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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Baking textures – Substance Painter

The baking feature on most modelling software’s work in a different way, take maya for example…

In Maya, the baking process requires you to move all of the separate objects away from each other in 3D space to prevent overlapping AO maps (Ambient occlusion maps), the question you may ask if you are new to this is.

‘What is ambient occlusion?’
Ambient occlusion is where shadows are usually shown, for example

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As you can see, the crevasses between the tiles on the ceiling have shadows alongside the panel above the light. This is a visual representation of how shadows are shown naturally.

In substance painter, the same principle is applied to the models that are exported. This photo of a Turtle model below shows the model without ambient occlusion added to it, looking at the model closely you can see where shadows should naturally be…

Within the shell, under the arms, corners of the eyes and the crevasses between its toes.

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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

 

Establishing shot

EXT-Wide-establishing-high-angle
Establishing shot ‘Wild west landscape’

 

 

Establishing a shot such as this landscape concept drawing of the wild western landscape where a horse drawn carriage is moving towards a mysterious building…

This drawing is fully representational of the western landscape, and is a simple introduction into where the story is and what time this story is taking place.

Screen-Shot-2016-09-28-at-23_10_37

This image of the first season of the HBO series ‘West world’ is introduced with the old western town that strongly influences the viewer to know where the story is at what time. Atmospherics and capacity of the scene is ballaced but also a force on the viewers eyes.

The bottom of the shot shows two characters on the bottom right corner, but the camera slightly pans upwards towards the background being the establishing shot.

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…”