Friday 26 February 2016

Group critique

Group Critique
Michael had mentioned things from the three ideas I had put into the final three, he had mentioned that if i went through with the Favela idea, that only a small portion should be modelled as it is all repetition and wont look all that interesting if they are all the same. In Michael's opinion, he liked the idea of the medieval village the most, but recommended modelling only a part of the village as there is a lot of work to go into them.



Shiam my tutor liked all of the ideas that I had broken down, but the same as Michael had said, i should only model a section, and should break down the environment as its too much work for myself.




Another class mate had broken all the ideas down even more by going through the futuristic city and asking whether it would be a poor, rich or apocalyptic atmosphere, after choosing one of them, the next decision would be whether it would be a western city or other, for example, Utopian, Dystopian or Sci-Fi. 

In all three group critique feedback sheets, I was told to model only a section of an idea.

From the feedback I was given I decided to go ahead with the futuristic city, i had in mind that a futuristic city has a lot to offer and has loads of potential with so many different settings, colours and atmospheres.

By now i have already researched into the three broken down ideas, which gave me more of an idea on if it would turn out as effectively as i would hope, therefore choosing the futuristic city i can develop my research and refine it further by looking at games that feature a futuristic feel and land, and that are set in the future, whether they be online space adventure action set in the future, or strategic world builders such as Anno game series or Cities: Skylines.

Thursday 25 February 2016

Annotated Moodboards


The pictures i have gathered from the web and placed together to create this moodboard 
are what people think a Utopian city will look like in years to come, from these images i can develop my idea by using the features and shapes of buildings as inspiration for my own designed buildings, also the textures and glass placement with sprout ideas.






These images are screenshots from within the city building game Cities: Skylines, i have referenced these images to focus on the layout of the land and building placement to develop my idea on where buildings should be placed and have certain buildings not within a range of each other. 
(which i learnt from experience in playing the game myself in spare time)






Artist Research (Don Pham)


The designer of this beautifully textured scene based on the game Deus Ex, is 3D Environment Artist Don Pham from Sunnyvale, CA, United States. I have chosen Don as an artist because of his modelling skills, very detailed, at a low poly count. His work really appeals to me, and inspires me to work on the same route he has working on environments in amazing quality and high detail.

The first thing i come to see as soon as this picture was presented to me, was a hallway in a scientific lab/futuristic factory, but with the amount of light coming through the windows on the one side of the images suggests that this isn't a building, this is depicting that it may be some sort of ship, the materials this artist has used i would say would be 3d modelling, which would be the program called Maya, but to come to this final piece, Photoshop would need to be used to create an initial idea and concept before modelling. The techniques he has used are UVing, texturing and colour popping since the artist has chosen to go with bright yellow in his colour board to simply create the effect of colour popping. The important elements used in this piece are colour, light, line, shape and form. the colour comes into play to bring the scene/environment to life, the light gives an effect to boost the atmosphere, then line, shape and form are all used together to create the final idea. There is no particular place that the artists wants us to focus on, the angle its showing is aimed on the whole piece, not a certain area, the one thing that im liking on top of all the rest is the immense attention to detail, which is what i want to relate to in my own project.

Artist research (Mouhsine Adnani)

Artist Research

Mouhsine Adnani



The maker of this amazing quality piece of work is 3d senior environment artist Mouhsine Adnani, having over 6 years of experience in the video game industry, Mouhsine has worked on games such as Star Wars the Old Republic, War-frame and many more. He has experience in a variety of different companies such as (Tuque Games, Arch Virtual, Liquid Development, New world interactive, Hi-Rez studios) the reason I have chosen to have him as inspiration as his work appeals to me a lot and he is working in the same genre as I am for this project.

What I'm seeing in this model is some sort of control panel or generator for a factory or large building, the materials the artist has used is Maya which is a highly detailed box model. The techniques this artist have had to go through with to reach this final piece which is textured, that once he's finished modelling, he will have to UV all the separate items that creates this piece, which will make it ready for texturing which looks like the far to left model, for a model like this a texture will need to be crafted and put together by the modeller as i have never seen something like this before. From all the elements available for use on this model, from its looks i doubt Mouhsine Adnani has used them all but texture, shape and form, but since this is just the model and not a piece presented in a scene that will be lit up fairly well which will then introduce the light element. As this is only a single item on its own the artist will want me to focus on all of the tiny details he's added

First Ideas

IDEAS
·         Desert abandoned wasteland

·         Mall

·         Country village

·         Forest camp

·         Dirt City

·         Favelas

·         Medieval village

·         Abandoned garage/(BASE OF OPERATIONS)

·         Futuristic city

·         Post-apocalyptic

·        Tree house



Futuristic city

Favelas

Medieval village


I’ve narrowed my ideas down to 3 from 11 to the 3 that I think appeal to me the most, I have researched these by doing mood boards which has helped me bring it down to one which I will carry on to research further and then model in a 3d program to great detail. The idea I have gone on an chosen is a futuristic city has there are multiple themes to choose from.

Futuristic city

Moodboards

Abandoned Desert
This abandoned desert was also on the list of ideas, based in the middle of no-where, creating rusty, rotten buildings with absolute no life what so ever, with built up sand areas from gusts of wind and sandstorms that eat through any type of material.
Brazil's Favelas
Brazil's Favelas, creating a very dense area with high amount of detail wouldnt be hard but the repetition would have been too much and would have been really noticeable which is the reason why i never chose this idea, but still took into consideration on looking into it.
Futuristic City
This is the idea i had chosen, the futuristic city has so many different types of futuristic, like utopia and distopia, i am creating mine on a floating island in the sky, but also has a floating isand on the floating island that contains the iconic building for the city, which will be the main attraction.
Mall
This mood-board full of a mixture of full open malls and abandoned malls was another idea i was planning on going with, if i had chosen this, i would have gone through with the abandoned one, as an atmosphere can be easily created with cracked walls, broken glass, grass growing through the floor, leaves everywhere, and signs of only animals as life.
Medieval Village
This Medieval Village mood-board was in mind when choosing an idea for an environment, if i had gone through with the village, i would have designed it on the side of hill, with cobblestone walls and floors with wood structural beams in between to hold the buildings together. the buildings i would have designed would include extensions on the side for piles of wood and coal for the fires that was the source of heat for them.

futuristic city mind map