Tuesday, 6 January 2015

Maya: Modelling the Enterprise

This is a project given to us by Robin to build a basic version of the old Enterprise from the first series of Star Trek.

We were given some blueprints that we brought into maya, using these blueprints I will build the ship so that everything is in proportion relative to each other.

Blueprints arranged at the correct scale and placed in line with each other.


Using the blueprints as a guide I created the body of the ship and shaped the hull to match the image.


You can see here how I adjusted the vertices and edges to line up with the hull. I shaped this by using the smooth view and adding multiple edge loops onto my object.

I added the dish on the front of the hull using the bezier curve tool. This allowed me to create a smooth outline that covered the top half of the dish. I then revolved the shape/ line by 360 degrees along the x axis. This created a dish which I then converted to a polygonal shape by converting the NURBS into polygons.


The iconic disk at the front of the ship was then added.


I built up the top of the disk using the blueprints as a guideline along with the support connecting to the main hull.

Creating and placing the engines.
I created the engines by outlining the blueprints using the bezier curve tool then revolving the shape. The supports for the engines were made very easily using skewed shapes, I added detail using the extrude tool.

The ship pieced together.


After piecing the ship together I added any small details to create an element of authenticity (lights) in my work.

The final basic model ready for texturing.

Profile view of The USS Enterprise to scale with the blueprints.
After looking at the model in detail I have noticed the lack of detail on the rear of the hull, if I revisited this project I would spend more time focusing on the small details so that my final outcome felt more believable. I would also give the disk on the front of the ship more sub divisions to help smooth out the edges. You can clearly see where the edges meet in the first rendered image I have here, adding more sub divisions will help even this out. I would also add a lot more detail to the model although I could save polygons by creating a normal map to apply along with the textures. Overall I feel however that this model was a success. I have built the model to the correct proportions.

Photoshop: Lizard Painting Tutorial

This is a tutorial to teach us how to effectively apply textures to a painting in Photoshop. We were given a line drawing of a lizard and tasked with painting in the colour and lighting before applying a texture.


I filled out the base layer and the background. I then locked the layers so I couldn't edit the base by accident.

Finished base layer and background.


I added basic lighting and shadows to try and bring the character out of the page. This starts to create a basic shape. The light source is above the character. 


I masked the layer before adding any paint or texture to ensure I do not paint outside of the base layer. I then applied a texture taken from the internet, I used scales from a snake to add texture to the lizards head. 

Tidying up the painting. Adding light and refining colour.

Finally I lowered the opacity of the scales and warped the image to wrap the texture around the lizards head.

I may revisit this painting to finish the image. If I do then I will work on adding more detail to the character, I will continue to do this until the painting doesn't require the line drawing to hold its form. If I did have the chance to re do this piece then I would make sure I added more textures and bounce lighting. I would also begin fleshing out the lizards body armor to make the image more believable.

Overall though I do feel my ability to paint using a tablet has improved over the past few months. I am hopeful continued practice drawing with a drawing tablet on my computer and traditional media in my sketchbook will improve my drawing/ painting skill.

Friday, 12 December 2014

Maya: Temple Modelling Challenge


This is a modelling assignment given to us to be assessed as part of our end of term submission.



I had to re create on Maya the temple you can see above using everything I have learnt since the start of this course. I also had to apply basic textures to the finished model using textures given to us by Robin.


I blocked out the basic shape of the temple.


Building the tower in the center of the temple was tricky because it pointed out faces that weren't in proportion with each other.


Once I had created and added all of the roofs I began texturing them one by one.


I then began to create the front of the building.


Once all of the main structure was built and textured I began to add small details.



Here is my finished temple.




Rendered image of the central tower.
If I had more time I would create and add the windows you can see on the front part of the temple. However a problem with the faces on my temple means that it would take too much time to sort out before submission.

My complete temple.

Maya/ Unity: Level Design, Condoned.


Here is my level design for Ewan. This is part of our winter submission.

I have created a small game called 'Condoned'. The premise for this game is to escape a laboratory. 

The player starts off inside the complex with the simple goal of escaping. Everyone has disappeared and you have no idea why, things seem out of place and the character you play is confused. The power supply to the exit has been cut off. The 3 power conduits that supply power to the exit have been removed and hidden within the lab, clearly its no mistake, someone; or something has sabotaged the facility. The player must now enter the depths of the lab and find the 3 power conduits, then return them to the power source next to the exit to power the door. The player can then escape and win the game.

Its a simple concept that will allow the player to explore a place with the constant feeling of being watched. No hostile AI exists and there will be no mechanic that could kill the player. The level is solely occupied by you alone. However the constant feeling of being watched due to the ominous back story creates suspense and threat. I plan to add a creepy soundtrack over the top of the game in a loop, this will create ambiance and add to the feeling of suspense. Hopefully this will push the player forwards to try and finish the game quicker and quicker.     

One Sheet.

Storyboard.



I created a modular level design using pieces of a corridor I created in Maya. This allows me to create a big level using relatively little effort. I pieced together the level in unity.


Changes were made to my level as I went along. The back story also changed but I kept the core game play the same. 


The system of corridors I created is relatively simple. However in game it is easy to become lost.



Here is my finished layout all pieced together.

Modeling in Maya


For my level design I felt it was important to use all of the skills I have learnt in Maya to create a more realistic environment. I have spent lots of time modelling prefabs to place into my game. Everything here was created by Me using Maya.

A stool. For this design I was inspired by old metal stools often seen in naval ships.

A generator with control panel.

Control panel created in Maya. The lever and needles in the dials are separate from the rest of the control panel. I did this so I can animate them later.

My generator in game.

Generator room. Everything in game was modeled by Me in Maya. I added lights in unity along with materials.

Cardboard box modelled in Maya.

Gas Canister modelled in Maya.

Microscope modelled in Maya.

Coffee cup modelled in Maya.

Clipboard, Book and Petri dish modelled in Maya.

Ballpoint pen modelled in Maya.

Wall units modelled in Maya.

Palette and Barrels modelled in Maya.

Tables and Shelves modelled in Maya.

Room complete with floor tiles. The rooms were designed to fit together with the modular corridor pieces you can see at the start of this post.

In game shot of one of the labs.

Generator room with door that opens when you press the button.

Storage room.

Overview of level complete with materials and lighting throughout.

Final generator room. The keys (Power Conduits) in my level fit into the coloured slots on the face of the generator. This provides power to the final door which allows the player to escape/ win the level.