Synoptic Project – Creepy sitting room concept

This blog is updating you, the viewer on the current progress of this practice synoptic project called ‘Imagine worlds – world of verts’.

Me and my group have made considerably large progress over the past weeks; within first week we had pretty cluttered up room but we kept adding more to our Trello list and this was because we wanted more in our scenes. Continue reading “Synoptic Project – Creepy sitting room concept”

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Alphas, colour & normal – Substance Painter

When I open up substance painter, I get all my default assets such as: Brushes, Alphas, grunge, procedurals etc..

But what if I want something more, something accustomed towards that object?

Take the grandfather clock for example…

Clock_Face

Not much of a clock without the layout of a clock on the front, right?

Well it was possible thanks to the power of Photoshop. Now when I consider the advantages of Substance painter, it takes out the tedious task of having to re-update texture maps and then re importing them over and over again. I can now make brushes with Photoshop that I can import into Substance Painter making the whole process so much easier.

How to import textures into substance painter:

‘Open Substance Painter’

  1. Select the Import resources button in your shelf.    Import
  2. In the pop up box, click ‘Add resources’   .Import_Button
  3. Select you files which you want to import.
  4. Apply your textures to a specific category

Final_Gather

and finally import.

The textures you have imported should then be in your shelf under project.

Shelf_Proj_Import

My specialism in Next-Gen Year 2 & Synoptic Project

The first week is coming to an end and we are being told about the entirety of the course and that includes the practice and real synoptic projects where we are all in groups to develop either a game, VFX piece or an interactive environment.

We have chosen the ‘world of Vert’s’ challenge where we make an entire environment alongside a playable character, we now have a solid Idea alongside a 5-team and boy its turning out to be better than expected.

Continue reading “My specialism in Next-Gen Year 2 & Synoptic Project”

A touch of colour – Substance painter

 

After previous tries on substance painter at home, I finally got a proper intro for hoqw to find my way through the app…

Starting with the default character that Substance painter has placed in I got to grips with assets such as masks, brushes & rendering in PBR ‘Physically based rendering’. As the class were going through the steps, I thought I would Launch a model of my own and see what it would look like in the rendering mode

‘clicks F10’…

s you can see, the PBR takes into account the different maps that has been applied as shown below…

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Substance painter is a great way of easing the texturing section of the modelling pipeline, and by substance keeping all technical peripherals such as ‘Roughness, specular, metal, normal & height’ there is no need to rely on external applications such as Photoshop unless its to alter a brush and make it a .png file format, this is something I had done on the same day with a clock face texture which I am thinking about applying to this model.

Clock – Man

ClockMan

 

Analysis of video game design: Crash Bandicoot: Twinsanity

Ahh the good old days of our favourite Bandicoot whom goes by the name of Crash and the evil nemisis, Cortex.

Crash Bandicoot, released in 2004 by Activision and carried on by many developers over the years such as Travelers Tales who were founded in 24 Jan 2005 · Knutsford, England & Naughty Dog. The development is quite simplistic, but the overall art style overcoats the simplistic mechanics` to make everything look amazing. On a lighter note, the game was designed with the PlayStations dual stick functions. this made the games movement a lot controls easier and add an additional movement to the camera giving the player the best perspective and a way to control what they see.

Twinsanity introduced to the players to what it was like to roam around an environment alongside interacting with external assets, platform puzzles and gather hidden collectables.

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I will agree that in comparison to games nowadays, the graphic capability was pretty mediocre but still aesthetically pleasing. overall, crash bandicoot still makes its way through the years adding ever so slightly to the franchise with amazing games alongside the re-master which is set to release later in 2017.

Analysis of Video game design…

Mario Galaxy

When it came to multi platforms, unique puzzles and basically the most beautiful looking aesthetics which a game can offer. Mario galaxy never ceases to step up to the mark…

Continue reading “Analysis of Video game design…”