L3 Final Major Project

Final Major Project.


Intro:




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What interests me?
Mind map:

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Mind map of initial ideas:
5 favourite initial ideas:
My moods boards for these ideas:




Game controllers:

Retro consoles:

Headphones:


Remotes:

Snapbacks:


2 favourite initial ideas:
Game controller
Game console

The reason why I chose some of these ideas because I knew I could get my hands on majority of them so when it comes to really analysing the asset I can get pictures from any and every angle. This so all of my drawings and reference image will be the best quality possible. It also helps me understand the perspective of the asset and get a real hands on approach with scaling and detail.
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Photographs from trip:



The reason I chose these specific photo's was because I liked the natural colour on the objects and they where presented well in glass cabinets. I also chose these because the could possibly influence me in the future for an asset or even a colour palette for my future assets.
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Project Timetable(Updates):


My timetable recently:
From the last update on my timetable it has changed quite a bit as you can see I spent a lot more time on my 2d piece then expected due to the development process I went through I also spent quite a bit of time modelling than I should have.One good thing I realised I done was get my UV and Textures done in less then a week. I thought it would have taken longer but my skills in Maya improved as a i started to grasp certain techniques.
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Initial sketches:


Here is my initial sketches for the console itself. It was a great way to get a real look into the console from different perspectives and game a real understanding of the shape and form.
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Feedback from tutor(Shiam):

Here is some feedback that I was given from my tutor Shiam she went through my blogged and picked out some key things that I was missing. I implemented my close up sketches and silhouettes of the asset below and my mind map is under my introduction.
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Close sketches of asset:
Here are my close sketches of my main asset and the other asset is a game cartridge this is a possible asset for my 3d piece this is on my wish list but I am not planning on making it in my 2d piece.
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Silhouettes of asset:

Here is my silhouettes of the console from different perspectives, this also gave me a good understanding of the consoles form from different angles. Without studying the form of the console I would not have had an understanding of what it looks like from different angles and would struggle later on trying to figure out those angles.
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Digital sketch of Master system.
Here is the digital sketch I done of the master system I left the background as grey so when I drew over my reference image I could see my sketching lines. After full drawing the image I really liked the grey behind it, My favourite bit about this piece would be the red contrasting against the grey it is a unique colour palette which I have never used before and it turned out really well.

 I then used the same out line and done some different variations to give me ideas for my master system palettes that I am going to make later on in the project. I also thought it would be fun just to see what it would look like with different colour variations to see what colours would work well and which ones wouldn't work so well.
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Photo references to aid my project.
Majority of the images used in this picture are used for my maya reference images.

Here is a hand full of the images i put together to show the different ranges of pictures i took to look at the model in depth I do have more but I have so many that  it would take a while to go through them all, so I decided to narrow it down to my favourites and the ones that helped aid me while making the model.


Here is my images that I took of the master system to get some weird and not so dead straight picture, I did this for two reasons the first reason would be for reference I need pictures to aid me when I draw this for my 2d piece. The second reason why I needed these images was for reference when I am modelling I have taken a lot of pictures but I narrowed it down to the ones I used the most and I like the way they turned out.
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Plan of what I am going be making:
Here is a rough plan of what I am going to be doing some of the ideas stayed as ideas and I did not develop than any further than this diagram. For e,g. I chose to make a poster for my concept piece I am not making a banner.

The research list below was a check list that I wanted to go through if possible. In my Sega Master System PowerPoint I look into when it was made and what the console looked like in different regions and the different variations the console had in Brazil. Some of these question where not able to be answered because I could not find any information on what exact materials the console was made from.
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Why I chose the Sega Master System:


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Researching the Sega Master System:











Links in bibliography.
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Looking at an art station artist:

The reason why I chose this artist because it my project is based around a console and I needed to understand how a console looks in Maya. I have never seen a console being modelled before and this was the perfect example of classic console being brought back to life through 3d modelling.
This artist influenced quite a bit because seeing a replica of a console it made me want to replicate my model the best way possible.
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Software I am going to be using:



Photoshop  cc 2015
For my digital art.





