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Saturday 24 October 2009

Rilly honestly and for true..

Bleh I need to start using this place more, I've been slacking the past couple of months after leaving Uni. Been in a really negative mood as far as work/anything creative goes and have been vegetating infront of my monitor playing the likes of WoW and Aion. However, I hope to post some more works up here and at my devart page soon.

Been working on some sketches/renders and some low poly stuffs.

Wish me luck. ;3

Sunday 31 May 2009

Critical Evaluation, FMPA2

I've been told I have to put this on my blog, so here goes:

When I started this project, I was unsure of what to pursue – traditionally I have focused on character design, mainly 2d with a hint of 3d. For this project I set out to fix the gaps in my knowledge.
I think having a wide range of skills is a must in this industry, as it helps with the processes involved in the creation of the content and it (hopefully) makes you more appealing to employers. I felt that this was a good way for me to go, to bolster my knowledge of 3d modelling and texture mapping. I decided to focus on the very basics of 3d because I feel that once you have the basics down, it is easier to work your way up to the more complex methods. However if you begin with really high polygon models and begin using the different types of maps from the very start, it is easy to get swamped. You cannot create a high poly normal mesh without having a low poly base mesh to apply it to. So I felt that this was a good area for me to start in.
I also decided not to focus on the usual type of characters I had done previously. I wanted to do something a little different, so I chose an idea I had had in the first year of my studies, an MMORPG/Racing hybrid in which people could design and customise their own futuristic super-fast vehicles. So this is what I decided to model and texture.

Originally in my initial brief/outline I stated that I would design a total of three vehicles, however I ran out of time towards the end of the deadline. I had begun texturing my first vehicle, and decided to try to get as much detail into it as possible (because I was relying on the occlusion texture map to do the job of the normal/bump maps you find in new generation software) as I had decided early on to try and create something impressive without having to rely on newer technology.
However when it came to rendering out the texture, applied to my base mesh, it came out well – but not as well as I had hoped. The texture was lost on the renders, mainly because of the lights I had applied in my scene and the way Maya renders.

After learning this, I was a little disgruntled due to the fact I had spent a lot of time on the first texture. Looking back now I would’ve much preferred to use the techniques I used in the creation of my second vehicle texture, so that I would’ve had enough time to create yet another vehicle. The next textures I made were the road and environment textures, I feel these came out really well. Especially the road. I didn’t spend a vast amount of time on them, and the skills I had learned in creating my first texture helped me a lot. The one I was a little disappointed with however were the mountains. I had to cut around them in Photoshop and create an alpha channel so the top of the image appeared transparent in Maya. If I could go back I would work on painting my own, so that they looked less ‘cut-out’ and more natural.

The second ship was much easier, I managed to build the base mesh and fully texture it within 3 days, whereas the previous vehicle had taken over a week, so I really feel that I learnt a lot during the process, I even preferred the second one to my first! On the second I decided not to bother with minor details and instead focus on creating a vivid colour scheme that was eye-catching, I think I succeeded in this, so I made this vehicle the focal point in much of my submission, including the poster, screenshots and show reel I produced.

In conclusion I feel that overall I managed to do most of what I assigned myself in my brief, besides the fact that I wasn’t able to create my three vehicles, I did manage to complete all of the other tasks. I created a fully animated environment, that includes a road, a sky and some mountains. All of this gives the impression of speed in my final show reel. I also managed to create a fairly unique visual style that stands out, which was another of my targets. I had the idea of modelling and texturing each vehicle in a way that would portray the racing teams/pilots character. On the first I decided to go for industrial colours and very angular shaped, and on the second I went for a much more streamlined appearance and bright vivid colours. I created some logos for each team which convey this successfully as well.

If I could go back and change some decisions, the main thing would be the amount of time I spent on the first vehicles texture. Another would probably have to be the choice I made about the texture maps, even though I feel the textures work well. I can’t help but think they would’ve been even better with bump maps and normals.

Saturday 30 May 2009

Alchemy

For those of you who are too lazy to type into google, heres a link to the program I mentioned in one of my earlier posts, Alchemy is a really cool drawing tool that creates nice and unusual shapes really easily.

Check it out here.

It's great for thumbnailing.

Friday 29 May 2009

Youtubage

Not sure if this will work, I'm a youtube virgin.



If you'd rather see it in HD (which I recommend) click the text at the top of the video, then head on down to the HD buttonz :3

Almost forgot.



Thought I'd share one last image with you, it shows the final render quality and the motion blur working.

Anyway...



There has obviously been a bit more development than I have shown here, but I don't want to clutter my blog and bore you with posts consisting of pictures of maya and failed renders, so here's a couple of the renders I did just before adding all the spangly effects like motion blur and camera focus. As you can see theres 2 ships now, I was initially planning for 3 but time got the better of me (as it usually does) and I decided to stick to two.



This is the second ship during texturing, and below is it in action.

Failroad!



Just a really fail road I made when I was trying to figure out how to lay out the road in my scene. Texturing something thats flat but curves is annoyingly hard. Thought I'd share because it was so rubbish, haha.



Also, as promised, the texture map for my first vehicle (or atleast part of it) You can see the amount of detail I tried to get in there, but in the end it just wasnt worth it as it was lost in the renders.