Final Project Post

So after a long amount of work, time and worry we have finally got a product which feels completed, the project its self started off as a Comic, however, we decide to spice it up to make a Motion comic, sadly this resulted in having to cut our product in half, the result is pleasing yet I feel like it could have been better if given more time, the art book is also in a state of complete but also could have been improved if given more time. the art team have helped provide the project with its style which is intended to be a homage to the classic comics of old.

3D models were used to help create some depth to the comic. my favourite part about the project was getting to work with other members of the class on something fun like this, it wasn’t all sunshine however

 

This slideshow requires JavaScript.

above are some of the backgrounds we were able to make regarding art. I am so happy with how they turned out the traditional artist helped supremely withdrawing some background bases, the video is the culmination of the hard work and dedication the team has, each member has dedicated so much and the final product shows that.

As a whole, the Project has gone great bit shaky in areas and finally, I have to say I have enjoyed my time working on this project.

The Comic Pitch

So my pitch for my comic is done and will be presented the upcoming Wednesday, the hopefully interesting concept will catch some peoples eyes, by patching together some reference pictures I’ve amalgamated a character design which I hope will be able to draw into a less messy looking form.

Refrence.png

Character patchwork.png

Imagine World

the screenshots below are from the current version of the imagined world project, in the scene are models from each of the team members such as the walls, the roof, the door and the windows as well as paths and swords and shields, the texture work was done by me and hopefully when we have it all done it will look higher quality.

progress on the scene has been made, adding a fourth house to the scene as well.

5

6.JPG

Progress update. modelling, texturing and the imagine world project.

I’ve been given some feed back today and have been told that i have improved my modelling skills however my texturing skills need to be improved as well as my model preparation, the imagine world project is going smoothly, we now have two paths that will be used for different areas, we have also now got movement in the scene so that the camera will move around the scene which will be put into a video with sound and music eventually, the team has been working on their essays leaving me to wait for the models to be made, do the the importance of the essays i have added my name to the buildings asset on the asset list, i am currently working on the code for the unity scene and trying to figure out a way to get the camera to move automatically and smoothly around the scene.

today our group has updated each other on what we have made so far, i am working on the scenes and textures while the others are working on their assigned models, we have decided to drop the Gothic side of the project and focus on the Greek element.

Imagine World Progress.

I have made some progress with the imagine world project, we have got some models into unity and have got textures on them, the models are nicely made by the members of the team, each one fits together seamlessly.

I plan to make a short demo of the scene and post it here on the blog.

this is a very very early example of the scene.

What is Topology and Retopology

Topology: a models topology is how the vertices and edges are placed along a meshes surface.

Retopology: this is the process of tweaking and smoothly moving a models edges and Vertices to have a more smooth model, basically allowing for the model to look cleaner in and more organised.

Start of Creative and Technical Project

so far i have gotten the idea of making a statue for the imagine world project using the high to low poly method, sadly i haven’t found any images to reference from yet but i do have some idea for the base of the statue that it will stand on. the statue I am thinking of making in this method will be a creature, maybe a snake or some sort of reptilian creature. or if i have enough time i could make a Medusa statue. after doing some research i will make a Decision. how ever on another object i have to make i have gathered reference for is a decayed tree. I have some of sketches done which i will eventually scan into onto the PC and develop the best ones into more depth digital drawings.Tree.png

Here are my sketches the Bottom Right being a Physical sketch scanned in and the top right is a digital sketch.

00001.jpg

Here is the model of the Stump

Stump.png

I have decided to make a snake Statue, the statue i hope to be two snakes positioned to strike while being coiled around each other, here is some of the reference images I have gathered.Snake Statue Refrence.jpg

I have now updated the reference images:

Snake Statue Refrence.jpg

Snake Drawing

I have now gotten to the sketching phase for the snake statue, as mentioned previously they two snakes are going to be crossing each other, facing forward in a position that looks like their guarding something, I will put the images of my sketches onto the blog once I’ve gotten them scanned in, so far the progress of the drawings has been improving smoothly, each sketch helps me improve my skills and gives me a better understanding of what i will eventually model. here are some of the sketches:

 

Scanned from a Xerox Multifunction Printer (1)-page-001.jpg

 

 

 

I have been working an entire day making this model and yet its still not finished, it will hopefully be done by the next blog post i make.Snake

after doing some extra research and understanding the important’s of topology I’ve been able to improve the quality of the models shape and face.

Snake And now with added texture.

Snake

I have decided to redo the texture work on my model as it doesn’t feel quiet good enough.

today I’ve been attempting to make the model using the high to low poly process, as i forgot to make a high poly model which was what we had to do in the first place, but now i’m going to try to do this.

What is High to Low Polygon Workflow?

High to low polygon workflow is the process of taking a high polygon model that has been shaped and edited and detailed and applying the UV of the model onto a low polygon model via baking the texture into model, it can be used to make a low polygon model have the quality of a high polygon model without using up as many polygons.

The process, which i have dabbled in today, involves taking a low polygon model and a high polygon model and take the large detail from the high polygon model and using baking and normal maps we apply the high model, as a texture, onto the low polygon model resulting in the low polygon model having the detail of a high polygon model while saving a large amount of polygons.

Below if the example of the first step of the high to low poly workflow starting off by making a cube as to not overly complicate things, the depth added into the model on the right will be eventually added to the model on the left, using baking and substance painter to tweak and properly implement the normal texture map.

High Poly to Low Poly

after using substance painter i have been able to use it to make the low polygon model look like this, the mapping process was rather easy as I pre-unwrapped the models uv before hand, the model had to turned into a fbx to work in substance painter.

Baked low Polygon

today we have also been experimenting with mudbox, sadly i was unable to save the file due to its size not being able to save. after using the process of baking I’ve concluded that its a useful process that will save space and memory.

Monster 2.PNGMonster.PNG