Auto Desk Maya 2016 Extension 2
For my modelling.



Auto Desk Maya 2017
For my modelling.
Uving.
Applying textures.






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Software I have considered using:
Unreal Engine 4




















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Maya Experiment Day(Making a Master System.):

Here is my Maya modelling day compressed into an eleven and a half minute video. My progress stops at eight twenty seven. I assume that I had a long break because I would have kept modelling until the video stopped.
I really liked this practical day because it gave me a lot of knowledge on Maya. Personally I found it quite hard getting my head around certain terms in Maya but eventually I got the hang of it. If I did not enjoy the modelling day as much as I did I can be one hundred percent sure that I would have changed my idea. I like a challenge but I don't want to set the bar too high and not give quality work.
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Project Proposal:



UAL Awarding Body - Level 3 Diploma

Candidate
Name
Jordan Whyte
Candidate
Number
BMC141524396
Pathway
UAL Level 3 Diploma in Art and Design (Game Design)
Project Title
Project Master System

Project Proposal
Review (150 words approx.)
The reason why I chose the sega master system for my project was because of my love for retro consoles the era of where games first started and an era that I got to play a lot when I was a child. I may not have been born in 80’s but consoles where passed down and I got to experience all of the classic games. I also loved the designs that consoles had back then they were a lot more sharp and different in their own way.

Previously I have created banners and logos as a hobby. When I joined this college I designed environments, characters and assets that could be used in environments. E.g. Tap, Fruit bowl, dice
Formal elements:
Form
Composition
Shade
Lighting
Use of colour

What technical skills have you developed?
Maya (Modelling and texturing.)
Life drawings
Environmental drawings
Digital painting.

Throughout this project I am planning on developing my 2D art skills and my 3D modelling and texturing. For this project I want to develop my 3D modelling and texturing the most. The reason I decided to work on this the most is because I find that my modelling skills, uv skills and my texturing skills are currently my weaker points. Last project I didn’t finish uving and texturing my model I only done certain bits because I took too long on the modelling.

Project Concept (250 words approx.)
For my project I intend to make 1 2d piece and 1 3d piece for my 2d piece I am planning on making a promotional piece. For my 3d piece I am planning on modelling a Sega Master system with textures.

Try to create a challenging project for yourself so that you can really stretch yourself.

My game concept is an action tower defence game where the player has to stop thieves from invading the user’s home and stealing the legendary console. The console was passed down for centuries and has become an ancient relic that can’t be found anywhere in the set time. The console is worth a lot of money because of how rare it actually is and you the player must do whatever it takes to defend the relic because it has sentimental value to you and your family.

The type of style I am going for is a chibi art style. The reason why I chose this is because it shows some realistic properties but minimalizes them so they aren’t so defined. It also gives off a cartoon like vibe which I enjoy drawing. The type of genre it would fit in would be a 1st person shooter to make the player feel like they are the actual character defending the ancient console.

For this project I want to develop my shading skills when it comes to my art. One of my weaknesses is that I can’t present my work with a lot of detail and sometimes it lacks detail so I want to try to involve shading in my sketches and my digital art. I would also like to develop my initial sketches and experiments because I feel like I need to do better in these areas to show my thought process through my work.
Evaluation (100 words approx.)
When analysing my work I am planning on always pushing myself to the limits to try and get the best quality work possible. If I am not happy with how a certain thing turned out I’ll give it another go until I am happy with it.

When making decision I record all of my development progress with sketches going in chronological order or digital picture of my work slowly developing over time. I normally have a lot of jpegs related to one art piece so I can show my development process from start to finish.

When coming across problems I address them then show screenshot of me trying to fix the problem or a screenshot of the fixed problem and describe how I fixed the problem.

