Self Portrait

Few lessons into flash and we are getting back into the basics of flash, primitive shapes and the little features which lie inside of tools peppered around the UI.

Firstly we were given 5-10 minutes to complete a full image of whatever came into our minds, I thought of the first scene of Halo 4 where master chief is talking to Cortana on how to escape the wreckage of their ship. Now creating something in that amount of time is basically saying ‘Throw shapes on a canvas on and make something out of it’. So I got a reference image up of that specific scene and tried my best to create an image to show

Master Chief.png
Master Chief (Adobe Animate)
f924aab205c748c96a5ec9acc314748f-650-80
Actual Image

may be happening and who was their, this was the result.

After practicing with the basic primitive shapes, we then had a discussion about the different tools to refresh memory which to me seems not necessary but I thought that it would be just to make sure I never forgotten anything. Thankfully I still had all of the tools memorized alongside most of the keyboard shortcuts which I had learned in a digital course with Shaw Academy.

Nearing to the end of the lesson, we started to create ‘Self Portraits’ to practice what we already have learned and to add to our portfolio. With the tools and shortcuts learned, I finished the portrait to either add detail or tweak some lines, Lights and maybe add a tiny body to make the whole project seem comical and cool with a final ‘Fallout Touch’.

little-guy
Final Portrait

 

 

 

3D Spaceship

Moving on to 3D modelling, a very familiar aspect of my work which is currently revolving around creating a spaceship. And a way better one that we initially built for our final 3D assignment in Level 2, I started with a basic Cube polygon; extruded & elongated to expand upon on either face to therefore create the basic shape of the ship. I then proceeded to extrude further and later on create the more detailed shape of the ship. To do this I use the Tri/Quadrangulate tool to therefore add a smoother edge to the wings.

Now obviously all of this sounds complicated to the untrained eye, alternatively most would this this sounded fairly easy to carry out… it wasn’t. I had problems with rendering and still as I write this blog I have a problem with texturing the hull of the ship due to the ‘Back-face culling accidentally being on during the poly face selection process. Silly mistake which can be learned over time.shiprnd2

Now I am overseeing the final developments by tracking different renders which I have analysed to get the most realistic yet vibrant image to suit my models background. Initially, I had problems with rendering because of the ‘Mental Ray’ package becoming lost therefore I couldn’t see the full potential of anti-alising and the glow effects from the ships engines. Finally, I can say that there is much more to be added such as either weaponry and maybe something which could make this project stick out from the rest.

Friday 30th September

Back to class with Matt working on Maya and those little features which I longed to find out how to work have finally appeared. Features such as mirroring, Mirror Shading which I mostly used as a re-correction to any faulty texturing on the cockpit, engines and other assets which I have created.

Furthermore, I have also discovered that the quad/Triangulation should not be used unless absolutely necessary. That is because I would give myself a bigger job of actually texturing it and more harder to fix if a polygon is out of place. Now I have tried a taught method which involves selecting separate faces then reduce the poly count by simply going (Ctrl + Delete). This is the best way of going about cleaning up models as you can see by these wireframes below.

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Now I will agree that the wings still need some massive re-adjustments but besides that. I think with the new tool that I have, My models will look a lot cleaner and better both aesthetically and performance based.

The progression of character design

I have been getting more into depth of character design as lessons go by, previously I had a new perspective of how to start the creation of a video game character but now i realise that most of the time, literally doing doodles can be one of the most powerful idea generators alongside being a great start to any character design.

The image in this blog shows three character silhouettes which are all made by doodles that have been modified with erasers, pencils & warp transformation tool. So overall it just goes to show that you don’t need to be the next Picasso, Leonardo Da Vinci or Michelangelo to create a stunning world or a very complex character.

Finally, the characters above are the final product of a silhouette form as they will be modifies to look more like a finished product, I am thinking about either shading or adding colour… we will have to see as time goes on.

Maze Game Completion

Now that I have finished my game, I have been refreshed with the basics of coding for flash using the C# programming language alongside the other tools used to create a tool. Honestly I never thought that I would forget so much even though I had time to practice over the holidays; Animating, Coding, Tweens and even Buttons were all of a sudden a forgotten practice to me which I knew about and that was bizarre by itself.Level.JPG

player
Player

 

goal
Goal

 

 

I haven’t changed that much in the game itself but regardless, I used what I had within the assets placed in the library. Furthermore, I had changed the player & goal sprite to infer that they are like a jigsaw puzzle and the reason for that is because I think that the game needs to be interpreted by everyone in the same way like graphic design ‘The practice of visual communication’ obviously with a large amount of interaction elements within. Finally, I have increased the difficulty in one specific level. and I done this by adding a sliding block created with using the motion tween tool, and when I tested the level. I found that getting through that small passage would be harder if not passed properly.

2D Maze Game, 3D Ship Model & Presentation

It’s the first week into my course at Next Gen and I have to say that competition between pupils are very high. For this blog, we were told to go into detail about what we had done and achieved during our development on a 2D Maze Game and also to give judgement upon our final product.

First of all, the Maze Game. It was a complicated process to get going due to the two different versions of flash we were using at the time for development which, were ‘Adobe Flash CC professional & Adobe Animate‘. After minor complications had been resolved, we had exported our asset libraries to prevent the need to redo all of that hard work again; a very efficient tool when you know it’s there. For now, I want to make a lot more changes and to also change the game into something which can be interpreted by everyone the same way and which can communicate the same enjoyment which I want to send out. I have a few weeks left and an urge to be the best of my ability like I was Level 2.captureCapture2 level.JPG

 

Moving on to 3D modelling, a very familiar aspect of my work which is currently revolving around creating a spaceship. And a way better one that we initially built for our final 3D assignment in Level 2, I started with a basic Cube polygon; extruded & elongated to expand upon on either face to therefore create the basic shape of the ship. I then proceeded to extrude further and later on create the more detailed shape of the ship. To do this I use the Tri/Quadrangulate tool to therefore add a smoother edge to the wings.

The Lucasfilm presentation was the second project which I put the most time and effort into, I researched many aspects but could only choose a few points due to the presentation only needing to be 2:45 – 3 minutes long. When I finished and was ready to present there wasa a huge problem… Microsoft PowerPoint would not go full screen on the right monitor therefore the music would not give out that nice calming atmosphere which i wanted. When I finally came to reading my results, I followed up on the fact of having to much text on the screen but besides that; I got the overall results alongside the best presentations. so not a bad start at all.

 

First blog from Next Gen

As this is my first blog post from Next Gen, I’m simply going to say that this year is going to be much more advanced in what I’ll be learning. Obviously I will be carrying skills from prior studies which have originated from software such as Maya, Flash and Photoshop. So mostly Adobe orientated which now has been enhanced by an online course I had taken earlier in the summer holiday with Shaw Academy. So yeah, ready and willing to go.

Over the course of two years I hope to aspire to be many famous icons of the creative media industry such as George Lucas, Phil Spencer, Christopher Nolan and many others. Each one has a specific skill out of the many which they are known for.

untitled-1-copyThe picture on the left, is a screenshot taken of a game I coded from a tutorial video Via YouTube @pointclickwin . The videos ran me through the basics of coding using the C# language in Flash to create this turret defence game from scratch. There were a few bumps along the way but later on I will start applying graphics to make the game have the environment it deserves.

Now I sit here writing this blog as part of my Next Gen portfolio, hoping that by the end of the course I could move straight to employment within the industry.