I didn't need to do any more research as I already had the previous research from the first time I had created my diorama. This was just a case of re-modelling the tree. The thing that I found most difficult was the leaves. With the previous diorama that is what I found most difficult as well. For some reason I could not find the right combination to make the alphas work properly with the tree. I find that they best way to create the willow leaves is to create planes which look and fold like willow leaves, then within that I would create the alpha texture so that they look individual, leaves. I layered the planes and changed the to make the branches look fuller. I then took the trunk of the tree into zbrush once I had arranged the alpha leaves so that I could add in more detail especially with the roots. With this I baked it out and created a normal and AO to give the illusion that the low poly is high poly. I unwrapped and textured it then imported it into UE4 and gave it a scene with some modular rocks I had made.
Olivia Davy Game Art Blog
This is my University Game Art Blog!
Wednesday, 27 May 2015
Diorama Part 2
I knew from my previous diorama hand in that I wasn't going to get a very good mark which is a shame really. I was hoping I'd do well enough, but at the same time I didn't get my hopes up. But with this second chance I was able to really get into the re make of it. I decided I wanted to re-do a tree however I just made a different type of tree. I created a small bonsai willow tree.
Wednesday, 20 May 2015
FMP this way!
So it’s gotten to that time of year now which it is where we
get so many months to do our own wonderful own project called an FMP (Final
Major Project), where we do whatever we want to do. For this I am pairing up
with a friend to create our own level and what comes with this is a new place
to keep track of all progress and updates to how everything is progressing.
Come on let’s go! Check it out!
Wednesday, 14 January 2015
Japanese Cherry Blossom Diorama
Once we had finished our Sidescroller project and presented
it, it was time to start another project. No rest for the wicked!
We were given a range of industrial briefs which we could
choose from. So I decided to pick the diorama brief. I had to create a small
diorama scene with a selection of small assets and one hero asset. For the
scene I must have included the following Hero Asset (prop or vehicle), terrain
piece and small props such as rocks and vegetation. We had 3 weeks to do this
project and theme was determined by myself. There was no concept needed but a
key image to work from at least.
The piece I decided to do was a Japanese Cherry Blossom
Tree. I wanted to do this as my diorama piece because I knew for my FMP that
was to come in the new year that I was going to work on a Japanese Garden. So I
wanted to practice my tree modelling and texturing.
This is the key image that I used that I wanted to re-create
for my diorama:
Key Image |
First of all I started researching Japanese trees. I didn’t
know exactly what type of tree I wanted to go for so I looked at a wide range
and then felt strongest about a Japanese cherry blossom tree. I felt this would
be good to practice. Once I had found my key image I went ahead and started to
model my tree. I modelled it using splines and then path deforming the cylinder
I created. I purposely went ahead and used a lot of tris first of all so I
could then merge all the branches together so it flowed nicely into each
branch. Once all the branches were merged I then went ahead and got rid some of
the tris that weren’t needed and got rid of any n-gons. I took this into zbrush
and worked into adding details such as bumps, folds and knots like a normal
tree. I then used an alpha brush to add some texture. I then decided to start
focusing up on the leaves. I created a high poly leaf which I then duplicated and
FDD modified to make it slightly different to the rest. I then created two
smaller high-poly branches in which I would then object paint the leaves on. I
used the rump object paint so that the leaves towards the end of the branch
would be smaller. Once I was happy with that I then went ahead and edited the
leaves separately, so that there was no negative space. Once I had done that I
then baked it down onto a plane so I could then use it for alphas later.
Once I have finished that I then went back to my main tree
and baked down the high to low poly. Once I had done that I then went ahead and
arranged my alpha branches on one singular low poly branch to then object paint
on my tree. Once I had roughly painted my alphas onto my tree I manually
rotated and moved them to fill in the space left.
I created my terrain by putting it into zbrush and then
baking it down.
Once done I took it then into Unreal and worked in a
particle system to create falling blossom. I took my plane of my blossom and
then created an alpha in which I then created a particle effect to create a
falling blossom.
Final UE4 screenshot |
Monday, 8 December 2014
Sidescroller a whole new experience
Introduction to the brief
The brief that we were given was to create a sidescroller
consisting of 4 levels, 2 main characters (male and female) and 3 NPCs. It is
to work in a large group to work towards a larger goal (game) and work
effectively and creatively as a team.