When organising my project I am planning to try and stay on a strict schedule to get certain sections of my work done in a certain amount of days or weeks.
Proposed Research Sources and Bibliography (Harvard Format)
Galleries/Museums
Places I have visited that could potential influence my work:
Tate art gallery
Natural history museum

Websites(Bibliography):
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Concept Breakdown:

In this picture I labelled the order that I am going to model each individual section the reason for this was so that I get the main pieces of the model in the right place when modelling.
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Game context:


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To do list:

Have I achieved this?
I have finished my mind map and made progress on my timetable the only thing I did not get around to was finishing my initial sketches. I have also added the feedback that my tutor (shiam) gave me to help me focus on certain objectives before I move on.

Have I achieved this?

I have not finished my powerpoint but I have got 75 % of it done. What I have done is add link to websites that have helped my research and I have updated my time table.
 At the end of the day I completed most of my objectives that I set out to do the only thing that I did not get round to starting was the sketches up close.

Today I have had less time to do work because of me doing maths and English I miss 2 hours of work so I haven't had much time to focus on my games work. The list is quite small but I know I can get it done in the little time I have.
All of these tasks in the screenshots above are all completed and implimented into my blog.
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Concept art: 

Developing my concept:
Problem I found:

I couldn't get the right angles on the table so I decided to get a reference of a tables perspective.
Secondary resource:


I decided to look online for a secondary resource at this moment in time I do not have any primary research so I  looked up on the web different ways of table perspectives and I found a step by step guide that teaches you how to get the perfect measurements on the table.Here is the guide in order:




Here is the link to the guide so you can see how I followed along.
http://www.technologystudent.com/designpro/perspec3.htm
Here is my attempt:
Here is the last two screenshots of my 2d piece before I moved onto focusing on colour.
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Looking into table textures:

Secondary Research:
The reason why I decided to look into wood textures is so I get a basic idea of how wood textures look so I can try to portray wood in the best way in my concept piece.

Developing my concept further.
PROBLEM:
When making the table I got some of the angles wrong they did not all match up to the vanish point. Because of this when it came to making the Master System(Asset) the 2 perspectives clashed and I have to rebuild my table. I used some diagonal lines to see if my table matches up to the vanishing point and it does not so my next step is to build the table from the ground up.
SOLUTION:
I have now fixed the perspective on the table by re doing the perspective lines to the vp point.
Here is a screenshot of me painting a window with various colours. I lower my opacity and began layering different colours on each other until I found the right blend of colours for my window.
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Theme for my 2d piece:

I decided the theme of my game would be futuristic because the console is a an ancient relic in the current time period. For it to be an ancient relic it would have to be quite far into the future and if the console was out in the far future it would need a futuristic background to contrast against.
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Changing my concept piece:
I then sat down and re evaluated my 2d piece promotional piece. I looked at my piece and I did not like it how it was going time was moving on quicker and I never had a stable idea besides having the main asset incorporated. So I came up with a new way to present my console which was a glass dome that uses anti gravity rings to lift it off of the ground.

Primary research to help with the futuristic wallpaper design:
Next thing I found which aided my promotional piece was this smashed up calculator. One of the days I was walking home and came across this smashed and muddy calculator, I thought this would be a perfect example of a circuit board because it is already accessable. I knew I wanted to use a circuit board style for that futuristic vibe and this was the perfect example of a circuit board.

 Next I found picture of a dome because I did not know how they where exact;y structured so I got a wire frame like picture and referenced it.
 Here is my dome it was made up of two different circles and manipulating their sizes so they merged together.
I then removed the rough at line and began working into the shading of the dome. The anti gravity rings hold the dome up and as you can see the console outline has finally been created at this moment in time I am happy with the shape and am going to start working into it.

In this screenshot I began labelling some of my main layers to show how many different effects and filters go onto my work to give it the effect that you see before you. I had multiple layers for glass to try and create a dome that wasn't a solid fill I wanted to make it have some sort of depth.

Here are two screenshots so you can get different view of the model from up close and far away. Another thing you see in the second screenshot below is development on my thief,as I said before my game is a tower defence and this is going to be the thief trying to steal the console.



