Posts

08: Low poly modelling

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 Going back to the block out i decided to start with the table where the sword would be displayed. Out of the many references that i found, i went for this table with lots of cabinets. mtneer_man (December 2010) Using it as reference and having pureref on top i was able to model it, changing a few things from it and moving things the way i wanted it to look. To make this better next time i would go on amazon or ikea and download the images they have from different angles to make the model more accurate. This generator for example. I went to the website where they were selling it and downloaded the images, they had advertised and its product specifications. I added them to pure ref and the front image i also added it to maya. Chefstreet (2023) Chefstreet (2023) In maya using the perspective cameras i adjusted the low poly version to match the image as much as possible. To help me avoid creating assets too big or too small, i downloaded a body mesh that had the height of 180cm. After...

07: Blockout

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  Blockout Using primal polygon shapes i created this block out version. This helped me know where i wanted the sword to be and other props, like tables doors and windows.  I only blocked out the biggest props as they would take most of the space.  As i went along i added more props to make the scene look fuller, but this was good starting point for me because it gave me the general look i wanted.

06: Concept

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Concept I didnt have a concept so I put together a few images that i used to guide me.  I went back to all of them to take a look at the objects that they have so i can add them to my scene as well. Libre shot (2023)  Dengo (2023) m balabababa (2023) Roe K. (September 2012) Friedman D. (November 2015)

05: Games industry workflow

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To have knowledge of how the games industry works was vital for this project. Knowing what goes first and last helped me to stay organized as i was able to follow a path. Once i figured a list of the things that i have to do i was able to shuffle in and out, working in different things at the same time or doing research and exploring it without losing sight of the main goal or losing track of where i was.  Boshev D. (2022) Workflow In the games industry, they use multiple game engines to create their games such as Unreal Engine for games like Fallout and Skyrim. Unity for Assassins Creed and League of Legends. And also, CryEngine for games like Crysis and Homefront. I focused on Unreal, so my workflow and research were based around it. Most studios have the same workflow or at least they are similar to each other but having a general understanding is key. Story First i came up with the idea of creating a garage environment for the mechanical sword that i made. I know i wanted it to...

04: Research intro - Technical skills, software

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 For this project, one of my goals was to learn how to use Unreal Engine, Substance Designer and the workflow of an environment artist.  I have used Unreal Engine before for my Sci-fi scene, but i wanted to learn more about it as it is very interesting, and you can get fast results and interact with them in real time. I love seeing artists' work done in substance designer. It can be stylized or realistic, i love how procedural and nondestructive it can be. On Artstation, i follow a lot of material artist that inspired me to learn the program. Paquiet E. (2022) Agieiev R. (2020) I wanted to learn how artist integrate substance designer to their workflow and how i can do the same. I also noticed you can add the materials you create, in substance painter and use it on whatever you're texturing.  As i would love to become an environment artist, i searched how i can become one, what tools, software i need to use and learn, and what techniques i can learn to make this possible....

03: References - Props

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References - Props From the images of the garage environments, I was able to collect a series of ideas to create props from. In this image there are multiple little assets that I could model and integrate to my scene. For example, the spray cans, the wrenches and pliers and the little metal assets that hold them into place.  GANUCHAUD H. (2022) For a better view and higher resolution, I also looked for individual tools and other objects that I can recreate. The more images I find with lots of props the more I can create and add to my scene. However, I only chose specific ones that contribute to the look I wanted. As this would be a home garage not an actual garage I didnt look for too many garage tools.

02: Story & References

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Story description I imagined a person living/working in the garage creating the sword, this person travels to different areas collecting resources and bringing them back to the house to aid in his journey to find his daughter. The main focus would be the sword, however as this would be an environment i wanted to have different little stories that a curious person would stop and look at and understand a little more of what is going on in the sense of what happened, and where he's going. References - Mood board I wanted to create a home garage that was being used as a workstation, so I gathered different images and put them in Puref. I searched for actual home garages, game references, and already made garage or working stations showcased in Artstation. The 3d versions helped me to get a better idea as they are more detailed than most of the images of real versions. While looking at the 3d environments, I tried to analyze how they made it and asked myself multiple questions such as: ...