* If any of the images are too small, click on the images to enlarge and fit the screen*
26/02/2018
Brief
In this Final Major Project i have been given the authority to do anything that i like, this is to develop my skills further from previous projects and focus just on the units i really enjoyed. Throughout this project i will be required to update this blog daily in order to show all my research and development of ideas of how i got to create my Final Piece.
The only restrictions in this projects are as follows: weapons or blood or anything that suggests or is specifically related to violence or crime.
I will start this Final Major Project by gathering as much research and ideas as i can which i am required to have as many ideas as possible in the start, i will personally aim for 10 different ideas and develop them further until i narrow it and choose just one.
Ultimately i will need to make sure to have a bibliography and update it regularly with all the links from the sources i gathered for the web. This project is going to last 13 weeks.
What i plan to do from today is set myself daily targets for each day which i plan to use these targets as a progress tracker of what i should be getting done in each session, this will help me make sure that i don't fall behind if i end up choosing an idea from the modelling category, this would mean i need time to look into texturing as i am not that great at it because i have never had the time to look into texturing for Maya. Alternatively if the targets end up being to overwhelming i intend to do some of my targets at home so doing research into texturing in my own time rather than in my sessions, this will hopefully help me in the long run.
Mind Maps
I have made this mind map in order to break down all my different ideas i plan to purse. I plan to look into all these different ideas and make sure i choose the right one for me. So far i have broken it down into the 2D and 3D category to help me create more in depth mind maps for each of the ideas above.
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Environment Mind Map
Environments are important in video games as they can be used to set the right mood and to move the story to where it needs to be, the assets in the environment are also as important as they set up the mood and atmosphere.
Transport Mind Map
Transport can be helpful within a game it can allow players to reach new areas within the world or explore a game's open world and its rich environments. Open world games tend to be very popular due to its larger budget. this means that players will expect some type of transport within a large open world game.
Character Mind Map
Having the right characters in crucial for a good video game. This is because protagonist characters allow players playing a video game to relate and bond with the character and form connections and closure through their similarities or differences.
Assets Mind Map
Assets can be used over and over again when modified slightly or when creating something with a pattern. Many video games that are created on a larger scale tend to re use old assets from previous games or re use the same assets but with slight adjustments in order to meet the release date of the game. This has it's pron's and con's for instance a pron to this is that the game budget can be adaptable and it's reusing the same assets on the other hand players might find that dull and will start to dislike the game.
Idea Moodboard's
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Cities |
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Los Angeles (UNITED STATES) |
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New York (UNITED STATES) |
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London (United Kingdom) |
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Shanghai (CHINA) |
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Beijing (CHINA) |
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Dubai (UNITED ARAB EMIRATES) |
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Hong Kong (CHINA) |
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Hotel with Interior |
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House with interior |
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Airport with interior |
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Aeroplane with interior |
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Space Station with interior |
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Spaceship |
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Stadium with interior |
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Vehicle |
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Creatures |
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3D Character Moodboard |
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City
If I decide to choose to model an environment more specifically a city I will have to consider many things.
Things to consider:
-Scale of the 3D City Model
-Props and Objects in the Environment
-Perspective
-Finishing on deadline
-Different camera perspectives to capture all the models
-Different assets
If I decide to choose this path I will start with looking at the different cities I have from my selection including : New York, Los Angeles, Beijing, Shanghai, Dubai, Hong Kong and London and I will start by making rough sketches of each city to see which city I like the most and which city I feel more comfortable drawing and modelling. Additionally during the later stages of pursuing this idea I will dedicate a lot of time on learning on how to create realistic brick textures to help me make the city look as real as possible and learn also the crucial parts of modelling a city on a large scale with limited time and budget.
Creating a city requires me to rich in as much knowledge about building structures and architecture
in order for me to create an identical copy of the respective city that I am going to be choosing from the list I will learn as many different new tools that will help me gain the correct skills to model the buildings in one of theses cities.
Below is a reference of a model found on the web of London this model looks really cool in my opinion and I think that this is what and how much I aim to make if I decide to pursue this idea. I will make sure to texture my assets accordingly to match the real life buildings and most importantly to record every step of my journey to creating this FMP.
Ref 1
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This is made by Sam Lytle and it's a model of London. |
Vehicle
If I decide to model a vehicle instead I will make sure to do my research and record every step of my journey to this blog to show all the history I learn on the way about the first automobile ever created as well as all the different kind of vehicles made through out the years and the evolution of from the first automobile to today's generation of vehicles.
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The Nicholas Joseph Cugnot Steam was the first ever automobile constructed in 1765 - 1770, it can be now found around museums across the world in places like the Paris museum. This fascinating first automobile was built by a French officer and amazingly this vehicle was considered luxury as it ran on steam made from a small boiler attached in front of the automobile.
In today's day to day basis we rely so heavily on vehicles to transport us to place to place in a matter of time and in bellows reference image the difference between these two automobiles is just fascinating to see how much has changed in approximately 253 years.
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Ref 3
This reference image is taken from the Audi's official R8 website.
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This is a vehicle made in the year of 2017 and it's considered a super car meaning that it can reach high speeds of up to 60 miles per hour in seconds, this just goes to show how much the technology has advanced and how much the automobiles have evolved within the years and how much It continues to evolve.
During the pursue of this idea I will be learning as many techniques and skills that I will need to learn how to fully model the car Audi R8 V10 Plus from reference 3. I will learn how to make the different parts of the car. I will create a concept of how I wish my model to look like before I start modelling and I plan to capture all my progress from start to finish in video and I plan to make this model as real as possible.
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Character
Creating a character is probably the most challenging idea i will ever have to do out of them all as to create a fully successful clean 3D character model i will have to make sure it rigged, it has muscles, and texture it to look as real as possible or animated if i decide to go with 2D instead, Furthermore if i decide to go with a 2D character i plan to make a concept, create the character and animate it using Photoshop and previous skills i have acquired from my projects.
Ref 4
This is a character model from the video game Grand Theft Auto V.
Trevor from reference 4 is a fully rigged and complete 3D model from the game Grand Theft Auto V, this model is taken from the game and it shows how much detail and work was put into this from the highly detailed textures to all the joints and muscles rigged. Grand theft Auto V has won 7 major awards since it's launch making this the perfect example of how important a good character model is to a game and it's story.
If this end's up being the idea i pick i will make sure to do as much research as i can using the web and record all my research about, rigging and creating muscle tissue: this will require me to gather as much knowledge about all the different muscles in the human body and create it which means that this could take some time so i need to make sure i watch out for my time and make sure i finish on the deadline.
Aeroplane / Jet
If i decide to go with an aeroplane model in for my final idea for my FMP i will go through the same process as the vehicle idea which means i will do a lot of research on aeroplanes on the web and find out as much as i can about the different and each part of the plane, i will also research what tools that may be useful to know and skills required to make a successful aeroplane / jet model. I will then make sure i record all of my learning onto this blog and start creating different concepts for a plane and start modelling soon after. While modelling i am planning to capture everything i do with video to exhibit all my ups and downs throughout of pursuing this idea.
ref 5
This is concept art created for the movie Captain America The First Avenger made by Marvel.
While i was scrolling the web to look for a concept for a aeroplane model or jet i came across this concept of the Hydra Flying Wing jet from the movie Captain America The First Avenger (2011) show in reference 5. Daniel Simon's the designer for this model goes on to say that while working on this he had many challenges while working on creating this jet, but what i learned from reading his view on his jet is that i will have to create many silhouettes and use as many real life references as i can to make a fully successful aircraft model with my own design and touch to it.
Interior
If i decide to create an interior for a house or hotel i am going to focus on learning on creating different materials in Maya as those skill will be crucial for decorating a room with assets. I will learn all of the necessary skills using the web and then apply it and capture all my progression. I will first start of with a concept of how i want my room interior to look like then i will start modelling but at the same time i will learn how to create different material textures in my spare time to make sure i make a model as vast as in reference 6.
ref 6
This is a 3D house model made by the user "acdcz" from the website CGTRADER.
Animation
If none of the above ideas interest me i will do an animation as i have some experience with animating a GIF in the past i will mostly be using Photoshop, this means that most of my research for this idea would consist me learning new different tools and skills that could help me with my environment or character that i will be modelling. During the pursue of this idea i would be planning to make many different concepts for one character or environment and then choose one and develop it fully and animate it into a GIF or any other 1-2 minute animation.
Below is a good example of what i plan it to look like
ref 7
This image is taken from a Spanish blog published in 2012.