Changing perspectives
Perspective 1 

 Perspective 2
Perspective 3

After speaking to my tutors and having some critical feedback on how my work looks. What they with a fresh pair of eyes. I found that my dome did not look like a dome but instead a table. The reason why I changed the perspectives of the table was because of my master its angle never matched up to the dome.A table was not what I was going for but I decided to stick with the table idea when changing perspectives because it worked really well and still done the same job but without the master system being encased in glass.


After making this gif to show the stages I made the Master System in I decided to create various palette swaps to see what the console would look like in a different range of colours.

 If your not familiar with what a Palette swap is it is an alternative colour for an original design. It is commonly used in games to make differentiate players 
For e.g. This character has different palette swaps so you can enjoy the character in a different costume and is also made, so if two or more players want to use this character they can recognise who is player one and who is player two.

More Experiments:
My palette swaps were made to see what the console would look like with a different design and was also a way to find out what type of colours are most popular.
Here is the data I collected from my peers.
Number four is the most popular and number eight is the second  fan favourite.
My favourite from the bunch would have to be number two because dark blue is my favourite colour.

Continuing my 2d piece:


In these last two screenshot you can see that I am still struggling on drawing this thief for many reasons. The first reason is the arms I can't draw the right angle on what I envision in my head. The second reason is the hands I have not had enough experience drawing hands to make them look some what realistic.

So instead of wasting anymore time on this character design I decided to re draw the thief and turn him into a silhouette therefore it still tells the viewer that something mysterious is happening in this piece but viewer does not know what the thief is doing or has done in the time that he has been there.

My final 2d piece:
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Expected modelling time:
After having that May model experiment day I think I could make my model in 3 weeks. The reason for this is because the models shape isn't so complicated it pretty much is a cuboid with some angled edges. Hopefully the modelling time won't take too long because I want to UV, Texture and Render my model so I hit those requirements that are asked of me.
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Modelling in Maya: 

Blocking out stage:
In this screenshot we have multiple attempts of starting the console block out. As you can see it took me two attempts until I was happy with the top porportion of the model.
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Top of console:
Here is the top of the console, I decided it would be easier for me to work in parts and then put the two together at the end so I don't have a done of geometry crossing over and making a lot more complicated for me than it already is.




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Bottom of console:
I then started working on the bottom of the console because I was happy with the outcome so far and it is going to be the full console after all so I started modelling the bottom. I created a cube from the polygon creator and began adding multi cuts and dragging vertex's to where there was edges and certain angles.

Here are two pictures of the model separate so you could see what each individual piece looked like on their own.

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My model rendered out:



The screenshots above where take to see what my model would look like on its block out stage this was to sww hat my model looked like when in fully rendered out and really helped give me an understanding of how good rendering can make a model look. When you remove the modelling features and just view the model you can start to see it come together.
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My models with wire frame mode on:




Next we have screenshots of my model in wireframe mode this was used to show my was constructed with multicuts and vertex manipulation.
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Here was my various attempts on creating the master system. I have a lot of attempts due to different reasons, some models have too much going on the geometry and needed cleaning up. I have attempted to clean geometry and it takes a lot longer trying to fix a model then starting from scratch. Another reason I had so many attempts because I could get that side cut but on attempt four and five I managed to create the side cut,

Here is some screenshot comparing the models from worst to best, worse starting from the left and best on the far right.


I decided to take screenshots from different angles to really show how my modelling skills progressed over time and how I eventually started getting better at keeping my geometry clean.

More Issues that I ran into

The next section I decided to focucs on was the main reset and pause section. This section has a lot of ridges and angles so I attempted to make the red face plate extrude inwards.






After analysing the console in front of me I realised the face plate does not dip in there are small cuts behind it so I had to go back a few save files and re create the dips in the console.






Due to the way I fixed these issues I then ended up creating Ngons. Here is a brief description on what an Ngon is.



This information was found from the website below:
https://www.pluralsight.com/blog/film-games/ngons-triangles-bad

Due to the fact I fixed my ridge problem I then came across another problems as I said before I created ngons and ngons  can cause a lot of deforming on a model. I now went so far into the development faze that I have created various things by using the multi cut tool wrong. I now have to try and tidy up the vertexes that do not loop around my asset because I do not want any further problems when it comes to uv'ing or texturing.