Each section of the level are represented by 4 themes and to
include dynamic elements where possible, particle effects and movement:
- · Hot
- · Cold
- · Happy
- · Scary
The characters should be rigged so that they have some
animations applied as well as walk, run, jump, punch and kick.
The project length is 6 weeks.
What area you worked on?
Within my group of 4 people I was one of the environment
artists with 2 other people and a concept artist. Within the environment
artists we gave ourselves things to do depending on what we wanted to learn or
what caught our attention or what we wanted to do. We thought it would be a
better idea to work on the things that kept our interest rather than forcing
things upon ourselves. For me personally I worked on a variety of things. First of all though before we started anything we headed to the whiteboard and gathered to discuss our inital ideas. We came up with things that related to our level Hot, such as volcanos, lava, rain forests and even went outside of the box like kitches or boiler rooms which still followed the word hot. We carried on like this and took it to pinterest where all focused on a couple of our ideas and then pinned the relevent images. For example some was given the word desert, so they pinned all the relevent desert photos. Once we had a clear idea of where we wanted to take this we then went onto concepting. Throughout the group we concepted various parts however we did enjoy the idea of a volcano level and wanted to incorporate that within the level somewhere. When
we first started the project we all had to do some concepting to get an idea of
the way our level looked.
The concepting I worked on was:
- · Shape Grabs
- · Colour Palettes
- · Underground Concepts
- · Start Concepts
- · Asset Ideas
- · Level Idea as a whole
- · Path Blocking
- · Levers
- · Statue Door Mural
Some of the concepts that I did was refining from what our
concept artist did to get across the point of the idea I had in my head. The
level idea as a whole was originally what I drew on the whiteboard during a
meeting with the group. The concept artist then took this to draw it up neatly
within in Photoshop for others to work on. I then added my own ideas on top of
this and we came together as a group and discussed what worked well.
The modelling I worked on was:
Whitebox:
- Main Tree
- Branches
- Statue
- Lever
Final Assets:
- Platform Edges
- Flytraps
- Flytrap Stems
- Lever
- Magic Mushrooms
- Plant 1, 2 and 3
- Tree Fungus
- Treehouse
- Vista
- Vine Alphas
Within the whiteboxing stage I had created the statue door
which was to be re-done to be put into the final piece however I passed this
onto another environment artist which finished off the model. The rest I had
worked on personally. Within the final assets I took some into Zbrush for the
first time. This was a new experience for me as I have never used Zbrush
before, however after spending a day on getting to grips with the software I
felt more confident with using it and thus taking more models in to get the
right shape for when I do the high to low poly bake within 3DS Max.
Due to the change in brief however I had to put some models
to the side to focus on the models for the area that we decided to polish and
focus on. This is where I created the magic mushrooms. They had an emissive map
to add some more colour as one of the main points from the feedback we got was
there were too many green and browns within the level. So I decided to create
glowing magic mushrooms to add a variety of colours. I also created some
emissive maps for the tree fungus as some of the models where to be used within
the temple.
The platform edges were broken up so they made the whitebox
platforms look a bit more interesting to the player and so it looks like an old
temple which has been crumbling. The flytraps were to add a bit of fantasy as
they were oversized and what is used as a platform for the player to descend
from the bottom of the tree to the temple roof. The stems were concepted by the
concept artist and pulled the normal figure of a plant stem. This added a sense
of fantasy again and created interesting shapes. The levers were part of the
main puzzle that I came up with for our level. The player had to interact with
the levers dotted around inside the temple to open the statue door to progress
further into the level. Each lever was placed on a smaller pillar and the
handle of the lever itself was modelled to look like it was made out of natural
materials found around the temple such as a small branch from a tree. The magic
mushrooms came from research into exotic plants and also from Scary’s level who
used mushrooms within theirs. I came up with the idea to make them purple and
glowing to add some contrasting colours from the brown and green background.
Plants 1, 2 and 3 were to add some life and organic shapes into the level as it
was somewhat lacking organic forms. It was based within a rainforest/jungle
environment but there was no plant life apart from the trees which didn’t make
sense. So I started working on more organic and exotic plants into the level.
