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

Due date: 08/12/2012

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


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.