Here is a picture of Quads,Tri's and Ngons next to each other so you can see the difference.




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Setting up Ambient Occlusion on my model.
I you hover over the blue ball the top it should say display hypershade window. So we need to open hypershade so we can start assingning certain materials to the model.
Next I went to the arnold section on the side bar which is located on the left hand side. Next I clicked Ai ambient occlusion and it applied the material to my selected model.
Ambient Occlusion Renders.
Here is what my model looks like with the material Ai Ambient Occlusion applied to it.

In the screenshot below I decided to lower the down the brightness on the render because it made it hard to see where certain lines began and finished so I did this so the viewer could see the depth I put into my model.
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Uving my model:
Now that majority of my model is done I have started uving. There is one thing that I missed out on screen shots and that is the bottoms, what I done to make the buttons was extruding in for the whole. I then scaled it in then extruded up to get my buttons and the buttons hole.
Here is my my UV that I created in the UV editor. I have to fit all of my UV's into the 0 to 1 space so I have no repetition on my textures. The top half was split into to three and each has its own uv shell. Once I was finished cutting and re scaling my UV shells and my UV's to take up as much of the 0 to 1 space so none of it was wasted.

After everything was UV'd I took a snapshot and brought it into Photoshop so I could start creating textures.



Here is my Uv Snapshot:
Here is a screenshot of me working on the colour texture.

Here is another screenshot of me developing my colour map.
When ever I needed guidance on where my art should be placed I would go back into Maya select a face in the UV editor and in real time it would show me what section I selected on my model. This made it a lot easier and accurate to where my art should be placed on my model.




Problem I have come across when uving:



 Here is an example of the the corner is supposed to look like.

Another problem I have found when texturing is that my buttons bleed onto the console
Here is a picture of my uv and my model so far.

When texturing the cartridge area I found my label bleeding onto the buttons so I could not manually texture each individual section. The way this problem was resolved was by going into the uv's selecting to shaded tool and selecting all the areas that were pink and unfolding them. The reason why this had to be done was so the uv's did not overlap each over.

I have now dragged the new uv snapshot into Photoshop and textured the remainder areas.


Here is my colour map nearly completed.
Here is my colour map being applied to my asset.
Here are some more screenshots from different angles so you can see what the texture looks like all over.

Here is my colour map being labelled to show what work is actually mine.
The Sega logo was from the internet, I do not claim the logo as my work but everything else I either drew by hand or used fonts from Photoshop to replicate the text.
Here is the recent texture being applied to my asset.
Here is another screenshot of me refining my colour map.
Here is my colour map being re applied. I did this a lot to make sure my textures where always placed om the right place and this made sure they I was not going to far from certain boarders.


Here is my texture being updated again but this time it has the ports painted in.
Here is the texture with the ports being applied.
Here is my final colour map for my model is has all the feature on the console minus the stickers. The reason why I left the stickers out was because they are too time consuming and I'd rather have the reset section have a cleaner interface.
Here is my secular map I created I copied my colour map. Merged all the layers then went into filters and set it to greyscale. I also placed a white bar across the bottom where the console is at its darkest this was done to make it extra shiny and make it stand out.

Next I started making my normal maps for the ridges on the sides and the vents on the back of the console. For normal maps white inverts and anything that is black rises off of the model. Here is a screenshot of the side ridges before I duplicated them and placed them on the other side. After I placed it on the other side I creates the vent holes that are on the black and duplicated the rows for how many that where needed.

Lining up the ridges and the back vents.

Experimenting with the different scaling systems
In this screenshot I went into the 3d tab and chose the generate normal map filter. I then played with the settings so the ridges and the vents stuck out on the model but made sure they did not look too rough.

Here is my normal map:

Here are all of my texture maps put together to show the similarities and differences between them all. I also shown these together because these three texture maps made my model come to life.

Here is a screen shot of me modifying my render setting so it renders at the right setting that are asked for.

Here is a screen shot of me boarding off my model so when it comes to rendering it focuses on the model and less on the environment behind it.
Here is my final render of my model with all texture places and a few lights to show show that it reflects light.


