Thursday, 22 January 2015

Muscles Anatomy Assignment

Step 1-Mood Board
For the second part of the human anatomy we had to practice and design a diagram of the muscles in a human body. First I started with a mood board of several muscle structures to give me some idea what to sketch and then paint up for a final design.

Step 2-Sketches
I then started to sketch some muscles out to give myself a better understanding of the structure and pattern of the muscles.

Step 3-Outcome
Then I started to paint up a full front and back view of a male muscle anatomy as best I could, which I am proud of because it looks really real. I achieved this by doing half of it and then copying and pasting it to make it a whole.

Step 4-Diagram
Finally I started to add the labels to my painting to show, where I thought the muscle were on the body. This second part of the assignment was more enjoyable and has even helped me out in other areas such as digitally painting where I was struggling at the beginning.

Tuesday, 20 January 2015

Maya Uss Enterprise Project

Step 1
For our first modeling task since December we had to model the Uss Enterprise ship. We started off with a blue print of the ship (as seen above) from there we were able to place the image on a plane in Maya and then cut and past the different views on to the same sized planes. Which we were then able to build a construction sheet to help model the ship.

Step 2
After that we then had to began with the base, we started off with a cube then we began to expand it to get the key length and then we started to manipulate and add vertexes to gain the shape needed. Also using the key button 3 I am able to smooth out the model.

Step 3
Then we had to finish the ship in our spare time so I then moved on to the ship's rockets which was similar to the base. To create the sensor we used the pen tool to create a custom shape.

Step 5
Finally I then made the dish which I extruded top and bottom to create its shape as in the blue prints. This task was a challenge but it was a good because it gives us to test and get use to the controls again.

Friday, 9 January 2015

Lizard Man Project

Step 1 - Sketch
Today in class we had to digitally paint over the Lizard Man (seen above) we learnt techniques that could help speed up the process. 

Step 2 - Mask Layer
First we started with a mask layer of the colour that would be the base for our concept, and I also used the rubber tool to erase any strokes that went over the lines. I added a shadow underneath him so that it would not look like he is floating on the page. 

Step 3 - Colours
 Next I started to paint over the mask layer on a different layer. The sketch itself is above the mask and painted layer, this helps me to find different layers of the character's body.

Step 4 - Armour
The next step is the armour which is the same proses as before but this time I paint straight onto the mask with colours to suggest lighting and shadowing.

Step 5 - Texture
On this step I started off by adding his eye and then slowly moving on to the final stages which involves texturing. I used a rough metal texture on his skin to suggest a pattern on his skin.

Step 6 - Scales
Finally the last step I added a scale texture and wrapped it to fit in certain areas such as the neck and tail. After that it was a case of fixing a few things and then I was done.

Thursday, 11 December 2014

Level Design Assignment

Mood Board
For our first Winter Assignment we had to build and code a level with three triggers that could set off such as sounds, opening and closing doors or turning on and off lights. As with all projects I started off with a mood board to give me an idea of what my game environment could look like. From this I was able to chose a theme and an idea.

One Sheet
After the mood board I moved on to write up a one sheet of my game, with this one sheet I was able to talk about the story, locations and characters in the game even give details of who it might be aimed at as a target audience.

Level Sketch

Then I began to sketch out my rough level plan with an idea of what might happen in the level. However in this level plan I realised that it was to big and bold for me especially because I am new to scripting, so a lot of features were removed or changed. But later on my level plan completely changed; however it remained true to the one sheet and also some parts of my level sketch remained in the final version.

Story Board

Then I  moved on to the a story board to plan and show what I intend to happen in my level. Like my level sketch a few things changed but the goal was still the same to restore power to the player's location.

Rough Level
Not long after my story board I started to work on a rough level plan made form cubes in Unity, the program I would use to develop a rough idea of what my level would look like.

Level in Maya
After the rough level I started to model my final plan into Maya and then export it into Unity, at first I had a few issues but I over came them and carried on developing my idea further.

Props
I also modeled some props to go in my level, this props could be stuff laying around or game objects for the player to interact with.

Doors Open and Close
Finally I reached the most difficult part of this assignment scripting, first of I started with my doors, which would open side ways for the player to leave or enter the room however I decided that I could only open with a key type object, this would make the level more interactive.


Picking Objects Up
The next script was to allow the player to pick up an object in this case a crowbar. This script was a lot easier than the others mainly because it was short but also quite easy to understand, and I added GUI Text which allows the player to see the word "Crowbar" or "Picked up Crowbar", which I would be useful the player. This crowbar is also used to open doors.

Flash light

The Flash light script was also quite easy and straight forward just like the crowbar. After you code the flash light all you have to do is then parent it with the player's camera so where ever you look the flash light will turn on and off with the button that is coded into the script.
Sound
Finally Sound this was another script I found hard to write and understand but I got the hang of it. I personally think that sound give the level some atmosphere and can even create and sense of  realism.

Back Drop
The last thing I did was add a back drop to my level so when the player looks out the window they see space which is the theme and location of the level. Also the back drop indicates to the player an idea of time.


Level in Unity
Finally after putting my level together I was able to play it as if it was a proper game. This assignment was tough but really interesting and allows us to understand the depth behind games. My level do go through a lot of change but I am happy with the outcome and prefer what I have to what I had planned.

Bed Room
Waiting Hall 
 Power Room
Observational Room


Maya Temple Assignment

Reference Image

Starting Point
For our Winter Maya Assignment we have to model a temple using a reference image as shown above. First I started with the columns, pillars and sides for the basic shapes then, I started to work on the walls using a Cube; however for the roof I used a Pyramid shape.

Model in Maya
After that I started to place the parts together allowing one half to be done, but for the second half I mirrored the model to get the whole temple base.

Materials
Roof Texture
Wall Texture 


Textured Model
Then I started to place textures using the textures above allowing me to give the temple more of a real touch to it all this was a perfect opportunity to practice my knowledge of UV mapping and texturing which I had struggled with in the past.

Final Details
Finally after adding the textures to the temple I moved on to add details that were in the reference image.

Final Outcome
Then finally I completed my attempted at the temple model, I personally think it went well and I have improved texturing in Maya. The over all model was fun to build and was a perfect chance to practice the skills we have learnt in Maya so far.

Saturday, 6 December 2014

Skeleton Anatomy Assignment

Step 1-Mood Board
For our assignment we had to show we understand the human body, more specific the skeleton's bones and joints. As with a lot of the set work I start off with a mood board of skeletons, bones and a few joints.

Step 2-Sketches
After I researched I then began to practice drawing skeletons and certain  bones. To prepare me for my final sketch which I would draw on the computer to get use to drawing on the computer which is a key skill I will need to get use to.

Step 3-Final Sketch
 Here is my final sketch done in Photoshop, which shows the front, back and side view of a human skeleton.

Step 4-Bones
Now I began to use my final sketch to show where different types of the bones are on the body.

Step 5-Joints
Finally I did a similar diagram to the bones one, but this time for the joints on the body.