Creature
Creating a creature will require me to use a lot of Photoshop and create countless of silhouettes. This means that i will have to get better at drawing and mixing colours so i would spend most of my time experimenting and learning how to mix colours together to make them blend and look real. I will need to create many concepts of this creature and use different perspectives to see which one looks like the best. Finally i will have to give it a source of light which means that i will most likely make a an environment. This environment can be blurry as long as the colours and light source us visible.
Ref 8
This concept is made by Sean Randolph from the website Artstation.
Experimentation
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I was recently introduced to Sculptris. Sculptris is a 3D modelling software which is heavily based and made for creating models from clay and i had a go to see what i can make. While i was sculpting i was thinking about a bird so i started to explore the software. I have found out that most of the tools are at the top left so i started using some of the tools such as the pinch tool and the round tool. The round tool allowed me to make the round shape on both sides which i found to be a good tool for the eyes then the pinch tool allowed me to pull the clay from the middle to create a beak which made it look more like a bird. |
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From my first time experience with Sculptris i have found it to be very fun and exiting. This means that personally found the software very easy to learn and to get your head around meaning that the tools are very simple in what the do and their capabilities. All of the tools are at the top left. My favourite tool is probably the pinch tool because i felt like you can make some abstract but cool looking designs from just the clay. |
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I was using the tools in a random state and the more i was playing with the tools the more the clay started to look like the face of a frog so then i decided to define it a little more with some of the tools and i took a look at the painting section in Sculptirs which i then started painting the clay. |
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I have now used a range of tools and i have managed to create the face of a frog. Also i have started using the painting tools which allowed me to give it it's green colour and yellow brown eyes. |
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Grand Theft Auto V
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Official: Grand Theft Auto V -logo
Grand Theft Auto V is a video game released on the 17th September 2013. The game has been a huge success since it's initial release and it has made more than 6 billion dollars as of now winning the "VGX Award for Game of the year for 2013" and 6 other major awards.
The Grand Theft Auto franchise was created by David Jones and Mike Daily, both of which are still present and live within the United Kingdom.
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Characters
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Michael Franklin Trevor
The Grand Theft Auto V story is non-linear allowing the player to have multiple choices of how they want to drive the story. However in order to progress through the story you must complete some of the game's side story missions to unlock the main missions which personally i really like as it forces the player to go out and explore the game's rich open world more. The game has 3 main protagonists which are Michael, Franklin and Trevor.
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Michael
Michael De Santa is one of the three main playable characters in Grand Theft Auto V. Michael is a retired bank robber during the begging of the story, though this does not last long as one of his old ex robber friend Trevor soon finds him, they are then both forced to return to their old ways causing Michael to come out of retirement to pay of some debt for his poor decisions. Michael has two children Jimmy and Tracey and a wife named Amanda. |
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Franklin
Franklin's childhood was not one of the best, his father was known for being violent towards his mother causing her to take recreational drugs, this may have led to her death. Following his mother's death Franklin moved on to live with his maternal grandparents at a young age and during this time Franklin had a rough time growing without a father or mother which prompt him to turn into a street hustler. After the death of his grandparents he relocated in a house with his Aunt Denise. Franklin then goes on to meet Michael when he is sent to Michael's home to hijack Jimmy's car, during this time Franklin is introduced to Michael which then leads to them becoming associates. |
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Trevor
Trevor is one of the three main protagonists and as a child his father and mother were abusive to him causing him to have anger and rage problems this led to him dropping out of High School to follow an unusual criminal path. He only started getting into serious crimes such as robbing banks when he met Michael De Santa. The pair along with Brad scored many banks before Brad was shot and led to their separation, not knowing what happened to each other they went to live their lives until many years later when Trevor seeks to find Brad and Michael and Trevor helps Michael to come out of retirement. |
Map
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Map
The Grand Theft Auto V game is based in a Californian setting and it's map is absolutely huge and holds many activities for the player to go and do for entertainment or fun. The game make sure to show of it's open rich world through many of it's side quests or main missions.
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100% Game Checklist
Rockstar North has made it really hard for players to attain 100% game completion this is because the game is filled with so many activities for the player to do that it will take more than a 100 plus hours of game play to get the game to a 100% state. Many players will try to gain 100% because they are competitive and they wish to get the longest/ hardest achievement which i myself am guilty of, where as other players will or will not complete the entire game, however some might at least try the activities at least once. |
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Activities
The list of activities is vast within this game and there is plenty more when players decide to play on the Online version of the game this is the second half of the game which was the most successful and continues to bring Rockstar North income. Players can visit any of these icons across the map whenever they wish which creates a great sense of freedom. Additionally Strangers and Freaks which are side missions appear as a coloured question mark on the map: each colour representing the character needed.
Blue-Michael
Green-Franklin
Orange-Trevor |
GTA Online
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GTA Online
Grand Theft Auto Online is the Multiplayer mode to the actual game and it allows up to 30 players to be in the same session and interact with each other or roam freely as they please. Since it's launch back with the original game in 2013 it has become one of the most go to online video game today and it's developer Rockstar North continues to distribute free additional content through out the year. This has made it really satisfying for many players as they do not have to pay to receive additional content, this to me is an impressive move as it removes any sort of differentiation between players and makes them equal. Additionally Rockstar provides players with the ability to make micro transactions which means players can buy in game money with real life money, this is made for players who want to be the first to own the newest content in the game. Further more the fact that Rockstar North has made more than 6 billion dollars from just GTA V and Online it most certainly means that more free content is on it's way. |
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The game gives the option to the players to upgrade vehicles, this is done by visiting any of the Los Santos Customs icons that are on the in game's map which can be accessed by pressing the pause button. The player unlocks more upgrades as they progress through the story mode. |
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These are some of the low end vehicles in the game, there are low to high end cars which rise in prices. These vehicles can be bought in game using virtual cash that you earn from story missions or side missions. The more missions you do and or the higher level you are in GTA Online the more cars you will have unlocked and ready to buy. The player then has access to customize the vehicle in any form they want. |
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Theses are some of the military vehicles that can be bought. There are only a select few on the main story, however in GTA Online there are many, this is because Rockstar makes sure to always add some vehicles for the military stock in every free dlc they add which makes players really happy and exited for the next. The military vehicles tend to be the most over priced which leaves players with two options: one is to buy in game cash which is also known as micro transactions or two do in game missions to earn money. |
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The jets and helicopters are a great deal to the game as it allows players to travel from on point to the next in a very quick manner. Travelling from one end of the map to the other end can take up to 17 minutes with vehicles, this is why having air vehicles is such a big deal to players. Air vehicles are also a great way to look at the game's rich environment and wide architecture. |
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The water vehicles are the most underused vehicles in the game from my point of view, there are not many things that you can do in the game other than sea races which is a shame. On the other hand Rockstar added a massive yatch in GTA Online which made players use sea vehicles more. |
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Bikes are a good addition to the game. In my experience as playing this game i have used bikes more than i imagined, this is because they driving mechanics are very smooth which makes the bike the easy go to travelling vehicle and also the fastest as it allows players to drive at high speed and dodge pedestrians and other vehicles in the game. There are a range of bikes for the players ranging from dirt bikes to cruiser bikes .etc. |
Houses
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This is Michael De Santas home in the game. I personally really like this two story home as it looks modern and environmentally friendly with all the amount of green space that surrounds the outside of the home, this makes the home look more family friendly, which in fact this is one of the main character's family home. The segmental arch around the top left window is one of the strongest arch design which suggests that the house can stand any incoming hazards, but also that it's well built and well designed. The flowers outside the windows makes the home look very welcoming and goes well with the arches around the windows.
This home seems to have a very big drive way which implies that there are many vehicles stored onto this property, this means that there could be a large family living in this home or the family is of high status and owns more that one vehicle. The textures of the home are very simple and minimalistic from the outside as the walls are decorated with just a solid yellow, cream colour and the roof just has a brick texture.The textures are very high in resolution for a video game made back in 2013. Lastly the entrance is located on the left side of the house which in my opinion it looks similar to a British home rather than a Californian home and also the garage on the left side attached to the main building. The garage is relatively small which means that only one or two vehicles can be stored inside the garage this explains why the driveway is so big to allow more vehicles to be parked in the property.
