White Rhinoceros

Modeled using XSI and ZBrush.

The hidden world

Arranged using UDK.

ZBrush

ZBrush Sculpts.

Kitchen

Modeled using Maya and mentalray.

Companion cube

Modeled using Maya and mentalray.

Showing posts with label BA5 P1. Show all posts
Showing posts with label BA5 P1. Show all posts

Thursday, 21 February 2013

Research: White Rhinoceros anatomical studies

Started to create a collection of White Rhinoceros images for reference when I begin sculpting. Tried to capture a variety of angles and aimed to collect high quality photographs only, as this would ensure that the sculpt shouldn't be anatomically incorrect.

Anatomical studies

Persp

Front

Back
Side



Wednesday, 13 February 2013

Achieving levels of interactivity with UDK




Kitchen



Mouse drawings












Monday, 11 February 2013

Views of kitchen

Perspective view

Side view

Top view


Tuesday, 5 February 2013

Fruit bowl WIP












Thursday, 17 January 2013

Kitchen WIP 5


Kitchen WIP 4



Added a shader to create the glass window, also began on the colour theme for the kitchen - stones, light greens and cream.

Next on my agenda is:

- Create the floor texture
- Model assets to make the room look more 'lived-in' and realistic

Wednesday, 16 January 2013

Kitchen WIP 3


Playing around with various shaders, particularly with mentalray. Still got plenty of work left though.


Kitchen WIP 2






Further progress made on creating the kitchen environment. Created scales, pots, pans and some other kitchen utensils. The next asset I am planning on modeling is a microwave and making a start on texturing.

Tuesday, 8 January 2013

Kitchen WIP 1

Maya kitchen modeling WIP. Firstly I blocked out the shapes to decide on a suitable scale for the environment, then  modeled the counters, cupboards and fridge. I am now beginning to add a few more assets into the environment to add realism to the scene. 









Friday, 14 December 2012

Research on lighting my kitchen environment

Upon research on kitchen lighting and the various features available in today's society for lighting I came across this incredibly useful website: http://shop.lightingstyles.co.uk/kitchen-lighting.htm

This website is ran by a company named 'Lighting Styles' and own a studio at Essendine with many lighting fittings on display. All of the staff are lighting experts, that are passionate about what they do. Therefore, I found it incredibly useful to make notes on their advice on how to light a kitchen.

Through research on kitchen lighting I learnt:

There are three main types of lighting to consider in kitchens. Using a combination of both is useful and beautiful for various reasons, the main being for aesthetic purposes.

Ambient Kitchen Lighting:

This is general lighting which should be used for your whole kitchen area. You may wish to use a single pendant (or a group of say three) over your kitchen breakfast bar or table to create an ambient lighting mood. Not only will the lights be practical but there are many stunning designs which can bring together the whole design of your kitchen.

Kitchen Task Lighting:


Task lighting is more focused lighting. You will want to use task lighting over your sink, cooker or other food preparation areas so that you can see what you are doing. You may want to consider downlights, track lighting, under cabinet lighting.


Accent Kitchen Lighting:


Accent lighting is used to highlight features of your kitchen - cabinets, cooker alcoves, or art work for example. Down lights or wall lights can be used plus there are many different shelf lights which can add a real wow factor to your kitchen.


Use under cabinet lighting, kitchen island lighting, pendant lighting, side by side other types of contemporary kitchen lighting. You may be surprised at how much you can change the look and feel of your kitchen by simply changing the type of kitchen lighting that you use!
Use under cabinet lighting, kitchen island lighting, pendant lighting, side by side other types of contemporary kitchen lighting. You may be surprised at how much you can change the look and feel of your kitchen by simply changing the type of kitchen lighting that you use!




http://shop.lightingstyles.co.uk/kitchen-lighting.htm

Thursday, 13 December 2012

Poly counts when modeling in 3D

As I wrote in my last post, I feel that I need to research around poly counts further, in order to understand what a 'high poly count' is in games and what is considered 'low'.

Upon researching, I found a handy post on various games' poly counts of certain assets:

http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/

I feel this post is incredibly handy in regards to when I start modeling, as I will be able to compare my poly counts to that of games already on the market.


Gaming models have to be more efficient in their use of modeled details to maintain a manageable data set to render.  The reasoning here is that an efficient streamlined environment composed of the lower poly assets will render more smoothly and give better frame to frame renders during gameplay.  What your gaming system is in essence, is a renderer that constantly has the task of rendering each frame of gameplay at 30 frames per second.  Some games hit the magic number of 60 frames a second.  If this rate drops during the game the result is a poor experience and hampered gameplay.  This applies to PC games as well, although they will typically have more processing power to run higher resolution models.
With constant innovations and improvement in next-gen consoles and technology, development of more advanced techniques and processes give us more detailed looking models at a lower cost.  One of these advances is the use of normal mapping.   A normal map acts like a bump map, in that is adds surface detail without adding polygons.  Normal maps go a step further because they actually replace the surface normal with new multi-channel data to represent an X, Y, Z coordinate system.  What this means is that we can create a high resolution model of 2 or 3 million polygons and bake the high resolution detail down to a normal map that retains the component space data of that high resolution model.  It is then a process to create a streamlined model that emulates the general proportions of the high density model, but at a much more efficient poly count of 2500, for example.  Once the normal map data is applied to this low-res rendition of our high-res monster, the model immediately looks more complex geometrically but at an affordable rendering cost.  Movie productions also use Normal Mapping techniques, but the asset that they use the Normal Map on is typically a more detailed model than the one used in games.
http://www.siggraph.org/publications/newsletter/volume-41-number-2/modeling-techniques-movies-vs-games


Next I found answers to most of my thoughts on this website: http://simswiki.info/wiki.php?title=Game_Help:Poly_Counts


Why do poly counts matter?

