This is is the first week that I'm going to begin the working progress of my environmental project. I'm going to begin modeling the bigger obects first since they take me the most time working on them than the smaller objects. The first asset that I'll be working on is the entrance gate. The reason I would want to begin with this asset because it's the starting point where the player will be spending the most time exploring the chinese architectural area. It's also a better way for me to place later objects so that I could find out how much space everything needs to be put in the entrance gate. I had began working on my first asset and so far, it's has been the beginning phase of the project. The gate may not be as big as I wanted. But once I start putting other assets in my scene, then maybe I would consider making the entrance gate bigger once I'm moving on with the production phase of the project. I'm thinking about putting the stairs in front of the entrance gate along with the upper floor, and side walks around the chinese architectural area. I'll be putting textures once I'm done modeling this entrance gate. Later this week, I'll be posting my finish verison of the entrane gate on the blog.
Tuesday, August 14, 2012
First Asset
This is is the first week that I'm going to begin the working progress of my environmental project. I'm going to begin modeling the bigger obects first since they take me the most time working on them than the smaller objects. The first asset that I'll be working on is the entrance gate. The reason I would want to begin with this asset because it's the starting point where the player will be spending the most time exploring the chinese architectural area. It's also a better way for me to place later objects so that I could find out how much space everything needs to be put in the entrance gate. I had began working on my first asset and so far, it's has been the beginning phase of the project. The gate may not be as big as I wanted. But once I start putting other assets in my scene, then maybe I would consider making the entrance gate bigger once I'm moving on with the production phase of the project. I'm thinking about putting the stairs in front of the entrance gate along with the upper floor, and side walks around the chinese architectural area. I'll be putting textures once I'm done modeling this entrance gate. Later this week, I'll be posting my finish verison of the entrane gate on the blog.
Thursday, August 9, 2012
Project Production Schedule
Week 2
Goals
1.
Work on your splash paper
2.
Work on style guide
3.
Find references based on the artist you have
chosen and inspiration as well as sketches and
other research material
Task
1.
Post your style guide with the gathered
references in your portfolio production blog
2.
Sketch out how you want to arrange your scene
3.
Update portfolio production blog
Schedule
08/07/2012
Work on your goal, task, and schedule list- 10 hours
Due date: 08/09/2012
08/08/2012
Work on splash paper- 1-2 hours
Update portfolio production blog-1 hour
Due date: 08/09/2012
08/12/2012
Update your portfolio production blog-1 hour
Sketch out how you want your scene to arrange your scene- 1 hour
Week 3
Goals
1.
Create an asset list refer to the material
covered in your style guide
2.
Choose one asset from the list
3.
Create three long objects this week if possible
4.
Create a Alpha milestone for project
Task
1.
Create a Chinese entrance
2.
Create Chinese house
3.
Create Chinese dojo
4.
Create Chinese temple
5.
Update your portfolio production blog
6.
6. Create a Alpha milestone for project
Schedule
08/14/2012
Create an asset list refer to the material covered in your
style guide-1 hour
Due date: 08/16/2012
08/18/2012
Create a Chinese entrance-2 hours
Due date: 08/18/2012
Create Chinese house-1-2 hours
Create Chinese temple
Due date: 08/19/2012
08/19/2012
Create Chinese dojo-3-4 hours
Due date 08/19/2012
Update Portfolio production blog-1 hour
Week 4
Goals
1.
Create smaller objects
2.
Finish modeling the entire environment
Task
1.
Create three small Chinese bridges
2.
Create Chinese garden tea house
3.
Create Chinese shrine
4.
Create Water wheel
5.
Create Chinese flower pots
6.
Create Chinese bench
7.
Create Stone table and chairs
8.
Update portfolio production blog
Schedule
08/23/2012
Create three small Chinese bridges- 1 hour
Create Chinese garden tea house- 2 hours
Due date: 08/23/2012
08/24/2012
Create Water Wheel- 1 hour
Create Chinese flower Pots- 1 hour
Create Chinese bench- 1 hour
Due date: 08/24/2012
08/25/2012
Create stone table and chairs- 1 hour
Update portfolio production blog- 1 hour
Due date: 08/25/2012
Week 5
Goals
1.
Be prepare for a presentation
2.
Rework asset/to do list
Task
1.
Present your project in class
2.
Find and download textures
3.
UV map your objects
4.
Update portfolio production blog
Schedule
08/28/2012
Rework to do list- 2 hours or more
Date due: 08/30/2012
08/30/2012
Find and download textures -2 hours or more
Due date: 08/31/2012
08/31/2012
UV map your objects – 2 hours or more
Date due: 09/01/2012
09/03/2012
Update portfolio production blog- 1 hour
Due date: 09/04/2012
Week 6
Goals
1.
Show a complete project
2.
Download udk
3.
Import objects from Maya to udk
4.
Find time to go to school to use Crazybump
Task
1.
Put together a pretty good progress of the work
for the pre beta milestone
2.
Texture objects
3.
Make files to import to udk
4.
Save the texture files as targa
5.
Take the targa texture files to Crazybump to
create specular and normal maps
6.
Update portfolio production blog
Schedule
09/04/2012
Texture objects- 4 hours
Due date: 09/05/2012
09/05/2012
Make files to import to udk- 1 hour
Save the texture files as targa- 1 hour
Update portfolio production blog- 1 hour
Due date: 09/06/2012
09/06/2012
Take the targa texture files to Crazybump to create specular
and normal maps – 4 hours
Due date: 09/07/2012
09/07/2012
Import objects from Maya to udk- 2 hours
Due date: 09/07/2012
Week 7
Goals
1.