Their albedo were also interesting colours which added some more contrast and
took away from the sheer amount of browns and greens. The tree fungus were to be used as platforms
to traverse down the main tree. Originally the platforms were simple cross
sections of tree trunks and textured like trees however the feedback that we
were given was that it was too boring. So we decided from peer feedback to add
tree mushrooms which normally grow on the outside of trees and bring them
inside. With this I went ahead, modelled it in 3DS Max and then Zbrushed it to
bake it down. The treehouse was meant to be put into the final of the level however
where we cut it down it didn’t matter too much. I modelled it exactly the way
the concept artist had drawn it, I pushed some of the forms so that it wasn’t
as box like or square. I worked on the vista between the level and the volcano
in the background so that when you started at the top of the level not
everything was floating in mid-air. On top of that I then worked on some alpha
vines which were used to add some natural vines quick and easy.
What worked well?
The things that worked well for me personally was I was
really happy with my mushrooms and plants. I enjoyed taking them into Zbrush
and working in more detail to bake down into the normal map. I felt it worked
really well. The mushrooms were able to bring in something that we were missing
and they didn’t require too much time. They were simple and effect and that’s
what I enjoyed with them.
What worked well within the level as a whole was the temple
itself, especially with everyone’s assets coming together as a whole. With one
of our environment artists working withing engine to make everything look as
good as possible it helped to see how the level would like once the engine guys
had finished putting everything together.
What didn’t work well?
One of the main things that I thought didn’t work well was
that we weren’t able to figure out an effective way on how to transition
between our level Hot to the next level Happy. It was quite a hard call to make
and the communication between the two levels was a bit non-exsistent and thus
we weren’t truly able to get down a strong idea.
What problems you faced?
The problems we faced throughout the whole project was that
only one person could work on the engine at one time and that if we wanted to
check our assets within the level we had to wait for the person who was working
on our level to import it and place it within the level. This cost some time in
places and meant that we weren’t as productive. Other problems were getting the
right size for assets, although we had a general outline for sizes it did vary
and a lot was changed within engine anyway.
How did you overcome problems and issues?
While one of our artists was working in engine and we had
some spare time waiting to see if things were working correctly we made some
more assets or adjusted the textures for our models. With the end of the level
lacking we were able to make a quick fix on how to tie everything together. Rocks
that were already made were scaled and placed around to show the floating
island idea that Happy has in theirs and that linked it quite well.
What would you do differently if you were to approach a
similar project?
The things that I would do differently is try and get the
idea down as soon as possible. I would also make sure that I only spend around
1-1/2weeks concepting rather than the 2 ½ weeks we spent. This meant that we
would have had more time modelling and polishing off at the end rather than
rushing about it. I would have also liked to work in engine more and help out
with lighting and particle effects. This would have eased off the main
environment artist who was doing a lot of the engine work. I think that the
colours needed to be down and finalized as we spent a lot of time changing the
colours within engine and within the textures of the models.
Conclusion/Summary
Overall this project was an eye-opener on how to work
effectively as a large group of people working on one game. Even though
previously I have worked as a team it hasn’t been in this size and having to
work collective amongst individual groups. I’ve learnt a lot of this project
especially from the people I have been working with. They’ve helped me a lot to
excel in software that I haven’t used before and that has made me feel more
confident. I felt that I have produced effective work and it has added to the
level rather than be a waste of time. I felt that I kept on track with time and
that I wasn’t rushing around too much with trying to get models fully textured
and exported.
I think I could have been more involved within engine work
and put in more of an input however I didn’t want to mess the engine up in-case
I broke it and it would set us back. This is why I held back a little. I wish I
had also done some more intricate models such as a statue rather than doing
smaller assets.
However overall I think the group worked really well
together and I’ve been happy with all the work that everyone has produced.
Everyone has had their input and worked hard at what they were given. I think
the level that we produced works really well and it came together in the end.
Here are some beauty screenshots of my work within the level:
Here are some beauty screenshots of my work within the level:
Treehouse |
Tree Fungus |
Most of my organic models in engine |
Flytraps |
Flytrap Stems |
Plant 1, 2 and 3 |
Tree Fungus placed within level and lever for the puzzle |
More plants at the back of the level including some of the alpha vines at the exit door |
The vista to fill in the ground |
Tuesday, 21 October 2014
King Of The Dead!