Next I decided to make the table that my master system sits on it my 2d piece. The reason why I done this was so the console wasn't just floating around and I thought it would be a good idea to set the scene.
Next I began scaling down the cylinder to get that disc shape that the table has.

I then selected the faces on the side then began extruding out so when I hit 3 it has a nice disk shape.
Here is the table with the smooth setting on it.

I then went into looking at how to make glass. I knew a peer(Jessica Ancill) who currently made glass so I asked her some questions on how she went about creating it and she gave me the basic list of what I had to do. I followed the list and played with certain settings until I was happy with the outcome.

The two screenshot below show the screenshots of my settings. I then changed the settings slightly so the colour was blue because that is the colour I want my glass to be.

Next I set up an environment for rendering.

Here are my renders with the glass for some reason why I do a full render it crashes or takes way to long. I think the main cause of this issue was the glass I never had a render problem until I started adding to my scene.

My final render:


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Evaluation:
For my final major project I was given the task of creating a 2d piece to promote my selected asset. I was also tasked with modelling the asset in Maya, UVing the asset and texturing the asset. I must put my 2d piece and my 3d snapshot at an A2 format so it is ready to be shown at the end of the year exhibition.

Moving on to my promotion art I found it quite difficult to give my asset a backstory and the present my work in a way that it still gives links between the piece and the backstory. The reason for this is because I could never stick with one idea, I either spent too long on the idea and saw myself not making any progress so I changed my idea to something  that I felt more comfortable making. 
On the other hand because I spent so much time on ideas that didn’t work out I started to saw my weaknesses in my drawing. My main weaknesses that I noticed were composition and perspective the one thing I struggled the most with was perspective I can never get my lines Parallel on the first try. 

It always takes me a few goes and when I think I have done it correct I ask for opinions and my flaws are pointed out instantly. I don’t find it a bad thing that people point out my flaws because it gives me motivation to make it better and it makes it a lot easier to see where I go wrong. I find it better to be corrected then to be left without any feedback because I can’t see my errors without constructive criticisms.

For my 3d side of things I think it has gone great. I have had a lot of struggle but in this project I came out on top, my goals where to model an asset, Uv an asset and fully texture it which I have done. Last project I didn’t hit those target or at least to the fullest. 

I never really understood certain features of Maya but in this project I made Maya my main focus because it was my biggest weakness and I feel like I done really well. However due to the time I spent on the whole 3d section my 2d piece suffered and I feel like if I had more time I could have produced better work. My favourite section of the 3d piece had to be texturing because you got to see the model come to life and really become a Sega master system, before I textured it had the basic shape but didn’t really look like a Sega master system to me
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When it came to Uv and texturing I hardly went through any struggles the only problem I really had was the overlapping problem which I had which was easily resolved by unfolding my uv which stopped the faces from overlapping. I think that my texture maps came out well I have never made a full set of texture maps before so this was a new experience for me. If I was to do it again I would make sure the all of my scaling is done properly because in some areas the texture shouldn’t be hitting or some areas where missing colour. I have taken note of this and next time when I ever model an asset I will try my best to keep all of the proportions intact and realistic as possible.


Overall I really enjoyed this project there was a lot of hiccups down the road but I eventually got it done I can happily say that I have done my best with the time given. If I have had more time on my 2d piece I would have tried to put a lot more detail into it e.g. shading, composition techniques and lighting. My favourite thing I have produced over this project would have to be the palette swaps on the master system and the model itself. I have never created something so close to the real thing and even though I have not modelled it perfectly I think I had a great attempt at it. From this project I can definitely say that I have learnt a lot and gained a lot. 

I feel a lot more confident when modelling in Maya, before this project begun and I was given the brief I honestly didn’t think I would have done something that I would actually be proud of. The reason for this is because I could never really get my head around Maya and I never believed that I could understand it a swell as I do now. But with a lot of determination and staying back in class, asking more questions about Maya and taking notes I finally understood it enough to where I will give anything a go.
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