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Inside the interior of the house players have the ability to walk and explore every room. This room is decorated with solid grey walls and white ceiling and it's full of objects such as paintings and other miscellaneous items. In the living room there are paintings of most of the family members and in this image you can see the characters main wife Amanda De Santa in the painting this makes the her character look very upper class as she wants people to see her painting every time they walk in the living room, this makes her look very lavish and self centred. Further more the objects on the shelves such as those two brown vases makes the home feel like it's well maintained and organised due to their symmetrical placements. The rest of the books and the paintings may be there to emphasise that Michael and his family have been living in this home for a few years as most people take time to build a large collection of books. The books also suggests that the family is well educated and smart as people who read in real life tend to be more knowledgeable and successful. Lastly the leather sofa and the self portrait painting further proves how the family is of very high status as these objects are usually expensive and most average people will not have self portraits, this reminds me of how old royals used to have really large self portraits of themselves on the walls to show their high status.
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This is the home of Franklin which is one of the main protagonists in GTA V.
This home is located in the hills, that's where most of the Californian homes are located in the game. This home is unlocked to the player later when they complete a certain percentage of the game's story.
I really like the outside design of this home compared to Michael De Santa's home this looks more modern but at the same time this can be a family home. In the game Franklin lives here with his dog Chop. The home seems to be very big and has a swimming pool as well as a Jacuzzi which implies that this home is really expensive.
This home has two stories similar to Michael's home, however, this one has a balcony which leads straight to the master's bedroom and the second floor is the main ground floor that leads to the road and the garage. The garage is it's own separate building and is less bigger which is perfect as only one person is living in this home. The textures around this home seems to be more high life compared to Michael's home, the walls seem to be made out of a rocky texture which makes it blend in more with the environment and the nature, this makes the house design to look very thought out as it's surrounded by tress and bushes. The balcony floor and the support is made from wood which makes it less resistible to hazards, however, many Californian homes seem to have wood flooring outside the home on the walls which actually make the building stand out by making it look unique and fashionable. The building is surrounded by sliding windows which supports the modern Californian house look.
Franklin's home seems to me more technology based as it looks more modern, this means that everything inside the home is easier to access as you can easily press a button to open or close all blinds or to change house temperature where as Michael's home seems to be more manual based and less reliant on technology, both homes have their prons and cons, however i personally prefer Franklin's home as it looks more exquisite and modern. Lastly the top of Franklin's home is flat which means that installing solar panels or wind mills would look more natural and better compared to Michael's home with a hip roof. |
Style
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Anthony Macbain currently lives in Brooklyn New York, he is the brain behind every Grand Theft Auto V photo-realistic artwork. He was the main director of illustration for the Rockstar Games company for over thirteen years. Macbain and his team have created some of the best concepts for Rockstar Games since his time with the company.
The dark outline around the characters in each of the artwork separates it from being too real while still keeping it's photo-realistic look it definitely makes it look real with a cartoon effect on top. Nearly all of the art made for the Grand Theft Auto V game have their lighting coming in from one angle only and it never faces the front, this might just be a technique used by Macbain but it surely works and i think without the lighting the art work would lose it's real aspect. Furthermore the lightning from the side is used to creates the effect of tension and mystery which in my opinion it's a great technique for the game's genre and theme. For almost all of the art works the theme seems to be action as these always a sense of violence or chase going on , for instance the middle art work shows Michael one of the main protagonist chasing something, this could be a reference to a mission in the game where he is chasing some mobs that they capture his daughter Tracey.
Anthony Macbain seems to have a very distinctive style, he tends to make the background silhouette out of the same colour but uses different shades of that colour, for example in the top right art work in the image above he makes the entire background of just the colour orange, all he does is use a different shades of that colour this is called tints and shades. He then takes a contrast colour and creates a character in an animated style but uses his lighting to make the realistic look and illusion. He then adds a dark outline around the character.
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The Division
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Official Division Logo
Tom Clancy's The Division was released on the 8th of March 2016 and it was set in an open world in Manhattan, New York. The game has made over 330 million dollars since it's release and was the no 1 game in the UK for the best selling game in the first week of it's release. The sequel to this game is set to debut some time this year which suggests that the first game was a success. |
Characters
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The Division is an open world online video game based in New York and players main objective throughout the game is to try and restore peace and order after a virus has hit mostly Manhattan. This disease is called "green poison" and it was widespread during Black Friday on money back notes, this results in the government putting everyone on quarantine and activating special agents the Joint Task Force.
The character optimisations seem to be lacking in this game not allowing or giving players much freedom apart from a few different options. Compared to Grand Theft Auto V players have more options when creating their character which they are going to use for a while so it's really important that players get the freedom to customise it to their liking. Additionally GTA V allows players to change most of their character throughout the game by vising a hair salon which will allow player to get hair cuts or they have the option to customise their character's face by paying 300,000 dollars in game cash.
In The Division player unlock loot which they can buy when they rank up at vendors. This is good as players feel like they are being rewarded after they complete any main mission or side missions, however, compared to Grand Theft Auto the game lacks variety and most of the clothes seem to look very similar and these not really a diversity like in GTA V where these a category going from suits to hipster clothing. |
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Enemies
Rioters: are gang members in the game, these a low level enemies which are quite easy to eliminate. Rioters will mostly try to rob pedestrians and will only use kill as a last resort, their purpose is to survive.
Cleaners: are people who chose to fight against the "green poison" disease this lead to them believing that the only way to get rid of this disease from their city is by burning any body that is contaminated. The cleaners are skilled enemies which are quite intellect and takes good strategy to eliminate them as they use flammable weapons which can be very harmful to the player.
Rikers: are criminals and gangs who are taking advantage of the "green poison" outbreak. The Rickers are scattered underground and want New York for just themselves this means that they will do whatever is necessary just to have control over New York. Rickers will chase players or they will use powerful shotguns which means that players should eliminate these enemies as soon as possible as they can be really powerful.
Last Man Battalion: are rogue agents that were hired to protect valuable papers after the "green poison " attack. They soon abandoned that objective and decide that New York is beyond saving so they secretly try to attack Division agents.
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Map
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The Division's map is way smaller compared to Grand Theft Auto V, this means that there are less activities for players to do which may decrease the number of players as the game will start to get repetitive. The map for The Division has it's missions in green font where the rest of the icons on the map are side missions which are used to help players gain experience and unlock upgrades for gear and guns this will help players to be more prepared in a mission and to have a better chance. For instance if a player decided to do a mission that requires them to be level 5 and is equipped with level four or lower gear, the player is going to struggle to kill the enemies at an intermediate level.
The blue home icons on the map are safe houses. These are used to help player recruit other players to form teams, the better the team the easier the missions will be this is because during missions strategy and teamwork is key to succeed in any mission in The Division. The red highlighted part of the map is called the dark zone. This is the zone where player choose to work together or fight against each other to get the best loot in the game. Every-time you collect an item from the dark zone you have to take it to the extraction point to remove the contamination and to use it, this is particular really hard as the enemies continue to spawn but also the other players will try and steal the loot from you and and keep the items. |
Houses
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The homes in the Division are so different in so many ways compared to the homes in Grand Theft Auto V. Firstly the colours in the Division seem to be more dark and dull as the city has been not looked after for some time this explains the dark and dull colours of the walls. In Grand Theft Auto V the colour of the walls seem to be way brighter, for instance in GTA V the colour of the walls are mostly bright cream yellow this is because the city of California is always bright and so this creates a huge juxtaposition between these two games: Grand Theft Auto V's city is made to look like it's really happy and always has good weather, whereas in The Division New York is seem to look more in distress as the weather is always dull and everywhere is full of snow like an unending winter. I personally believe that The Division has done a better job at making the players feel sorrow for the people of New York in the Division through the use of these dark yellows and blues compared to Grand Theft Auto's bright yellows and reds.
The houses in Division seem to be made out of just concrete whereas in Grand Theft Auto the houses are all made of of wood and concrete suggesting that the homes in GTA V are more designed to be and look fashionable compared to the Division's design which implies a strong protected design for people to feel safe.
The homes in GTA V also seem to have vines and more greenery intertwined with the homes where as in Division the homes have less greenery than Grand Theft Auto, this could be because it's the winter season in Division but nether the less it makes Division look less welcoming and less friendly this creates a dark them and a sinister atmosphere compared to GTA relaxing atmosphere and Californian dreaming theme. |
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Character : 4 |
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Character : 5 |
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Character : 6 |
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Character : 7 |
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Character : 8 |
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Character : 9 |
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Character : 10
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In video games characters are as important as in Movies, Tv Shows, Books , Etc. Most video games today lack creativity meaning that most games end up in the trash as they have no good characters and without a good original character there can be no good original story. Most popular video games today are old franchises that came up with their original ideas and have gathered huge audiences of players through it's story or their game play. Most games today are not just influenced by a good character but also graphics meaning that the more real a video game character looks the better the story it will be.
