Week 12 - Final Show-reel & Video Blog

https://www.youtube.com/watch?v=mr2J1dUh1d0&feature=youtu.be

I will include a link to my final show reel, both the final show reel and video blog will be handed in on a cd so both can be played either from the youtube link or directly from the cd itself. My video blog will only be uploaded onto the cd and not via youtube.

Week 11 - Asset Creation



During this project I wanted to take the opportunity to develop an asset which can be used within my Advanced 3D project, An asset related to the medieval environment would be perfect for this. I will develop a prop to be used within the scene.
Although a prop will be developed I will produce it to an high standard, by developing normal maps and specular maps this will give the asset more depth which can then be used within UDK and placed within my 3D environment.

I started to look into what props would be relevant with my A3D project. I already had generic props such as hay bays, crates and barrels, So I wanted to produce an asset which would define my scene. My medieval scene shows that it is surrounded by castle walls which lead me to think how would this city/town defend itself against its enemies.

I briefly researched into how castle towns would defend themselves and I found two objects which I felt would fit with my scene, Catapults and cannons. I only wanted to create one of theses objects, I decided to work towards a medieval cannon as I feel this offers more visually than a catapult as it offers various materiel types unlike a medieval catapult which would primarily be wood.

http://sites.cdnis.edu.hk/students/084524/files/2013/02/11959845-medieval-cannon-at-fortress-wall2.jpg
Cannon Reference.














Medieval Cannon Creation Process

The images to follow will depict the development process of the medieval cannon asset. The first image shows the finished model  in wire frame mode this is so I can show the breakdown of the asset. The next step consisted of baking down an AO Map this will hold shadow definition within the asset which I later used when developing the texture.

I started the texture with base colors, then added reference images to add the details needed such as wood and metal. The next steps consists of working on specular and normal maps which I developed within Photoshop, For my final normal map I used Crazy bump to generate a normal map from a height map I create.


Asset Creation Maya

Ambient Occlusion - Maya
Base Color - Marmoset 

Final Texture - Diffuse, Normal, Spec - Marmoset

Week 10 Self-Promotion

Self-Promotion is a massive stepping stone for anyone in a competitive career choice especially a 3D artist, I have planned to use online portfolios to self promote my work and myself as an 3D artist. During my second year in higher education I developed a very simple portfolio using the online website creator known as weebly refer to image below showing my homepage on weebly during this time I did not think about the style of my portfolio as much as I should of the color scene and logo are not very professional in my personal opinion, I found that weebly lacks in the amount of detail the user has over their portfolio very restricted or where very difficult to use.






















During my research from portfolio development 1. I found another website creator which could be used for my online portfolio known as Wix, I personally found Wix to allow the user to be more creative and unique with their personal website this contributed massively towards the creation of my portfolio as being an artist we have to show our creative side. Using Wix I started to produce a portfolio this is ready for my show reel once completed, Refer to image below for Wix homepage.

As seen within the homepage from Wix it is at the early stages but it is very professional compared to the previously stated page from Weebly the layout and color scheme are very to the point which allows the user to clearly access what is needed. This Portfolio will be used to store my show reel and various other pieces of work.

Week 9 File Exit Plan - Part 2

Long Term - Post Graduation

Once I have finished University I plan to take one year out to focus on my portfolio, As I current stand I am not fully confident within my work and want to better myself before attempting to join a studio, as said before I will try and produce two very good environments from my last two projects, as I want to focus on the overall degree, this may not be to the quality a studio will look for, Taking a year out and just developing my already skillset will give me a better chance of having work of value. I will continue to refine my online portfolio to a state of professional standard.

I also plan to learn new advanced technique which I have never really used before the main technique I need to refine my skills in, high poly modelling and sculpting both techniques are used widely within the games industry so obtaining a skill set with both technique will give me the opportunity to add my own flare within my work producing work more unique will then be shown throughout my portfolio.


 Curriculum Vitae

I will work on a CV which is suited to my chosen job role (Environment Artist), Presentation should be easy to read while being informative, the reader should clearly understand what I plan to accomplish and my objective this will allow them to fully understand my specialist skill and what art department I should be working in.

I will make sure not to overload the reader with useless information and only priorities my skills and experience relevant to the company/studio in questions, speaking about personal experience and how it could help the chosen studio, All skill sets and programs should be listed allowing the reader to take note of my capabilities e.g. 3D modelling, high poly, lighting.