Poly count can be very important. Inside every computer is a graphics card - it's the part that makes all the pretty pictures. The graphics card has to plot the position of each and every poly in 3D space. It also has to render the surface of the poly itself... and all the textures, and any special properties like reflectivity/shine, and any transparency like cut-out strands of hair.
Every poly you add is just a bit more strain, more work for your graphics card to do - and it has to do it every frame, continuing to render all those polys as the game goes on. This can generate a lot of heat, and a lot of stress on your graphics card, especially if it's not incredibly good.
The effect of polys is cumulative - one high poly item generally will not cause problems. But if every item you have is high poly, or you use a specific extremely high poly item over and over, you can begin to experience problems like:
  • Lower frame rates - The game gets choppy and slow.
  • Slow scrolling - It's slow and difficult to move across the lot.
  • Slow zooming - It's slow and difficult to zoom in and out.
  • Game freezes - The game stops responding and has to be forcibly closed without the option to save.
  • System freezes - Your entire computer locks up and stops responding. You have to shut it down using the power/reset button.
  • Graphics-related errors - You may overload your graphics card, crashing the game, dropping you to a lower resolution, and forcing you to reboot/shut down.
  • Graphics anomalies - An overstressed graphics card may begin displaying gaps in hair at the forehead or back of the neck, sparkles and strangeness in other meshes, blurred textures on sims and objects, blurred/crunchy/shredded thumbnails, blurred mirrors, or other display-related weirdness.

Needless to say, any of the above is bad, and if you begin seeing increasing signs of stress, it can be a sign your graphics card is being overstressed. Overstressing a graphics card may eventually cause it to fail - you'd have to purchase and install a new one (or get someone to install it for you), which can be pricey.
This is also not to say that all of the above is always caused purely by high poly content and related problems... You may just have a crappy graphics card... Or it may be overheating because of dust/dirt/age/lack of proper cooling... Or you may need to update your graphics card's drivers to fix certain issues... Or your graphics card may just be having its own strange issues...
But all of the above -can- be caused, at least in part, by the stress put on a graphics card by having to render too many polys.




Wednesday, 12 December 2012

3D models and wireframes of kitchens moodboards

I decided to create a collage of various renders of 3D kitchens, in order to draw inspiration from other 3D artists and understand how they've achieved a certain style i.e. realism in their models.

I have learnt through looking at other 3D models that:
- The use of rendering systems such as mental ray and v-ray prove incredibly helpful in making the model look of a high quality.
- The position of lighting helps trick the human eye into thinking the model looks even more real.

Note: In no way do I claim ownership over these models. All ownership of this material goes to the respective owners.

Next, I researched into 3D modelers workflow and how they created their kitchens. I noticed that some artists kept their poly counts as efficient as possible and fairly low, how ever others modeled their kitchens in such great detail that it amounted to a high poly count.

In order to decide about my workflow, I am going to research into poly counts in games next.

Modern-day kitchens moodboard

I decided to create a collage of modern-day kitchens, in order to understand today's trends in kitchens i.e. popular colours of counters and materials and also to take inspiration of the layouts of real kitchens.



Layouts of kitchens:

Through researching these photos, I have realised that most kitchens these days include:
- Counters going around the room (bottom and top)
- Lots of good lighting features (from lights and large windows)
- A large amount of kitchens from today's age have island bars
- There needs to be lots of storage space in a kitchen

Assets in kitchens:

Through researching these photos, I have realised that most kitchens these days hold many appliances within that (in order to achieve larger depths of realism in my model) need to be modeled in too:
- Fridge/freezer
- Oven
- Microwave
- Kettle
- Toaster
- Kitchen utensils e.g. spatula, drainer, masher, etc
- Bottles
- Plates and cutlery


Tuesday, 11 December 2012

BA5 - Production Brief

Proposal:  What do you intend to do?

In order to follow my desired route into the games industry through furthering my knowledge in 3D, I shall be creating a real-time graphical walkthrough of an environment. I will be modeling a modern-day kitchen scene. I will also create a Game Design Document to accompany my game idea, on which I will be working on alone.


Schedule of Work: (to include the deadline for submission of assessment):

Start date: 10/12/2012
Deadline: 15/02/2013

Research process – involving means of reading books/blogs, searching online and creating moodboards (10/12/2012-17/12/2012):
-     Modern-day kitchens
-     3D processes
-     Assets suitable for chosen environment
-     Textures for chosen environment

Concept artwork process – creating sketches of chosen environment, taking an iterative design approach (17/12/2012-1/1/2013)
-     Drawings of chosen environment
-     Front, top and side views of various assets
-     Main character for Games Design Document

3D studio work process – modeling, texturing and lighting chosen environment (1/1/2013-8/2/2013):
-     Block-modeling the environment
-     Adding fine detailing into environment
-     Creating assets for the environment
-     Creating textures for environment
-     Lighting the environment

Finishing touches, preparing for deadline (8/2/2013-14/2/2013):
-     Exporting model into software which allows it to become interactive
-     Create Games Design Document

Blog/publish evidence of taking an iterative approach, asking for advice etc (ongoing)