Top Left - Batman Arkham Origins
Top Right - Prey
Bottom Left - God of War 4
Bottom Right - Uncharted 4 |
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Sketch : 1
I personally like this one sketch because the creature looks similar to the aliens form this movie i watched called Edge of Tomorrow where this man named William Cage has the ability to relive the same day every time he dies but gets to keep all his knowledge from that day and they must find a way to kill these alien creatures and they use his ability to find out where the mother of these alien creatures is being held. If i will end up choosing this idea for my FMP i will make sure to create 2D concept for this character and also model it in Maya to a very realistic state. The reason for this is i want to learn how to texture as i learnt how to properly texture and i feel like this would challenge me enough. |
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Modelling a home is really important as design and texturing is a must to consider, also there needs to be many sketches of how everything should look before starting to model. Most video games use the same assets when creating buildings to save time and money this allows them to spend their budget on other things such as making the game look more realistic or adding more features. |
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Sketch : 2
I also really like this one because the way the house is designed reminds me of a house made by Frank Llyod Wright. I really like the way the house is meant to be part of this mountain. I also really like how modern it looks with all of the square based shapes and all these windows allowing you to see the inside. I have a good feeling about choosing to model a house as it make me feel like it would be a challenge to model the inside and outside and also texture it. |
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In a video game vehicles are added towards the end as they will tend to match the environment they are in, for instance if a game is set into the future the game is most likely going to feature futuristic technology and vehicles, whereas if a game is set into the present in a city like Los Angeles it's going to feature most of today's super cars. |
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Sketch : 3
When i look at this vehicle it keeps making me think about the future of vehicles as each year technology continues to advance. I think that if i were to pick this for my FMP i would model it in 3D and also create a concept or promotional art for it as i feel like i would finish it relatively quick. |
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My tutor Shiam had a look at my blog and she game me some target herself to complete in which i plan to do as soon as possible and finish all this week so that i can focus on my action plan. I am personally really excited to try and create some Architectural collage as i have never done it before and it also looks really cool with the one accent colour and the monochromatic black and white. |
Proposal
Frank Lloyd Wright
This image is from the bibliography.com
Reference 9
Frank Lloyd Wright is an American Architect born on June 8, 1867. He spent most of his life living with his mother as his parents divorced when he was young. His mother Anna was a teacher and his father was a preacher and musician.
Wright's parents divorced when he was only 18 years of age, this made him spend most of his summers with his mother where he developed a passion for landscapes. 1885 was the year Wright decided to work in an engineering facility to help support his family, this experience and reason was more than enough for Wright to fall in love with architecture and in 1887 Frank Llyod Wright decided to drop out and pursue architecture, that's when he landed a working position for Joseph Silsbee.
With all the years working for Silsbee, Wright then came to the conclusion that he was going to open his own firm after his work started to get recognition. Today Frank has built over "1,100 buildings" making him the greatest architect of all time.
"On April 9 1959" Frank Llyod Wright passed away at the age of 91, He was truly one of the best architects of the 20th Century and continues to remain one through his many "iconic buildings".
This image of the falling house is taken from https://www.architecturaldigest.com/frank-lloyd-wright.
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The Falling water House located in Mill Run, Pennsylvania is personally my favourite design of his as to me it looks absolutely perfect. I love how the colours of the house blend it so well with the environment making it feel as if the house is just from there and no where else. I can frankly say that i am amazed by it's rich design making this environment feel alive, the same goes with the house i do not see this house anywhere else than where it is right now. The fact that Frank Llyod Wright has managed to fit such an amazing design onto a water fall and made it feel like it's part of nature truly shows how his architectural mind is incomparable thus he is the greatest architect to ever live. |
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This is a mood board of some of my personal houses Frank Llyod Wright has created that are still accessible today. I really love how Wright's legacy continues to live through his architecture and will continue to for the next hundred or thousands of years. Personally i admire how all of Wright's homes have their own design which fits perfectly in the environment they're built in, almost as if they were meant to be there. All of Frank Llyod Wright's homes have a mixture of modern and old design, for instance the house texture in the Millard house in the top left image looks like a cream old Egyptian building, but the inside of the home looks exquisite which gives it a modern feel. |
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Portrait of Michelangelo was made by Danielle de Volttera
Michelangelo
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I have collected a few samples of Miles Donovan's work and created a mood board, i plan to have a go myself an recreate some of my own work with the same style and experiment in Photoshop; i will use different buildings and merge them together. I have personally chosen these particular pieces of his work as i find them to be very visual pleasing to me. I really like the contrast between the black and white makes the modern buildings to look like they are in the past thus it's making me feel like i am in the wrong day and age.
Personally i really like the collage of the different buildings as they are made to blend it so well that from a distance they are made to look like actual real buildings with an optical illusion effect, my personal favourite is the second one at the bottom left, i really like how the round stairs blend together making it look like a natural building even though it's not.
Additionally the red, yellow and purple accents make the London's eye and the other accent buildings stand out as when a colour is implemented with monochromatic black and white they tend to be the first thing people look at. The accent colours are a great addition to these collages as it makes those buildings stand out which to me the accent colours make the rest of buildings to stand out in the collages.
House Models
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I plan to look at other home model created by people on the web more specifically on Art station as that's a website where artists share their 2D and 3D work to inspire others or to build their portfolio.
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ArtStation: made by JMSD Consultant (3D Visualisation studio)
This is a Californian house render created by the JMSD studio. From this render alone you can see that the house has a modern look, this is done by using a square based design and solid bright colours. Most modern Californian homes have wood flooring somewhere and in this render it's around the pool and the Jacuzzi. The use of palm tress and sunny weather further supports that this is a Californian home as plam trees are mostly found in hot and mosit environments. The trees and plants all around the home create a calm, relaxing atmosphere as trees make people feel more healthy and in part with nature.
The house textures are very simple they seem to be in the same style as the video game Grand Theft Auto V as it has the same white and light green solid textures around the home. The solid colours makes the home design look more clean and defined thus it could make the viewer more visually pleased when looking at this home.
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This model was created by William Barber (3D Tutor)
This 3D modern house was created by William Barber and the home has a similar design and cubist style to the one created by the JSMD studio. The textures are of high resolution resulting in a realistic render image. Barber claims that some of the textures where imported from third party software's which is a common method used among artists when they're running out of time on a project or when they're near a deadline this explains why the textures look so real and the model looks so developed to a realism state. Barber also created this model into Blender which is a very different software when comparing it to Maya, Maya is more complex in comparison to Blender this means that i need to spend my time wisely learning the tools that i am going to use when creating my model.
I personally admire Barber choice in using using a concrete texture on the garage and on the flat roof, this makes the home stand out as most modern house design do not leave the concrete by itself, instead they add a solid colour thus this design looks very unique and stands out to me. Further more the use of wood flooring and the bricks make adds to the minimalist modern look. In addition wood and bricks are in patterns which creates a welcoming and relaxing atmosphere for the viewer as everything in nature tends to have a pattern. I think that the use of vines was a wise decision as it makes the house blend with all the grass and trees almost as if the house is a part of nature this reminds me of the Falling Water house made by Frank Llyod Wright. Houses that look like they're part of nature creates a calm and tranquil atmosphere to the viewer.
William Barber has put a tremendous amount of detail in this model which to me that's fascinating, i believe so because in most models that i have seen, many people do not include the interior such as the model made by JSMD. The model created by JSMD looks less real as most of it's textures are light and bright where as the model by Barber all the textures are darker and very detailed, this is a great contrast between these two models as it shows how colour and texture has a huge impact on the model and this shows how important choosing the right colour pallet is when creating a realistic modern home.
I have learnt that the inside and outside is as important when it comes to modelling they can both be used and put together to create an amazing piece of art and model, this means that i plan on spending the same amount of time on the inside and outside when i start modelling. I have also learnt the importance of choosing the right colour scheme for the house as it has a huge impact on the way my house should look like. |
Com-positional Features
Rule of thirds
The rule of thirds is made up of a box that is split in three by three this creates four cross hairs and 9 parts of lines going horizontal and vertical. The rule of thirds is used to make everything more balanced as it is said that if interesting things are where the horizontal and vertical lines cross (cross hairs) the image or photo is going to be more interesting to a person as studies say that people do not actually look in the centre of an image first they look at the sides or in this case the crosshairs.