Online Portfolio

I have started the development of my online portfolio this will be my main source of self promotion, I will be placing the work i feel that is worthy to be seen. I will start the portfolios homepage which will consist of my final show reel of this I will have specific sections for the individual work that has been shown within my show reel this will consist of individual turn tables and break downs this will give the viewer an idea of how I produced the assets and textures.

My online portfolio will also be connected to such social networking sites like twitter this will give the viewers an easier and more comfortable source of contact this will also give an insight into myself.

Week 8 Advanced Techniques, Dissertation

As discussed previously I planed to design and develop a scene from the last of us in a similar visual style of Tell Tales, The Walking dead that being a cell shaded comic book style. This was a whole new aspect of 3D work for myself as an artist as I have always when working with 3D projects aimed for a more photo realistic approach where as this time it is very different.

The 3D modelling aspects of the development consisted of the same techniques used when producing any scene but texturing which is where the material takes place was a very new subject for me, as previously stated my aim was to produce fully hand painted textures for this 3D environment. But due to time constraints and my current skill level of hand painted textures I was unable to fully convey the desired visual style.

To counter act this I used a very simple but effective technique I produced the textures as I would when developing for a photo realistic environment and used the photo shop filters to convey a more hand painted style. this worked very well keeping the realistic information from the photographic reference helped the textures really come life while keeping the effect of a comic book style, Refer to image below for texture.

Comic book visual style - Texture Work













Although this simple technique has worked in this instance I will plan to work on my hand painted texture skills as this will allow my texture to become more unique and in gaining this skill set could lead to future opportunity within the games industry as I will have a wider range of skills.

To fully convey the cell shaded effect within my scene, I used Unreal Development Kit (UDK) to develop a shader material which is used within the post processing settings to give all assets within the scene a black outline This black outline is seen throughout various cell shaded video games and comic books and this defines the sense of a hand drawn environment.

My finished scene has potential to be used within my final reel as it does show a sense of variation with my texture and the overall design approach it may benefit me to use this also within my portfolio as varied works shows I have the ability to work in various situations.

The next series of images consist of my final scene renders which offer a comic book visual style.




Week 7 Advanced Techniques,Advanced 3D

During the development of my advanced 3D project I wanted to start developing advanced techniques which I have never developed before this project. The new techniques in which I started to develop consisted of game engine shader work specific to a water shader, animated textures,post processing and displacement maps.

My final environment will be shown throughout the final show reel.


Shader Work - Water Shader 

Water shader, This was a massive stepping stone as an artist myself as I have never attempted to create such an in-depth shader, this took a lot of time when learning what nodes/expressions within the material editor do what, and how I can create a water effect which would fit my scene/concept.



Thick water Flow


Disperse water flow















The shader took place within the material editor of UDK as you can see from the above images it is quite a complex shader set up, to gain the desired effect I had to experiment with various values as seen above the top image depicts a more think waved water moment where as the the second image shows a slower more disperse water flow.



Final water shader 
















Above shows my final water shader as you can see it is more condensed water flow I wanted to make it more thick and muggy as this scene depicts a sewer entrance so the water would consists of a more green like color, I feel I fully accomplished what I set out to do and as I understand how a water shader is developed I can use this in future 3D work. 


Displacement Map


Displacements map a whole new technique new to me as an artist, I found that it is a great way to really define my texture work within my scene especially the stone work seen on the floor throughout my scene. The displacement map is created inside the material editor working with height maps and normal maps  using a bump offset expression and while combining both the diffuse texture and normal map.o give the sense of depth seen within my displacement map. 

Displacement map -
Set up
Displacement map - Stone work 


































The above images show firstly the simple set up for my displacement map while below this my final set up attached to the modular floor asset, Although this technique can be quite costly when it comes to the memory consumption of a video game. If used in the correct instances can work very well in defining the overall texture work. 


Post Processing 


Post processing allows me to add extra effects to my overall environment, UDK offers default settings which can change the overall effect such as lighting bloom or adding extra ambient occlusion. This also allows myself to add an overall material effect which can change the whole atmosphere, during my development I experimented with various values within the post processing settings, I have not gained a full understanding of the full potential of what post processing can offer, So I will plan to look into post processing for future work, this will be part of my final exit plan.


The images below show my medieval environment with post processing and without although. The images do not give the effect justice as within the game engine the differences are more noticeable than seen below. Using my post processing effect I have increased the shadow definition across the whole map, also intensifying the emmissive lights while darkening my scene this has helped define the lighting within my scene allowing for a more unique atmosphere.



