Sunday 11 March 2018

Rendering Method

Following my Presentation to my tutors, Chris mentioned using Real time Rendering Methods to show off the models I am making for the project. This would mean that less time would be taken to render the assets, but where I am still able to maintain the quality that I am looking to achieve.

This will require more research into doing this and does not eliminate the need for final renders. However, it ensures that I can lessen the time spent rendering, as this was something that I had allowed a lot of time for in my project milestones.

Next Step

I would like to research into tools for real time rendering, like Marmoset Toolbag and SketchFab, taking some assets that I used for testing and making an informed decision about using this method and whether it can be in lieu of renders in my portfolio

Friday 9 March 2018

Update on Deliverable

In preparation for the Final Project presentation, I pooled my renders and tests together to evaluate where I was in my project, and what still needed to be completed.

I have undertaken tests in Modelling, PBR texturing and Sculpting, to the point where I am comfortable about where these stages belong in my pipeline as well as how they differ to the traditional methods taught in my previous two years of 3D Modelling for games.

Looking at my milestones, I had planned, by this stage in the project, to be undertaking the PBR texturing phase, but have yet to begin this. Instead, I am still in the modelling phase, modelling my final deliverable.

For my final deliverable, I wanted to showcase the skills I had learned throughout the project, while displaying an understanding of how these methods are different to traditional methods. It is for this reason that I am working to remake my assets from the 3D Modular assets module from my second year. I feel that this allows me to demonstrate how I have improved my skills in this year, as well as providing me with the opportunity to use all these skills and display in my portfolio.