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This is a template of how the rule of thirds should look like the red circles are the cross hairs which is where most of the action usually takes place or where the focus of the image is . |
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In this example that i have made i wanted the bird to be my focus so i drew on the right and i made sure the cross hairs do in fact touch the bird. Also i made made the beak of the bird extra long and curved it around managing to fit it on another cross hair, this makes the bird look more interesting in my opinion and more mysterious because we don't know where the bird is and what the bird is looking at. |
Golden Spiral
The Golden Spiral is said to be everywhere and in everything most notably it's everywhere in nature, a good example of this is in the arrangement of leaves on a plant steam can sometimes form a Fibonacci Spiral (Golden Spiral). The way the golden spiral works is the spiral is mathematically meant to be divided by two each time which in the end you having a small square left which if you draw a circle you will create a spiral so tight in which that becomes a mathematically perfect object or thing and whatever is in the tightest part of the spiral becomes the focus, it is important to know that it is hard to create a perfect golden spiral image from scratch but also that the tightest part of the spiral is equal to 1 in radius.
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This is a template of the Golden Spiral |
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This spiral galaxy is located 15 million light-years away from Earth. (Photo: William Blair/Hubble Heritage Team/NASA/ESA). This is a great example of the golden spiral and how it is in and everywhere in nature to make it more appealing to the human eye. In addition to the spiral being very tight in middle, the contrast of the orange also makes the focus stand out . |
Dominant and Sub dominant
Dominant and Sub dominant forms are very easy to spot as they are the focus in the image. The dominant objects tend to be the largest object and the most contrasted in the frame meaning that it is the focus. In contrast the subdominant objects are usually smaller and it's usually the second objects or thing the people see after they see the dominant form.
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I have highlighted this environment that i have taken from this article. The red is meant to represent the dominant form in this image and the yellow represents the sub-dominant forms.
Red - Dominant Yellow - Sub-dominant |
Perspective
Perspective is as important as sketching, it allows people to define how far or close an object is in the frame and also tells the artist how much detail an object should have depending on it's distance. Perspective can be very used in three different ways:
One point
One point perspective is used to draw room interiors this is usually done by having a vanishing point, or also know as infinity point.
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First start by drawing a point anywhere on the page, this is called a vanishing point then draw the outline of a 2D shape anywhere on the page. Once you drew your 2D shape, you draw a straight line from the each vertex facing the vanishing point. Lastly draw vertical and horizontal lines connecting the lines that are connected to the vanishing point, this should add respective and create a 3D object/shape. |
Two point
Two point perspective is where there are two vanishing point, however these point are then connected together using a horizontal line.
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First start by drawing two points anywhere on the paper, then you have to draw a straight horizontal line connecting the two points. Once that is done start by drawing a straight vertical line anywhere on the page but make sure it goes through the horizontal line. Now draw lines to connect the vertexes to each of the vanishing points. Next continue drawing more lines and this time use the opposite vanishing point, for instance for the line on the right draw a line from trough the vertex and the left vanishing point. |
Three point
Three point perspective is very similar to one point perspective and two point perspective, however the main difference between two point and three point perspective is that there are three vanishing points. One of the points is on the left side, one of the other points is on the right side and the last point is in the top or bottom of the middle (zenith) of the horizontal line that connects two of the vanishing points.
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First draw two vanishing points anywhere on the page, then connect the two vanishing points by drawing a straight line through both. Next, exactly in the middle of the two vanishing points add a third vanishing point either above or below the horizon. Next draw a line anywhere within the triangle, then connect both ends to each of the vanishing points. Now draw lines from the back corners toward the opposite horizon vanishing points. Repeat this process in order to create more objects. |
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My tutor Tracey has given me some blocks of wood in which i used to experiment with how perspective can change depending on the angle and what i have found out was that from the picture i taken above was that from this particular angle the blocks of wood looked like regular blocks of wood sitting on the table. |
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After i changed my angle i have soon found out that i created an optical illusion as half of the block was sitting on mid air while the other half was supported by the table this is the result of a balance in gravity and another force. This little experiment shows how the angles affects perspective of how an object is perceived. |
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I have then added more blocks to see if i can creates more illusions. In this particular angle there is nothing unusual happening as every block of wood is being supported by another. |
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After i changed the angle the perspective changed once again and i could see how the two square cubes were barley supported by the longer rectangular prism thus i have created a second illusion. |
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Next i decided to swap some of the positions of the blocks and then i found out that i have created some kind of illusion that looks like weightless stairs. |
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I then took one of the cubes and added it to the left side and rotated the rectangular prism. |
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This was a birds eye view of how it looked once i rotated the prism and moved the cube. |
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And this was a side view, in this angle the perspective creates an illusion once again as the middle prism is slightly off the first prism. This looks like an illusion as a normal object would be leaning towards the right hand side. |
In conclusion, perspective is very important because it tells artists weather the object is in composition or not and this is crucial for 3D objects. Once the angles changes the perspective also changes this can make objects look interesting if the composition is right, on the other hand if the composition is out of proportion then the image will look awkward and the brain might start creating illusions.
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I have taken into account how important perspective is so i decided to create a sketch of my house and the garage using first point perspective, this is the back view and you can clearly see that the main house i larger than the garage but also further away this is all done bu following the yellow lines to the vanishing point. This has helped me visualise my 3D model more than before. |
Leading lines
Leading lines is one of the most simply method to draw the viewers attention to a specific part of the frame in an image, it is also the most unused technique even though it's one of the easiest to achieve. Leading lines are mostly used by photographers as to them it's a really effective technique when they try to shoe off an object or a person.
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This image belongs to Julie Renner. She decided to use the wood timber as leading lines to make the viewer look at the girl and the dog, this creates the idea of friendship and love which makes the atmosphere calm and tranquil. |
Modelling Experiment
Ref 10
I was searching on the web "Modern Tables" When i came across this beautiful design of a table so i decided to go ahead and recreate it myself in Maya. This might potentially even be part of my indoor furniture inside the home.
I decided to asses myself by recreating a piece of furniture from the web that would be suitable for my house. The purpose of this was to asses my speed on creating a piece of furniture so i decided to go on the web and grab a piece of furniture which i decided to go with reference 10 and then i opened up Maya and captured my progress. During the modelling stage i only had access to one image and one angle, this made it really tough as i did not have much to work with so i had to guess and average out some of shapes. The only problem i encountered was while making the table leg as it was curved and i never really made anything that had a curved angle within Maya.
What i have gathered from trying to create this table was that i need to do some research into different modelling tools that can help with curved shapes, i also need to learn how to create plastic and glass as these are the most common materials i plan on using. Furthermore i have learnt that lighting and different shots of an objects are very important especially when you plan to add those small little details to make it as real as possible.
Finished Product
This is the finished product, it has taken me approximately 20-30 minutes.
USA vs UK home
American
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Many average american live in a two story home. This home usually has a hip roof and the exterior is made out of wood. The US in know for using wood for most of their house builds as they are less expensive and it easier for them to tear down the home and rebuild when they wish to redesign. In addition to this the homes are also more vulnerable to fires and other hazards as wood is not that strong. I have noticed that the houses are not that insulated, this could be because the weather in the US is way hotter than in many countries thus they do not need insulated homes. In conclusion many of the american homes are built out of very basic materials like wood and bricks and they tend to be very big as the US has more land and more money. |
British
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There are three types of home here in the UK, Terraced, Semi-detached and Ditched. Out of all of these, the most common one is terraced housing and it can be found anywhere. Most homes in the UK are owned by agencies which means that many people choose to live on a monthly rent rather than buying the home with a mortgage. The home designs are very basic like the US homes, they are made out of hard brick and homes can get up to three stories, the third story is usually connected with the hip roof which saves money and creates space.
Many if not all of the homes in the UK are insulated this is due to the heavy rainfall and dry weather, and unlike american homes British homes are more resistible which means they can withstand an earthquake or a fire, this is good as it reassures people that if anything happens their home is not going to get damaged by any fire and also that they're safe from hazards. One common insulator in all UK homes are double glazed windows which keeps homes warm, insulation is important as it can save electricity money. |
Museum
I have decided to visit the Birmingham Museum and Art Gallery as it was the closest and most accessible museum to me. I originally planed to visit an architectural museum, however most of these museums were outside of Birmingham which led to me having issues with transport thus i had to visit my local museum.
