Tuesday 19 December 2017

Feedback

Having received my feedback on my Project proposal, I have had to change some elements of my milestones, though there aren't any major setbacks.

Firstly, I may need to reconsider my final artifact, which I had felt may be over-scoped. Whereas my final artifact idea makes use of the hard surface modelling techniques, there is very little room for any organic modelling, which is cited as a requirement in a lot of job advertisements and so I would like to display this in my portfolio.

My feedback details a process I had not documented, using re topology tools and so I plan to use an asset I have previously modelled to take it through this pipeline as suggested. Any models used in the tests can be documented in my portfolio if they are to a high enough standard and, as suggested, could define what the final product would be, and its limitations a bit better.

Although I had considered using high poly sculpting to low poly sculpting, I thought I may be able to bake to a lower poly mesh, but had not accounted for any new geometry said sculpting creates, so this is a valuable method to be reiterating.

Sunday 17 December 2017

Modelling Update

I've been looking at building an environment using Modular assets.

My first iteration of this was to build the modular assets so that they could be used to construct buildings for a town, or small city. The kind of environment seen in towns with pedestrian roads. I researched the different elements of buildings, and worked on splitting the buildings into ground floor models, and upper stories, so that a level designer could construct them at their ease to produce a wide variety of types, while still maintaining a consistent style.

The tests I produced demonstrate the ways that the buildings could be split up to be modular. This also provides me with a sense of the scale of the project. For example, how many polys the individual assets will be and how much they will amount to. This data was taken from sources
Modular Roofs. I researched into different types, and worked on fitting them together

Very primitive examples of working out the pieces I could produce for the building

Storefront that uses tileable ground floor and windows



Experiment with using textures to pull out geometry for the model