So it’s the second project
already and it’s a group one! Yay….
Nah I’m kidding. I am
looking forward to it. From the issues from the last group project I was sceptical
however that was mainly cause of certain issues. Luckily with this group that
wasn’t the case and I actually felt confident.
So the title was “King of
the Dead”. We are a small time company and a game studio has approached us!
Wooo! We’ve got to give them evidence that we can quickly produce both quality
work and original ideas. We’ve negotiated with the games studio to produce a
small environment that contains a character sat on a throne with one wall and
one floor. Sounds pretty good so far. This will give them a chance to judge our
skills in environment, prop and character work. We’ve been given 2 weeks to
produce this work.
2spooky4me |
First of all we got
together in our group which consisted of 4 people. We started by spreading
round ideas and telling each other what we had in mind when we first were given
the brief. The ideas that went round were mostly based around the Mexican Day
of the Dead. However we had a fun idea of creating in a game show way. It was
different when we first thought of it but it had a lot of connections to death.
We were heading down the path of a game show like “The Wheel of Fortune” and
possibly making the game show miniature on a shrine that is seen a lot on the
Mexican Day of the Dead. We looked further into the meaning and depth and found
that there were some gods which we could include. In the end we decided to take
influence from both the Aztec and Spanish Day of the Dead festivals with a
wheel of fortune type game show which is over looked by “Mictecacihuatl” the
queen of the underworld. She was to act as a host of the game show. We looked
at various Aztec designs and shrines to come up with some concepts.
We liked the idea however
it was coming to a dead end and wasn't original. It was just becoming more of a
throne room. So before it was too late we changed our idea to something
different, something more obscure. We decided to go for a wage slave employee.
We decided to create some subtle hints that would link the character to be
known as Death himself. He were trying to picture him in a cubical office with
stacks of paper work. We didn't want him skin and bones so we decided to make
him fat and greasy. We wanted to go away from the traditional skeleton grim
reaper. A good idea was to add “Employee of the Month” on the walls but maybe
change it to “Employee of the Century” to signify that he's been there for a
very, very long time. So with that we went ahead and created concepts in which
we could work from.
Spongebob has the idea |
However the same thing
happened again, and we changed our minds. We decided to make our character a
politician. However that idea changed swiftly to a War General. This was to
give the idea that he was The King of the Dead. We didn't want to make it too
controversial but we wanted it to make an impact. It was sceptical at first but
we felt confident in what we could do. There are many stories behind our
character but it was to mostly signify that at the end of the day he is The
King of the Dead. We created mood boards, concepts, whiteboxes and felt that
this was stable and went ahead to bring everything together. We got a lot of
our inspiration from “The Incredibles” and the “Pixar” style. We used a colour
palette similar to “The Incredibles” especially with the textures of the
Characters and the lighting around the character.
Best film ever! |
So in the end that’s where
we ended up. A grumpy skinny general in a war room. That’s what we did in the
end and that’s what we were happy with. We took a lot of inspiration from “The
Incredibles” and it was definitely the worth the work.
All in all I have really
enjoyed this project and it’s been really eye opening working in an efficient group
who works well with each other. I’ve felt my concepting has become better
especially when working with a whitebox for help. Over time I think my
concepting will become much more efficient but overall I am really happy about
how everything turned out!
If it was a project by
myself I would have changed it to something different. I’m not 100% sure what I
would change it to but possibly make it more significant or work more on engine
work and particles to create the king of the dead and add something more to it.
I did still like the game show and would probably pursue that more.
So here are some pretty
screenshots of our final level.
Year 3 and into the deep!
So my first blog post of a
new year at Uni! So it’s year 3 and in the deep end of it all. It’s time to
think of FMP ideas and to most likely scrap everything! But that’ll be a different
blog post. For now I’m going to talk about the first project we were giving
which was our PBR Texture Project.
So with the release of UE4
I was pretty excited for this project. I wanted to get used to UE4 and have a
look at what it has to offer me. Hopefully this time it isn’t as buggy. However
what is this metalness and roughness. When I first heard this I really didn’t
understand what was going on. It was like I was starting from the beginning
again. Well I actually was, but you know what I mean. Although I had a face of
pure confusion while hearing about these metalness and roughness maps I felt
like it was the start of something new.