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This suburban house build was made in 1938 by Jack Restall for his daughter, this was one of the most modern looking home in suburban England after the second war. As a result of this, the doll house caught Queen Elizabeth II eyes which gave Restall the opportunity to design the queen's interior.
I personally really admire how modern this home looks for a time like the 1930's. This home design is still present in the United Kingdom which goes to show how much of an impact Jack Restall has made with this doll house. The outside of the house is very basic with only a cream white second level, the first floor is not painted and is just left with with a plain brick build, and hip roof.
Inside the interior of the home, it looks like an average, there is a fireplace with sofas surrounding it, this suggests that most families would gather around the fire place as they did not have television at the time so they used to tell stories instead. The floor has carpet which suggests that many of the homes were really comforting and welcoming.
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The CUL-DE-SAC scheme was an attempt to improves the town, this was due to so many people living in unhealthy environments like factories and warehouses. And after the war ended the Prime Minister Lloyd George pledged to make "Britain a fit country for the heroes to live in" and this made authorities to build over 50,000 new homes which had a huge impact on many people. |
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I was looking around when i came across some of these interesting facts about the old materials and objects used in Birmingham. In the top left hand side, i have taken some pictures of the different objects that you could find back in the 19th century in Birmingham. On the right we have a map of the different parts of Birmingham. Lastly at the bottom i have taken some pictures of the different materials homes were made back in the day and what i have learnt is that they mostly used clay and tiles. |
BACKSTORY
Vladimir is an ex military solider and spy that worked for the Russian government. He was influenced in joining the army after his fathers sacrificed his life during this great war in Russia in the 1917, his mother died when he was only 5 and lived in social care ever since hence he joined the army as he had no family behind. Vladimir was one of the most loyal army soldier and had anybody's and everybody's back in a battle thus he was one of the most liked solider. After he retired at the age of 50 the government demands him to reinstate and move to the US as they're being intimidated by nuclear bomb heads, Vladimir has no other choice but to accept the offer and he moves to the US.
During the move Dave moves alone into this unfurnished home and has to start his life from scratch with a new persona and a new American name Dave, he is demeaned to learn the language and spy on the government and prevent a nuclear war from initiating.
One day Dave goes through his brief case when he comes across an old letter from his dad sent to his mother while she was still pregnant.
"Dear Olga"
"It's is me your beloved husband. The past few days have been one of the worst, everything is getting worse the mud has gotten deeper and deeper by the minute and the unending rain continues to spill blood everywhere on the battlefield.
Everytime i close my eyes i can see the agony and hear the screams of my fellow brothers and see the enemies blood all over and over when i close my eyes, it's truly a nightmare out here, but i want you to know that i am doing this for you... i mean us.
How is he ? I mean how are you holding up?
Baby i can't wait to see you once again and hold you tight in my arms. I must go now, i promise to get home soon.
I will send you a follow up list with all the dead and i want you to promise me that you will pay tribute to all my brothers!.
Till next time my love "
This Russian letter reminds Dave of how his father died like a hero and he never met him so he intends to do whatever is necessary for his country and be it's patriot.
Primary
Architecture
I have take some pictures of some modern buildings and offices that i found out to be interesting looking. These buildings all look modern and create a high status atmosphere.
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When i took this picture i really liked how the glass reflected everything including the sky and the other buildings this creates a sense of camouflage which look pretty amazing. |
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This is a collection of some buildings that i thought looked similar yet they were all used for different things. |
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These are more buildings that looked interesting to me. |
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This is a sky rise shot i took from the top of the library. |
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These are some more office buildings and main street buildings i saw in the city centre that i thought had some really cool looking textures. |
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I took some pictures of my class room and some of the objects that i thought i could end up modelling for inside of my home. |
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I have complied a collage of all the different textures i have photographed since that start of this project and i really look forward to use at least one or two of these textures. |
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I picked up a lens from some glasses that i have found and i decided to test the way light reflects on the glasses and i made some really nice discovery as you can see in the bottom image. It turns out that the purple glare is just a result to all the different coatings that is applied to the glasses thus when light reflects the purple glare can be seen. |
Real life homes
I looked online to see some examples of modern homes then i came across these homes.
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This is Dj Zedd's Home |
Ref 19
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This is a home taken from a real estate website promoting modern homes. |
Ref 20
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This home is located in Los Angeles California and it's taken from the official agency website. |
Ref 21
House Sketches
House Silhouette 1 In this silhouette i think this is going to be the back of the home this is a rough sketch thus the perspective and the shapes are out of alignment and proportion.
House Silhouette 2 This could probably be a front view, however i am still unsure of how cubist i want my home to look like so i will probably do a few more sketches to finalise my idea.
House Silhouette 3 This could be a side view as you can see the other side of the building and the balcony, again i plan on doing a few more sketches.
Development of sketches
I have decided to choose House Silhouette 1 and further develop it and soon start modelling.
This is silhouette 1. My sketch has slightly changed from the original sketch, it is now more square and cubist style as well as it has more curves and deification making it look more modern thus i really like this sketch.
I have started to add more detail by defining the lines and now i plan on adding some colour to the sketch.
I have added some basic colours to the sketch of how i want my model to look like after i finish modelling. I am going to be adding more and tweak some of the environment to make it feel more alive by adding some fountains and other furniture. These colours are not the final colours, they're just basic light colours i decided to use to test the look of my home.
In this annotation i have highlighted the areas of the sketch to show off the two buildings and the pool and garden. This will remind me of the different ideas i have for this home.
This is a sketch of how i imagine the front of the house will look like. This could change meaning that i will add more to the outside, for example i will add some flowers or a water fountain in the front of the home. This is not official as the design could change.
Front with colour : i have added some colours to guide me and help me visualise the front view of the home a little better, however i feel like these too much grass and not much house so i will probably remove some of the grass and just make the home out of wood or brick..
This is meant to be a side sketch, this is there to help me when modelling the side view i will add more definition to this before i start modelling.
I have decided to add some colour to the side sketch. to make it look more defined and to make more sense, this should help me decide with what i want to keep or get rid of.
Birds eye view sketch with colour this is a rough sketch in which i plan to develop.
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I went back and redesigned some of the house and buildings to get it ready for modelling as you can see i have changed the shape of the main building and made the garage a little bit smaller and and the main home a little less curvy. This is because i want the home to be in a cubist style. |
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At this point i went back and improved and recreated the sketches into better plans that i can look at and actually create my model from. This is meant to be a silhouette plan for my house model. |
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I went ahead and started annotating everywhere exactly where i want it to be, this is to help me with composition and planing where the furniture is going to be after i finish modelling. |
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I then went and created the sketch for the front once again this time it's well more in proportion. |
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Next i made it look like a silhouette to help me annotate it. |
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Now that i have annotated everything i can clearly see where everything is and what i am going to be modelling and how. I will start with modelling the garage and pool first. This is because the design for the pool and the garage looks more simple now that i made a plan and silhouettes i can see that. |
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This is a birds eye view plan and this is to help me with perspective of where i want each building to be. What i want to do is when you look at the main building i do not want the viewer to see the pool and garage as i want the home to look like a nice small simple house based on a cubist design. |
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I then turned the sketch into a more organised silhouette to help me with annotations. |
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Now that i have annotated the birds eye view and made a clear plan of where i want each building i will start modelling. But before i start i will go over and analyse the plan in my head to make sure that everything is right and that i am not missing anything. |
3D Model
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The first thing i did was set the grid up to a size that i thought was suitable for a home build. |
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It ended up being too small do increased the values by a few zero's, this seemed to help as i didn't have t touch the values again. |
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I started with a simple plain poly and extruded it, this was so i had a base for the building. |
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Next i added another poly cube and turned it into a rectangle so that i could make the walls for the garage. |
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I came across a problem as once i had four walls they were not connected so i looked on the web on some forums when i came across merging vertices this allowed me to merge the walls and made all four walls nice and even. |
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This was the walls after i merged the vertices. |
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Next i made the front windows for the garage using many muti-cuts and extruding the top. |
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I then seaked the top and added a cube at the bottom like in my plan images, this was relatively simple as all i had to do is move the cube on top of the building and slightly re size it. |
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Next i created a fence and it was my first assets. I then duplicated this asses and connect all the fence assets all around the garage which ended up quite well. For this i had to use a new tool called insert loop edge which allowed me to place multiple multi cuts at the same time on an edge , while being evenly space out. This tool has manged to save me tremendous time as all i had to do was duplicate that one fence all around the garage. |
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This is a close u shot of the fence asset that i have made using just one poly cube. |
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I then extruded the side of the garage and added a curve this curve was made by dragging the top vertexes down to the middle of the building. This definitely gave the garage more style and definition and it's starting to come along well. |
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Next i used the multi cut tool to create three rectangle edges around the side of the garage. I then went ahead and extruded the windows. |
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I then created the exit of the garage. |
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I cut the left side of the garage so that i can make the door later. |
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I then used a cube and extrude the cube into the shape of a pool. |
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I created a chair asset and duplicated it all around the pool, this is a great method to save time, and money. |
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I added spheres to the pool. |
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I used a cube and extrude it into the shape of the main house. |
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I pulled the edges up and to the left to create thus curved shape. |
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i have added an edge and pulled the vertexes up to create more curvy edges. |
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I then wanted to create a bench of of wood so i used the loop edge tool and extrude tool. |
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I then created a table and i had to bridge the side to create this rectangular design. During this i had many problems trying to connect the shapes with just merging the vertexes, so i had to delete the history and bridge the faces then delete the edges separately. |
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This is how the table and wooden couch looked like after i finished modelling them. |
I have asked my class mates weather i should use textures or solid shades colours within Maya.