No Post Process





















Post Process Attached

Week 6 New Technologies

Next-Gen Consoles

With the release of the next gen consoles the games industry has the opportunity to produce video games with higher quality as this next gen hardware can handle the performance specification needed to run the high quality these new video game titles will offer.

Along with this powerful hardware comes the opportunity for new hardware to attach to these consoles. I will discuss the most recent technology in connection to next gen hardware theses technologies include, Virtual Reality, Augmented Reality, Duel-Screens and cross platform gaming

(VR) Virtual Reality & (AR) Augmented Reality


Virtual Boy 
Virtual reality has always been something that the games industry has tried to develop it began in the early 80s with the virtual boy this piece of hardware was produced by Nintendo and was a very sizable head set but due to technology constraints this did not do well in the eyes of the consumers.



Only recently due to the massive leap in technology which has allowed for an increase in hardware capabilities which has resulted in new VR technology such as the Oculus Rift which started on kick started from a small developer, Due to the massive interest from consumers even companies such as Sony are planning their own VR headset having a company as big as Sony taking interest in this technology proves how far this technology has come.


Sony VR - Project Morpheus 
Augmented Reality
Augmented Reality contains a very similar concept to VR, although used on a smaller scale within the more small handhelds such as Nintendo 3DS and so on this technology has also reached to the mobile market in gaming, AR works with the cameras in your device and generates 3D graphics which are layered on top of real life surrounds which are captured through the camera.




Two Screens for gaming

The secondary screen has only within the last decade become more popular to the development of the Nintendo ds which was the first true hand held console to hold two screens and one being a touch screen this has been translated into more powerful hardware.
As the Nintendo Wii U which the secondary screen is the technically the controller known as the game pad this allows the player to interact in various ways with the on screen video game such as a survival horror game,where the player must access their in game inventory which with the game pad can be accessed the leads to a more immersive style of game play as it gives the player a more sense of control.


Wii U - Game Pad 













The second screen which can relate to the video game being used is not only limited to the Wii U although this is where it first began. Microsoft have developed an app "Smart Glass", which in fact allows the player to use there iPad or tablet to download this app which will allow the user to interact with their video game in the same way the game play allows the player to interact. This technology is becoming more accessible to a wider community due to the advances in mobile hardware.

Xbox Smart Glass











Cross-platform gaming 

Sony have taken a leap into developing cross platform gaming with their PlayStation consoles, they began with the simple use of using the PlayStation portable and using this as controller for the PlayStation console. Now with the new hardware with the PlayStation 4 and the PlayStation Vita cross platform gaming technology has progressed, allowing the player to stream directly from their ps4 consoles and play their ps4 video games on the PS vita with no frame rate issues or syncing issues this is a great feature that Sony offer.


Sony Cross-Play 


Week 5 Planning And Time Management

Throughout my time in higher education I have learnt that planning and time management is key to keeping my work on track this also allows me to understand what is needed for what time. My time management skills and planning started to really take place during the team project of Games Development this project gave an insight into what working withing a small studio would be like as project management is needed otherwise it affects the whole team and not only my personal work.

Since Games development I have always used a program called Trello this is a very simple and easy to use software which allows me to set takes with milestone dates which can include assets. textures or shaders needed at a set time.

 I can also keep a section for finished products this helps me keep track of what has been developed. Trello can also be connect to an app on my mobile device which can alert me to keep on track or to remind me what work needs to be done this is very useful.


Trello - Management Tool 



















For a more in depth plan I produce a gantt chart which will state main tasks these will be the tasks that will need the most attention during development and various other takes. each task will be assigned a date of completion alongside this will be the amount of time I should spend on each task, keeping to the produced gantt charts will make sure I am on track for my major milestones.

Both tools I will use will all future work even if not for the creation of 3D work both tools are very useful to keep my on track throughout any project.

Gantt Chart Plan - Advanced 3D



Week 4 Storyboard Changes - Concept Arts

This post will be a brief discussion of the storyboard which I developed for my show reel plan, my overall plan will be the same but one of the main environments which was in the plan has changed. Figure .1 shows my scene from the last of us concept art for my show real i planned various points of interest to where the camera pay attention, this part of the show reel will stay the same although the overall environment has slight variations the overall concept is the same and will be process for my final show reel.