So having got this project
I went out and took some textures. Now I didn’t really know what was going on
and ended up taking a trip to Yo!Sushi for food. Cause who doesn’t like sushi?!
Even so headed back and started working on my textures. I was ready to start
making tileable textures to apply to the texture balls in UE4. We were giving a
level template which had the texture balls already named. We just had to create
our own textures to apply to the balls.
So in having all the
tileable textures done it was time to make the metalness and roughness maps. So
to start with I was randomly change the values between white and black and all
the grey in-between until I created the right material. I added in some normal onto
certain materials such as rust to give it that bit more of a definition. I thought
I would understand metalness and roughness but even at the end of the project I’m
still wondering how it works. When I thought it was right and it’d make iron
look metal it made it look matte. Which confused me. In the end I just kept
tweaking the textures until they were right within engine. It’s not a good way
to go about it but hopefully with time I will be able to figure it out. I really enjoyed this
exercise and sorting out what material needed what property was fun and
interesting.
It also has been good to
start learning particle effects as well. I hope to get better at these particle
effects and learn other ways of creating them and changing them within Unreal.
With the spark particle effects I found that it only came out across one plane.
I wanted the sparks to come out from all different directions when they spawn
and possibly make it circle around the mystical ball before they die. With the
smoke as well I have found it difficult to control and get more a mist feel
rather than a smokey feel. This probably meant more tweaking and possibly a new
particle, however by using the smoke particle I was able to change it in some
of the ways I wanted it to look. The only other issue I have with the smoke is
that when you look at the smoke in a specific direction the colour changes to
black. I couldn’t figure out how to fix it but it will be something I come away
with knowing to sort it out in the future.
Happy little family! |
It's so pretty! |
Friday, 16 May 2014
"Dobby is... free"
So it’s come to the end of the year now and so much has
happened, I never thought that it would go by so fast! But as the year has gone
by there has been so much for me to reflect on and this is what I think.
So what am I going to get out of coming to University? It’s
not just drinking and clubbing, passing out and getting alcohol poisoning, but
it’s learn. It’s a huge step in education and one where you do have to stand on
your own two feet. You may still be lead when you go astray but a lot of it
moves where you take it. This depends on where you want to go. For me over the
year I always wanted to work as an environment artist. But it isn’t just about
making a pretty picture, it’s more than that. It’s more of refining your
skills, learning new ones, creating pieces of work that you didn’t think your
skills could do, all through sheer practise. Back in first year it was like
learning all the fundamentals of everything, how to move this pivot point, how
to move that vert. Now in second year it was all about how do we make this
model in the most effective way, how do we refine our models in engine, how do
we learn new tools in CryEngine. It’s taking those fundamental skills from
first year and bring them in second year and refining them to a crisp while
learning extras on the side. Now when it gets to third year, it’s bringing
everything together as one, the fundamentals, the refinement and then it will
be the “stand on your own two feet”.
At the end of the day I want to get a degree in Game Art
Design and make games as a living, whether it’d be mobile or console. I want to be able to be a part of a team and
create new innovative games. Some may be piss poor, some may be fantastic even
a next best seller. But what I do know is I want to work with environments or
weapons. Over second year environments have stuck with me, but I have gained an
interest in weapons and I’d like to pursue this a little more. After three
years of university, I will be employable to games companies with fundamental
skills at modelling, texture, concepting and working within engine and I’d hope
to refine these more to an industry high level.
There were some major down points within second year that
have opened my eyes to what the real world is going to be like. A lot of this
was time management and after two years of not working out my time I have
suffered greatly, and now it’s time for me to pick it up again. It used to be
oh this can wait and that can wait. But now I realise it can’t wait. Anything
outside of my course can wait, this course can’t. This determines where my life
goes and I don’t want to waste. Yes I’d like to relax but I want to make it in
life. Where it takes me I’ll follow with my head held high and proud.
At the end of the day it was a successful/unsuccessful year
and I’ve learnt so much in such a small amount of time compared to what my life
will give me in the future. It’s been an interesting year. But I’m ready to
relax, practise and come back with a fresh mind-set. It’s been a good year!
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