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Their responses were 50/50 which means that i am going to use both textures and solid colours i will be making the front of the house mostly out of wood and bricks where as the top of the house might have some solid colours, such as a white or a dark grey. |
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I then used the enlarge tool and i managed to turn the big couch into a small one person seat couch and i turned them around the table which made a cool looking gathering social area. I then also decided to add the stairs and i went with no bars as the fences seem to be enough in my opinion. |
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I decided to model some of the inside as i came across a problem in which i did not know how to fix at the time so i started making the table for the tv. |
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I used a few tools here including the multi cut tool to add more edges and the extrude tool to get the shape i wanted. |
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This was the finish product of the table without the texture of course. |
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I then started modelling the TV. First i started by using a poly cube and i pulled the vertexes to shrink it in width and extend it in length. Then i used the extrude tool to define the screen of the TV. |
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I then created a new poly cube and started extruding the TV. |
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Once i finished creating the stand selected both objects and i combined them into one. |
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Next i wanted to make a table, so i started with a cube and formed the top of the table. |
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Then i tried adding a multi cut and pulling it down from both side but i didn't like the way it looked i wanted there to be a massive gap between the legs on both sides so i created a poly cube and shaped it into a rectangle with a massive gap and i duplicated it and combined it on both end of the table, which in my opinion it ended up looking way better. |
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I then decided to to go back and try and fix the problem so what i did was to re try making the bedroom room again, so i deleted the cube and made a new one. |
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This time the cube seemed to allow me to add multi cuts so i added a multi cut towards the front of the house and extrude it downwards. |
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I also decieded to extrude some of the front on the right to make it look more even and balanced. |
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Next i decided to add a roof top to the second floor so i used a few tools including the extrude tool, the duplicate tool, and the merge vertices tool.
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I then decided to render the balcony with all the objects on it to see how they look and how the test textures i made looked, to my surprise i really liked the reflection of the metal and windows materials that i made and the floor wood on the walls. It made the house look more alive, and the objects also looked very detailed without any texture and i could tell what each object was. |
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I then decided to remove the objects/ furniture to take a look at just the fence and from my opinion i think the fence aluminium material that i have made using the Arnold standard shader look really good and real so i am going to not add or play with it anymore. |
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Next i rendered just one window , this allowed me to play with some of the attributes to create a see through glass instead of just a reflective glass. |
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I then moved back to creating the furniture for the inside, i ended up creating a sofa and a chair. for the chair i was inspired by some of the pictures i took of furniture and i ended up using a round wheelchair design chair. |
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Next i started working on the kitchen which was not to far away, but in the same room and i ended up creating a counter for where a typical person would use to eat food if they they didn't feel like going to a table or leaving the kitchen. I have made the chair out of a sphere and cylinder. |
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I have watched a video on n cloth on YouTube and i have learnt how to create a pillow from scratch just by playing with the pressure and gravity. |
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This is how the pillow loos in smooth shade mode |
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Once i made a pillow i duplicated it and set it all over the sofa and bed. |
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For the bridge handles i duplicates a long rectangle poly and combined them then bridged them to give it a smooth curve. |
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I continued adding a sink and shelves , now i plan on adding a microwave. |
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Next i moved onto the creating the bed, so i started off with a plain cube then i extruded it and used many multi cuts to get the shape of a bed, once i had a good shape of a bed i went and made a new cube and turned it into a slim rectangular piece and stacked it on top bed, this would later become the matres. |
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I created the matres by messing and experimenting with some of these values within n cloth i eventually managed to the the shape of a matres. |
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I next repeat the process and created a pillow then duplicated it, i also made a wardrobe out of a cube and many multi cuts, in addition to that i made a small table on the right, this was because i did not want the bed to look unbalanced and so i made the table to balance the bed right in the middle. |
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This is the kitchen i created. I made a cube and continued to duplicate it over and over again , i eventually managed to make the toilet the sink and the bathtub but i only managed to texture the mirror. |
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This is a front side view from outside the building. |
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This is a right from shot from the building and what you can notice is how the texture is distorted this is due to the partners facing the wrong way, this was a big problem, for me, so i had to research and i have found how to fix the texture as well as the UV's. |
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This was my U'v after i cleaned it up so that it can read the textures, i have used some of the tools from the cut and sew section this allowed me to organise and optimise the shells for the front of my house which i then textured.
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This is one of the normals that i have ti create for the bricks and the wood to look more detailed and to have depth, i have created this normal by going into Photoshop, then in one of the tabs where you have access to the filters i went down to offset then bump map, this created this normal. |
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This is a render of the back, where the pool is and the garage. I did not manage to texture the pool and the garage as well as most of the interior of the house due to me running short in time. |
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This is the balcony fully textured on the left side of the main building, i have used a leather texture and wood texture for the chairs, then i use metal and glass for the table this made it look very discrete like a rich person's home. |
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Looking now at this design of the balcony i would say that it's is very open meaning that this area could be used for social gatherings such as parties and other social events that people throw and celebrate. In addition this place also looks like a nice place to relax and socialise with family and friends as it has a nice welcoming open atmosphere. |
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This is a close up shot of the front windows render. |
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This is the main front house render and i have to say it looks exactly like my planning that i have made a few weeks ago thus i am really proud of how it turned out. |
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Final Render of the Front of the home, the render took approximately an hour, this is due to the textures being in the resolution of almost 2k. |
Evaluation
For this project i have decided to create a modern house based on a cubist style suitable for a game like Grand Theft Auto V. This meant that this house needed to be big enough in order for it to be navigable and to have lots of detail. I went with creating this house in 3D rather than 2D as i was more familiar with modelling rather than promo and concepts which involves 2D. For my final render i wanted my house to be fully modelled from the exterior, which i did manage to complete and i wanted to texture the outside and add furniture on the interior if i had time. I did end up texturing the outside of the home and the balcony which i found to look very realistic just the way i wanted it to look. This project alone has taught me so much from managing my time to learning new tools and techniques within Maya the 3D modelling software that i used.
In the start i had a few ideas of what i wanted to pursue. The top most liked ideas i had was creating a City, Vehicle or Character. I then decided to go and research all of my top ideas for what i would be expected to create and my expectations for each individual idea, this made me learn what type of skill i would need to have or try to learn at least. In addition as i was researching the idea behind a city and interesting architecture, i have come across the architect Frank Llyods Wrights which has influenced me into following the building aspect of the city idea that i originally had. During this time i have had to research the back ground of Mr Wright when i came across one of the best house designs to ever be made from my opinion. this was the Falling water house. The Falling water house is a house is located in Pennsylvania and was designed by the great Architect Frank Llyods Wright's in 1935. This house was personally my favourite as Wright's has managed to design the house on top of a falling water fall which is pretty amazing if you think about it, this was like magic during the 19th century. Also the fact that this house still holds up strong just goes to show how well designed this house was and amazing Frank Lloyds Wright's was. The Falling water house is well kept and looked after as many of Wrights buildings are not open to the public to visit and capture the vast nature that surrounds these homes. The home seems to designed and based of a square cubist style which makes it look very modern even today in the 20th century. The style of cubism is very well known for moving the 20th century ahead of it's time and with Wright's house designs, it seems like we just can't stop and were accelerating to the future of architecture which is quite revolutionary if you think about it.