Figure .1
Figure .2

Figure 2. depicts a scene from Ubisofts Assassins creed this environment was planned to be developed during advanced 3D now during the research into my concept art for advanced 3D, I decided I wanted to develop something of interest as in doing so it I was able to enjoy the development process even more. I choose a medieval scene as this will change the final outcome to my final show reel. The GIF. file below shows the sequence in block out form this sequence depicts the overall camera movements throughout my environment and will be used as reference when developing my final show reel.

Medieval Scene - Storyboard Sequence

Week 3 Dissertation Development

Dissertation is also one of my final year projects. Instead of developing on a research task I decided to go for the design and development side of this project as this will give me the opportunity to produce a new piece of work which I can research and develop during the project.

During the development I plan to gain new skills by using new technique I have never used within my previous work. For my dissertation I plan to design and develop a 3D environment with the visual style of a comic book also known as cell shaded. This will lead me to gaining skills not only in the 3D development but also how I should work towards a new visual style this can take place within the texture work as well as the game engine being used.

The scene being developed will be designed from a piece of concept art which represents a scene from Naught Dogs, The Last Of us, this concept art can be seen during my show reel storyboard during my personal portfolio development part 1, the new skills being acquired during the development will be more texture and visually based as I will be developing this scene to fit in with the comic book visual style. 


The Last Of Us - Concept Art 
















I plan to create my textures with a sense of a comic book visual style as this will take place within Photoshop, I will try and gain skills with hand painted texture to fully convey the desire effect as seen below this visual style is depicted from Tell Tales, The Walking Dead this will be my main reference when trying to convey this type of visual style.





Image source - http://www.edge-online.com/features/telltale-games-on-the-walking-dead-and-offering-meaningful-choices-to-players/


Week 2 Advanced 3D Development



Advanced 3D - Concept Art

Advanced 3D graphics, my final year project, to start development I had to choose a piece of concept art which then I had to work from the chosen piece and develop it into a 3D environment, The 3D environment must be very similar to the chosen concept art although it can change during development I will try to produce this scene as close to the concept art as possible this will be a great asset within my final show reel as it will show potential employers that I have the skill set to produce an 3D environment from 2D digital concept.

During my research I found this piece of Game Of Thrones concept art, I really like this piece as it offers a lot visually, I especially like the tone of the scene e.g. lighting this really makes the scene special and visually beautiful, I hope to recreate this in the form of a 3D adaptation.

 Although this is my final out-come during the design process I must research into appropriate advanced techniques and technologies which can be used during the production process, each process will vary depending on the needed situation during development

While looking at theses particular techniques and technologies, I will determine which technologies will contribute more towards the development of my 3D environment as some technique or technologies could be useful in certain situations but not others this can take place with time constraints of memory constraints.

As there are areas that my concept lacks before the development process I started looking at various concept arts that I could use a reference which relate to my chosen concept art so that during development I could fill in the gaps in which my concept art lacks.


Breaking up concept art















I started to block out my concept art for which area would need more attention as it lacks in detail needed to fully create a 3D environment I started looking into various pieces of reference which would realistically fit within the style and theme of my chosen concept art.


Reference for concept 











After the development this will be shown within my final show reel which will be processed on my portfolio.

Week 1 Professional Portfolio Development 1 & 2 - Recap

Professional Portfolio Development consists of my personal professional practice, During portfolio development 1 I discussed my personal job role within the games industry which was decided that my personal way of working lead towards a role of an environmental artists. I discussed the skills needed for the particular job role theses ranged from the design to the more technical aspects of the role as an environmental artists will need skills in both design and technical aspects.


To further my knowledge of the games industry I began the research into this, I researched into the job requirements that are needed within the games industry this ranged from various skills sets and education needed for the jobs roles each role varied as well as each company did. Research also consisted of the history of the games industry specific to the UK games industry I lightly discussed how it started to how the games industry changed to more modern technologies.


Throughout my research I found various 3D artists which have worked or currently work within the games industry I researched into their portfolios to compare various styles that each portfolio offered this gave me an insight into how I should proceed when designing my own personal portfolio.


The main part of the my professional portfolio development was to allow myself to gain an overall understanding of my skills and job role which can help towards my future career, during the development of the part of on this portfolio development I designed a plan show reel using storyboards that would be later used within my portfolio. My show reel was planned to used assets and environments from both projects of Advanced 3D and dissertations  although they have varied throughout the actual development of the project the show reel can still help define my overall final destination.