I practised plane modelling last summer so I knew I would enjoy modelling the WW1 Bristol fighter. I searched the internet for war museums and aero parks until I found the fighter at the Imperial War Museum in Duxford. I called them to ensure it was in an appropriate position for photographing (not suspended from beams like some), and that it could get reference from all angles.
I want to keep this option as a backup as choosing the fighter would mean travelling, paying and only having one main opportunity to get all of the reference I need. I want to know that the vehicle I choose will be close enough for me to visit whenever I need to.

Meanwhile I was asking around and emailing people about a 3 wheeler Piaggio I had seen around the village. After a few days I had an owners address. Unfortunately the car was in a garage and wasn’t available for another 4 days so I downloaded blueprints and started modelling.














Research and Preparation
I also used the time to do some research which included other vehicles modelled with the same budgets, all the 3D Piaggios I could find and just some inspirational 3D cars with realistic materials and good flow lines to refer to.







Reference Photos






















Unfortunately it turns out the blueprints I have been using are quite different to the vehicle so I have to change it. Bit of time lost.

Problems
My first major problem occurred when I was trying to select the different ID materials separately. I couldn’t figure it out and was sure there would be an easy way. But I couldn’t find it so I resorted to detaching half of the vehicle and having it as a separate object so I could open the map in the material editor without seeing both maps.




For a while I thought this was working until I applies the STL check modifier. Shock horror! Every seem I had detached was, well...detached and I had ton weld them all together.







And then I found these. -_-





I have been determined to master the Ambient Occlusion since the trash project. I realise the simple set of instruction in the tutorial shouldn’t be difficult to follow, but for some reason it just never worked. However, as soon as i was happy with the vehicle mesh, I wanted some nice renders to show for it...Behold. 
 


And then came the texturing problems. 

 
I really wanted to master texturing with this project. I didn’t want to just use a specular map to create the cars paint so I started finding tutorials on material properties and creating a light studio designed to compliment vehicle textures.

 



The dull ammature texturing I need to avoid. 










                                                                         







 






































This is my studio. My lights and reflective surfaces are set up and I import it into the scene with my vehicle to test the rendering.
I















The car material has been my ongoing problem through out this project. I am still tweaking it every time I work on the vehicle.
My less than efficient unwrapping of the model has also become a problem. I have unwrapped it again to see if texturing will then become easier and more effective.











































Saturday 3 December 2011

Rooftop Research

I have spent some time sifting through 3rd person shooter/adventure games to prepare for the rooftop project. I figured that before I design a level for this type of game I should learn exactly what defines it and decide what aspects of a each TPS I personally found to be an advantage or disadvantage during game play, all in an attempt to better understand the appropriate level design techniques.
Before considerable amounts of research, I could only think of 3 main stances that the protagonist would perform, standing, crouching and crawling, but after a look at the masters of 3rd person Shmups, I discovered a library of actions, that when considered, evolved the environment into a more interesting and appropriate level with additions like hidey holes in the form of boxes and oil drums and endless types of cover. 

In the old days (lol) I could clearly see how TPS views were not just more cinematic, but totally necessary. In Tomb Raider, it was essential that the player could see exactly where in the map Croft was standing in order to make those life threatening decisions to make the series of jumps she needed to get to the next frustratingly vague and overly tiled textured room. In a different way, GTA totally relied on its cam viewpoints. I don’t think that punching an old lady to death and stealing her money to pay a hooker would have been half as funny if I couldn’t see the ridiculous character carry out this completely irrational behaviour. The ability to see the inevitable car chases, crashes and explosions in full cinematic view, was so shockingly fun, that every single person I have watched playing it, has become totally distracted from the games missions and spent most of their time just killing and crashing.
In addition to being a 3rd person shmup, I will be adding stealth to my gaming style.
Metal Gear Solid and the Splinter cell series are a perfect example of how game play can benefit from having a generous and more detailed view of not just the map but the situation they are in.
These stealth games wouldn’t be possible without this view, it is essential for the player to be able to see exactly where the protagonist, the enemy and the cover is, to be able to make the next decision, and stay hidden.

Successful FPS “Shoot em up” games:- 

 
































So just to be clear, that's Metal Gear Solid, Splinter Cell, Uncharted, Tomb Raider and Batman.
Granted some the these games are less respectable then others among the serious gaming audience. For example Hideo Kogima the creator of the Metal Gear Solid series is one of the most respected men in the gaming industry, so I will direct most of my attention to his work, but I can of course still research, learn and steal ideas and techniques from all of the above.

So I have been noting ideas that can be used for the rooftop and just throwing together some plans and moodboards.



























































I thought the composition would also become more appropriate if I were to consider enemies.


































Just a blog to let you know what I've been researching. Didn't want to make the design document to long but will of course include all of my development in it.



Monday 10 October 2011

Career Planning_Part 1




Career Planning
Part 1

We're not retreating, we're advancing in another direction.”
General George S. Patton

Becoming involved in games from a professional point of view has introduced me to more than a knowledge of the industry, but also an insight into the life’s and cultures of geeks. Before I continue it is important to explain what I consider a geek to be. First I believe it to be nothing but a positive label. In fact I think its almost like having a super power. Having the ability to block out the outside world and all of its reality in order to indulge in a total strangers adaptation of the world, whether it be in the form of a book, film, or game. For whatever reason these powers have always escaped me and it has been a disadvantage in every aspect of my educational life and I fear it will continue to hinder my progress into my adult working life. And so began my journey into grasping these abilities. 

          But how do you change your natural traits? How do you go about redesigning your personality. Well this I do have some experience in, and I learned that its less about going for the colossal identity overhaul, and more about understanding why we are the way we are, and then the smallest of changes can lead you to a whole new destination. 
 
          So I started to change my habits. I stocked up on game magazines and books, using my down time to play games and write and stay focused on the subject that I'm supposed to be clued up on, before I knew it, I was one my way to being a geek. It really is amazing how fast I have been learning, about literally everything to do with games. I feel like I belong now, I find myself giddy every time I can join in a conversation about the industry and have the knowledge to give an educated contribution. I have met some amazing people from the industry who have given nothing short of life changing advice and inspired me to stay focused, become more involved and enjoy what I am doing. 
 
Even my friends have kindly recognised my enthusiasm and they have literally been knocking on my door with books and games that I might find useful, I'm anxious to see how my new habits will benefit my work this year.