I have researched the video game Grand Theft Auto and The Division and compared them which has opened my eyes of how triple a games use their architecture within the gaming industry. I have learnt that many of triple a companies re use the same building and assets over and over again but with different colours this is so they save money, which means they can spend their budget on other things within their game. Most open world video games like GTA V has now enabled players to enter buildings and navigate through them. The studio Rock star Games which is behind the game GTA V has made sure to include mystery side quests for player who want to pursue them this is a great way to have players explore the wide open world of a game which many artist have worked hard to make and built and to me this is a fascinating move and idea. In addition to this i have looked at other artists who model 3D buildings and i have taken a look at the style of these buildings and the purpose, this includes talking about the textures and the environment surrounding these buildings. Doing this has made me more aware of how much work and detail that goes to create a simple house or building, most buildings go through hundreds of house designs and concepts before they are actually made and end up in the last stage.
For my primary research i have decided to visit the Birmingham Art's and Gallery museum this was because i wanted to learn the history of what old buildings were made out of and i have learnt that most buildings her in the UK were made out of clay, which now in the 20th century is quite impossible to see a building made out of clay, this is because clay is a very weak and inexpensive material. Most buildings in the UK now are made out of brick and concrete which now compared to then, these are really strong building materials which can withstand hard pressure and heavy rain fall as well as fires these are some of the the reason why most of the UK's homes are made out of bricks. This has made me understand the meaning and the importance of different material, thus that's the reason why i wanted some part of my home to be textured with bricks and concrete as well as wood. In addition to this i went out to look at different textures of buildings and furniture that i could find and i made a collage of them which is on my blog, this has also helped me understand the importance of the different stages a house goes before the idea of even building and designing is even considered, first you think about the textures then the design. For my secondary research i have looked on Art Station at some Californian based homes which were 3D modelled, this has helped me understand the standards of where my work needs to be and how much there is needed to be learnt. I have understood through my secondary research that texturing is probably the most painful and hardest stage of building a home.
I have used Maya to create my house and and the tools i had to use the most are probably the extruding tool as i had create many shapes out of a simple cube such as the TV, Bed and even the main house shape. The other tools i also used quite frequently was the multi-cut tool as it has allowed me to add edges which helped me bend and shape the mesh into anything that i wanted and during this process i have came to the conclusion that i have mastered these two techniques the most.
During the material stage of my model i had to create many of my own textures using Adobe Photoshop and illustrative software. Using Photoshop was not that hard as most of the is easy to learn and get your head around. I have made a normal and bump maps for my brick texture by going into the filters tab then going offsets and then all i had to do was click on bump maps and the software did the rest for me, all what i had to do was import the .tif file into Maya which at first i struggled with as i did not know that you had to open Hyper shade and connect some nodes together to activate the bumps but after i got it to work it made the brick texture look realistic.
One primary experiment that i was amazed to learn was about perspective. I have done an experiment to test perspective and i have done this by placing a bunch of cubes blocks and some rectangular prisms on a flat piece of the table and have the block lean half way of the the table while the other half is on the table push down towards gravity by the block of wood above it keeping it balanced. Now the cool part about this experiment was when if you looked at the blocks from an angle the perspective would change which would create the fake illusion that the block is floating, however when if you look for a different perspective this would all change and you can see the second block on top supporting it. This experiment has taught me the importance of perspective and how it can be used to create some really fascinating art while at the same time perspective can ruin a whole shot in an image. For instance this little experiment has taught me that most artists only focus on putting detail where the viewer is going to see rather than what the viewer is not going to see.
I have managed to do everything that i have aimed to do for my proposal, i initially intended to create a modern building with a cubists style and texture the building if i have time. i have managed to texture the exterior of my building and the balcony also, i am a little upset that i did not manage to finish texturing everything including the inside as well. This means that one of my biggest problems with this project was giving my self too little time to texture when i should of spent equally 6 weeks on modelling and texturing and 6 weeks on researching and gathering as much information as i could.
In my final render i decided to have the front of the home textured in a bright yellow wood colour and i added bump mapping to give it a more in depth look to it, thus making it look more real and most modern houses today use wood in their designs, then i decided to use concrete for the main second floor material as form doing my research i have learnt that concrete is one of the strongest materials used in buildings including in the 20th century as it's mild in expenses and can withstand most hazards. Lastly i decided to use a dark grey colour for the rood of the building as an influence by the artist who made the Californian hill homes in Grand Theft Auto V. I personally really like the flat grey roof in GTA V as makes the idea of simplicity and good design.
In my opinion i think that i could have done way more if only i have managed and planned this project more carefully, i think that i should of given me more time to texture and model as that's the type of research that i am missing from this project. I did research some key bit when i started texturing and i have learnt how to take advantage of Arnold powerful system and use it's shades when creating materials thins is what enabled me to create the see through glass in my home which personally i am really proud off. I also created the shiny aluminium fence that goes all around the house using Arnold basic material shades. The part where i was stuck on the most was when i was creating the couch, i had no idea how to create a pillow so i used my secondary skills and i looked on YouTube which enabled me to learn how to create a pillow and other bedding using n cloth. What i have learnt is that all you have to do is change the pressure and the gravity then hit the play button, Maya will do the rest and inflate the pillow in a animation. This process has taught me to also make bed covers which i hope to use this skill again in the near future or maybe in any future projects that i may have.
I could improve this piece of work by having finished all the textures on the interior and the garage this would have allowed me to make a virtual video and a first person tour of the home like most modern hotels do now a days. This project has caught me that i need to make sure to time manage everything and i intent to do so in my next project. The current model that i made looks real but i feel like i could have made it look even better if i also finished the environment around it, this includes grass and tress. Overall i am very proud to say that i am happy with my model as it's the most detailed home that i have ever made but that does not go to say that i am looking forward to further improve my modelling skills and learn new skills within my next project but also use the current skills that i have learnt.
Bibliography
Ref1: http://www.civilfx.com/10/ (London Model)
Ref2:http://www.virtualsteamcarmuseum.org/makers/cugnot_nicholas_joseph_steam_wagon.html (First Vehicle Image)
Ref 3: https://www.audi.com/en/models/rs-r8/r8.html (Audi R8 Image)
Ref 4: https://www.cgtrader.com/free-3d-models/character/man/already-rigged (Trevor 3D model)
Ref 5: http://danielsimon.com/hydra-flying-wing/ (Marvel Promo Artwork)
Ref 6: https://www.cgtrader.com/3d-models/interior/house/3d-model-detailed-house-interior-3 (Home 3D model)
Ref 7: https://www.pinterest.co.uk/pin/424534702357767590/ (and) https://es.paperblog.com/el-arte-perdido-de-los-fondos-pixelados-en-2d-1539831/ (Environment Gif)
Ref 8: https://www.artstation.com/artwork/mE8rv (Creature Artwork)
Ref 9: https://www.biography.com/people/frank-lloyd-wright-9537511 (Frank Llyod Wright image and background info)
Ref 10: http://www.outdoorlivingdecor.com/7068/furniture/stylish-coffee-table-modern-contemporary-coffee-tables-modern-triangle-coffee-table-orea/ (Table image)
Ref 19: http://www.yolandaslittleblackbook.com/blog-1/2018/02/13/zedd-house-benedict-canyon-los-angeles/ (Real home number 1)
Ref 20 :https://luxuryrealestatepreview.com/ultra-modern-summit-house-beverly-hills/ (Real Home 2)
Ref 21 :https://www.caandesign.com/modern-home-on-sunset-strip/ (Real home 3)
art station 1 : https://www.artstation.com/artwork/rkB05 (3D Home model 1)
art station 2: https://www.artstation.com/artwork/AGRNq (3D home model 2)
Sub dominant and dominant : https://www.bigfishgames.com/blog/learning-to-draw-game-environments/#jp-carousel-23217 (Dominant form image)
Leading lines: https://confidentphotographers.com/2017/08/leading-lines/ (Leading lines image)
Americn home : https://plastifab.wordpress.com/2013/05/21/insulspan-sips-play-key-role-in-north-americas-first-active-house/ (American home image)
British home :https://www.zoopla.co.uk/discover/property-news/rise-in-british-home-values-slows-to-less-than-20-a-day/#Y3xpByDcoDfj7JoS.97 (Bristish home image)
vIDEO PILLOW: https://www.youtube.com/watch?v=y__tsqaKxxk (Pillow 3D tutorial)
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