Sunday, 12 January 2014

Modular Design... #17

Modular Bridge Prop...

With this 3D prop, I decided it would be best to use a modular design. This time I also forgone the usual concept art as a test, using previous thumbnail environment concept art and focused more on using reference images only to produce the bridge - This being a slightly different but mostly very similar to the technique of  using concept art and reference to build assets for a scene/game.


Modular Bridge Section Repeated.

This youtube video gives a great explanation about resolution of texture maps when using a modular design approach as opposed to creating the bridge above as a single model and trying to fit the large amount of individual pieces that make up the whole sum of the bridge.


So in essence, by using a modular design with the bridge. I will be able to increase the resolution of the actual textures for it and thus come away with a texture map that will contain a lot more detail and less pixelation, compared to other assets/props within my 3D Environment Sample.


Saturday, 11 January 2014

Spaming the 3D Props... #16

The Wooden Shelf...
Yet again, I followed the same principle of using concept art and reference images to produce this piece.


The next stage would be to UV map this prop then Texture it for use in the 3D Environment scene.


Friday, 10 January 2014

Modelling Props! #15

Another 3D Prop...

Flowing the same principles of modelling using Concept Art and Refrenece images, then UV'ing the prop in a specific yet simple way. I created the following Wooden Cart Model for the 3D Environment scene with the intent on focusing on the outer part of the environment idea, while still letting me explore slightly more advanced modelling techniques.




A Simple Start... #14

The 3D Box of Doom...

Having established that its not worth modelling anything in 3D unless you have a solid piece of concept art and reference images. I started with that exact topic, nothing fancy, just simple and rough.


Starting with a rather simple prop, a wooden crate, I took a little time to look into techniques for Modelling and UVing as well as Texturing for 3D. Everything from maximising texture space on the UV maps to similar objects' UV's occupying the same Texture space. All these little tips built up and combined to make for a more smooth and much improved working process.

I feel that the advice to always use concept art and reference images is key to making a great prop.


Although the Wooden Crates UV Map looks very basic, you can see from the Textured Crate image that the verity in the three Wooden Crates is evident, not just a repeat pattern although they all use the exact same UV and Texture Map.


Final Environment Concept Art... #13

A Finilized-ish Environment Perspective Drawing...

This time I refined the last drawing I did and improved the perspective too. I'm pretty happy with this concept and think its about time I moved over to the 3D Modelling stage next.


Again I used bleed proof paper, along with the 0.3mm Fineliner, a Copic T1 Tonal Grey and a Pro-marker in Blue.


Thursday, 9 January 2014

More Concept Art... #12

An Environment Perspective Drawing...

Here I use bleed proof paper again, along with a 0.3mm Fineliner, a Copic T1 Tonal Grey and a Pro-marker in Blue - because Copic Markers are so damned expensive! - The prespective is a little messed up, but its been a while since my Graphic Comm classes back in High School, just imagine, I actually achieved a Higher in that subject too!

Moving towards a slightly more outdoor-ish concept, yet still contained within an inner building. Here I decided to incorporate the water element that I previously thought about. The thinking behind this being that I could model an interior environment and give it a frontage for added detail.


Concept Art... In Colour... #11

Some more Concept Art...

Following on from my last blog post on thumbnails, here I have gone into a little more detail. Exploring a bunch of different things all within a few drawings. Everything from a Medevil type concept, a Hobbit style storage room and a slightly wired mystic/magic shrine type concept.


Towards the end of these drawings I have started to integrate an element of water in the scenes. At this stage I quite like the idea of having some form of water feature or something in my 3D Environment Scene - not entirely sure right now though.