Friday, 19 October 2012

Assignment 1 - Inorganic and Organic Models

For our first brief which we have all of the 1st Semester to complete. We need to create an Inorganic and an Organic model, fully unwrapped and textured.

For the Inorganic Model, we have to choose a robot created by award-winning illustrator Ashley Wood who began producing toys of the characters he'd designed in 2008. I have chosen to model his Deep Powder Bramble Robot, after first looking at Deep Powder. I like them both but the Bramble has a more interesting shape and textures.

Deep Powder Bramble
 

Deep Powder

For the Organic Model, we have to model a Mulefa which is a fantasy animal from the book The Amber Spyglass by Philip Pullman. We wrote notes on the animal after listening to extracts describing the animals features.

It features a diamond skeleton, meaning it has 1 front leg, 2 middle legs and 1 back leg.
The front and back legs both attach to seed pods which act as wheels.
It has a small trunk, small pointed ears and sharp horns on it's head.

Monday, 15 October 2012

Medieval House

We were tasked with creating a quirky medieval-type building in 3D and texturing it. I thought I'd take a different quirky approach and rather than building an odd-shaped house, I thought of making the building out of glass. As it wasn't stated the building had to be from that time period just that style, and I've been watching a lot of Grand Designs lately..

This does mean I have to create some interior models such as floors, middle walls and stairs. Which is more work for me but should have an impressive result.

I really liked my house after giving the house a transparent glass texture and adding a middle wall, floors, stairs and stoves on each floor. It looked very contemporary and modern building.






Then Ken came over and deleted all of my interior work and most of the wooden beams and told me to "do a texture map like everybody else!" I was being a bit cheeky..

So I mapped it all out and exported it to Photoshop. I kept my textures simple as I am not great at painting anyway. I added the beams in again but as textures to save polys. I didn't map the ground as I new it would take up a lot of space on the texture map and isn't part of the building so I took a mud texture from Google.





Saturday, 6 October 2012

Beard Game Design

In the 2nd week, I was assigned to work in a group with Nathan, Liam S, Liam R and Rob W. We were tasked to create a game design in 2 weeks which could be anything as long as we could make a paper prototype of it.

We talked for quite a long time about making a fantasy/sci-fi turn-based strategy game. After making some good mechanics, we realised that it would probably be too complicated and not very fun to play a paper version. So we started from scratch again.

We decided to do a completely different approach which is a single-player side-scroller. Liam R was trying to think of random words to get an idea going and someone said Beards. We then went completely mad with the idea of beards having the main character as a beard and the levels also being different beards. We then changed the levels to adapt a story. A man goes to a barbers and has his beard chopped off. A lice in the beard realises what's happened and progresses through 6 levels to find the man and put the beard back on his face. In order, the levels are; barbers, street, home, park, pub and police station.

We have all pitched in different game mechanics which were perfected by liam and liam and we are each tasked with a level to think of over the next week. As I am one of the level designers, I have pretty much already made the entire home level, featuring a living room and kitchen.



These are our graph paper levels:

Barbers





Street



 Lounge

Park


Pub

Police Station


 Our game stretched across  most of the side!





Dumpster

During our first 3D lesson, we were tasked with creating and texturing a low-poly dumpster to remind us how to use 3ds max after the summer break. I really enjoyed making the dumpster and tried to keep it as low poly as I could. After making two 3D characters in the first year, I began hating 3D modelling but I enjoyed every aspect of making the dumpster. This made me realise that I could be a 3D modeller, but not creating characters!


After making the dumpster I made a uv map of it ready to texture. This is the part I didn't really understand and why I struggled with my characters. I made my texture map - which wasn't as good as the other students but it made sense to me - and then I exported it into PhotoShop. I love using PhotoShop, but painting is really not my thing. Other students created realistic rust while I watched in awe. I tried and failed to create rust for my dumpster so instead I just gave it some scratches, signs/labels and over-the-top graffiti.






Tuesday, 2 October 2012

Abito

Abito - intelligent living spaces

Affordable, luxurious apartments available in Manchester and Salford Quays



Abito was designed by development consultant Les Lang.

The Abito apartments are not like any other apartments. The design is based around space, making better use of space and eliminating dead space. The apartment is based around a central hub in the middle which comprises of the bathroom, closets and kitchen units. They are classed as studio apartments as technically the bedroom and living area are in the same room but they are at opposite sides of the apartment, making the bedroom area a lot more private than having a double bed and wardroom in your living room! The bed can also be folded up if you have visitors round or just want to keep the place tidy!
Each apartment has a good sized balcony where you can relax to the sound of the water below.

They are finished with modern features such as smooth white wardrobe cupboards and kitchen and modern dining set, coffee table and sofa, making the apartment look very contemporary and luxurious. The kitchen may be small but there is enough cupboard space with a small dishwasher and fridge hidden behind cupboards. There is also an odd drawer which is fitted around the sink, utilising the dead space which would normally not be used or not be used well.