Make all necessary changes
2.
Continue to work through your individual
production list based off individual projects
3.
work on your project based on your schedule
Task
1.
Work on the material editor to apply expressions
of your objects in udk
2.
Bring the objects into the scene
3.
Update portfolio production blog
Schedule
09/09/2012
Make all necessary changes- 3 hours or more
Due date: 09/11/2012
09/10/2012
Work on the material editor to apply expressions of your
objects in udk- 4 hours or more
Due date: 09/12/2012
09/12/2012
Update portfolio production blog- 1 hour
Due date: 09/13/2012
09/13/2012
Bring objects into the scene-1 hour
Due date: 09/13/2012
Week 8
Goals
1.
Continue to work through your production list
based on individual projects
2.
Complete 80 % of your project
Task
1.
Arrange your scene
2.
Tone down the shiningness for each object
3.
Update portfolio production blog
Schedule
09/19/2012
Arrange your scene- 1 hour
Update portfolio production- 1 hour
Due date: 09/20/2012
09/20/2012
Tone down the shiningness for each object- 2-3 hours
Due date: 09/20/2012
09/22/2012
Update portfolio production blog- 1 hour
Date due: 09/25/2012
Week 9
Goals
1.
Finish up the final 10-20 % of the production
work
2.
Finish up the final 10% production work
Task
1.
Create volumes in the scene
2.
Create water material
3.
Update portfolio production blog
Schedule
09/25/2012
Create volumes in the scene- 2 hours
Due date: 09/27/2012
09/26/2012
Update portfolio production blog- 1 hour
Due date: 09/27/2012
09/28/2012
Create water material- 1-2 hours
Due date: 09/28/2012
09/28/2012
Update portfolio production blog- 1 hour
Due date: 10/02/2012
Week 10
Goals
1.
Finish portfolio project
Task
1.
Create a kismit sequence
2.
Test out the level
Schedule
10/02/2102
Create kismit sequence- 2-3 hours
Test out the level- 1 hour
Due date: 10/04/2012
Thursday, August 2, 2012
Environmental Artist Reviews
Alex Kam
Steven Skidmore
Liam Tart
The website that Alex has posted is nothing more than just displaying
a grey background and showing off a gallery whenever anyone enters the site.
His name is being placed on upper left corner of the screen along with the
information and page sections. On the bottom of his name, he relieves that he’s
a 3d Environmental Artist, and lives in Montreal, QC, Canada. The pages are
displayed in three sections: gallery, resume, and his email address. In the
gallery, the page is split into two sections: Professional Work, and Personal
Artwork. Under Professional Work, he has made work for two games: Modern Combat
3: Fallen Nations, and Captain America: Super Soldier. Under Personal Artwork,
he has made five projects: Destroyed China Town, Dusky Hallway, Tackle Shop,
Urban Back Alley, Sci Fi Create, and Gothic Door. I like how he arrange his
projects showing the actual scenes on top, and showing random stuff on the
bottom like polygon objects (w/o textures), texture maps (diff, spec, normal and
alpha), and other scenes. The styles that Alex had chosen for his scenes were
pretty interesting especially the Destroyed China Town, Tackle Shop, and Urban
Back Alley stood out the most in his portfolio. I felt he chose the best
objects, appropriate texture, and scenery to showcase environment.
Steven Skidmore
Steven’s website has a grey color, but it’s being companied
by a darker grey in the top of the screen along with a logo being placed behind
Steven’s name and profession. The site has six page sections underneath Steven’s
info: Resume, Game Assets, High Poly, Reel/Videos, Contact, and To: Renderman
Developmental Page. The text, images and reel/videos are being placed in the
bottom of the screen. As of professional work, he’s currently working on
Darksiders II. One of his best works so far is the Tech Market. It’s a very
dark alleys, rooftops, and basements all over the levels. The objects are
filled with machinery, cardboard boxes, concrete pillars, wood, fans, lights,
and statues. He has some of the best high polygon work I ever seen like the
house, the interior kitchen, and the bass guitar.
Liam Tart
The design for Liam’s site is still displaying a grey color.
But unlike Alex’s and steven’s, it has been broken down into four sections: a
solid grey in the middle, two grey textures on the sides, a little less dark
grey on the lower top, and bottom of the screen, and a gradient textured grey
on top. His name, info (email and phone), and profession are placed on top of
the screen. The pages are split into three sections: Art, Resume, and About. The
projects I like the most from Liam are the Fantasy Dungeon, and
Handheld/Mobile. The Fantasy Dungeon is nothing but a small room filled with
wooden boxes and chest. The fire torches are being placed on the side of the pillars.
The Handheld/Mobile has two environments: Villainous Rocket Base, and
Zombies!!! City Assets. The Villainous Rocket Base is more like a space station
type of environment. It has an opening on top, while the rocket is being placed
in the middle of the scene. Zombie!!! City Assests shows more of an environment
that takes place in a city. It consisted of a hospital along with other random
city buildings. There’re even cars and trucks that are being placed in the
scene. I sort of like these environments since they really give an industrial feel.
Much like Alex’s, Liam has placed the scenes on top of the screen. The
difference is that he placed the textured objects along with the texture maps
(diff, spec, and normal) on the bottom of the screen.
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