Final Major Project

Final Major Project

Asset Design

Introduction to the project

The task of this project is to create a 2D concept created on Photoshop and a 3D model created in MAYA of an asset that would be in a game. A game idea has to be thought of and put into a project proposal before the asset can be started. 

An asset in games can be things that the character can interact with during game play or in a cut scene. An asset can provide to the story line and add more in depth information to the story and give important valuable information. An asset can also be something that is can be seen in the environment but not interacted with as its purpose is to decorate the scene of the environment.

Initial research week 1.

8 Rough Observational Drawings

Ink Vials
I was interested in this item because of the dried ink inside, the different colour contrasts is what caught my attention. I also liked there small size. It isn't something I see regularly and decided it would be worth drawing as I have never drew any bottles before, especially ones that are more unique in size and shape compared to today's modern bottles.



Camera 
This caught my attention not only because I have an interest in old cameras but also because of its shape. I felt the angles and various curves within its shape would be a challenge to draw but it is what also drew me to it as it isn't something I have seen in a long while. 



Pencil
I decided to draw this because even though it is simple, it is a similar pencil that i was using to draw with so I thought to myself, why not draw a pencil identical to the one that I am using to draw it with.



Old Book
The reason why I chose to draw this was because old books are usually worn. It means they have been used and read. It makes me curious as to who has read it previously in the past. Another reason is because of the texture, modern books have a smooth texture on the cover whereas older books don't. The pages are worn and are becoming discoloured. That initially attracts me to drawing this particular item.


Gun for Games Console
Being a gamer, I already have a keen interest in consoles but more so for me I like the older consoles due to the atmosphere and simple graphics I can appreciate. I also want to expand my knowledge of various consoles so for me drawing this was a must due to my wholehearted obsession with various games consoles, how they have developed and how game play has changed over time.  


Old Camera
I enjoy photography so for me drawing another camera was an easy choice, as photography I find is quite relaxing. The reason for sketching an old camera though for me is I like the antique ways the photos come out in the cameras, they have an appealing charm to me and feel more authentic.


Old Games Controller
 Another games controller, relating back to what I previously said about games consoles and gaming, this was a must for me due to my passion around games, consoles and collecting them as well as learning more information and history.


Old Box
 For me it was simple the character from the box, It is worn from being used which for me gives it a charm. it isn't fresh or brand new it has age. It also links to my love of photography.


Notes
Some notes about why doing observational drawings will be useful in my project.
These will be typed up below...

How does observational drawing help me produce a 3D model in MAYA?
It allows me to practise scale so I can start figuring out the proportions on paper before I begin to model in MAYA. I can also look at small details and sharpen my eyes to any small bends or greases within an object so I produce more detailed work and eventually a more detailed model.

Why from objects not photo's?
Having an object in front of me allows me to pick it up and look at all angles and get different perspective drawings of one object which will benefit me by allowing me to get the proportions more accurately. Another benefit of having the object in front of me is I can pick the object up, get a feel of the textures and look more closely at finer details within that object, thus in return allows me to detail my drawings more and will further help with when I come to modelling when on MAYA. Whereas drawing from pictures you can not zoom in on detail as clearly so details would be missed but it would also make my proportions out of scale which later down the line when i come to do my 3D model would mean trying to get the correct proportions would be harder and it may not be scaled correctly.

Market Research

The purpose for me to do market research is to obtain ideas of what people want to play in the gaming world. What kind of things they look for, genre's and what game idea would they create. This benefits me in my work not only for now but in the future of games production, it allows me to give the audience what it wants and not just one target audience but audiences of all ages when asking various people about games. During this project though the benefit I gain is for my project proposal, obtaining ideas for what I would create and for which target audience.

The above images are a short list of questions asked to an 8 year old boy and 6 year old girl and the answers given. Overall I found this fairly beneficial with the list of games they liked to play, it gives me an insight as to what to create for the 6-8 year age range. The downfall to this is that this is not spread over a wider target group of this age as to obtain information and permission would consume to much time within my project.



Week 2

Exploring my choices

Mind-map
The purpose of doing this was to explore ideas that I would like as my concept as well as my 3D MAYA model. To help in the process of thinking of the options i could potentially choose from I thought of objects that I have an interest in, that I am passionate about and/or want to learn more about. The reason for focusing on my interests is so that not only would I educate myself along the project but my heart will be in the project as it is something i am genuinely interested in allowing more drive and motivation to achieve my best during this project.



Mood-board
I produced the mood-board not long after my mind-map and narrowed down to my main interests that i have in life and get the most enjoyment out of as these are normally relaxing and allow me to freely express myself. The purpose of the mood-board though is for me to narrow down even more my choices until I come to a final decision by aiding me with visual images and then discovering what I am being pulled towards more and this will become my decision.


Artist Research

Why did I choose this artist for research? With my interest and choice being vintage cameras when I came across his work it what highly detailed and well done showing the cameras very well and shows me some of the options and art style I could go for.
Why did I choose this artist for research? With my interest and choice being vintage cameras when I came across his work it what highly detailed and well done showing the cameras very well and shows the textures and details very well as is a very charming camera that grabs my attention when looking at it.
Why did I choose this artist for research? With my interest and choice being vintage cameras when I came across his work it what highly detailed and well done showing the cameras very well and shows some of the brush strokes and gives me ideas for how I might texture my model.
Why did I choose this artist for research? With my interest and choice being vintage cameras when I came across his work it what highly detailed and well done showing all the clips, buttons and is very well proportioned. Due to this it gives me a great insight as to how I might model my vintage camera when I later come to do it.
Why did I choose this artist for research? With my interest and choice being vintage cameras when I came across his work it what highly detailed and well done showing the colouring very well and detail replicating the originals very well. The textures give me an idea if I would later like to replicate a realistic look or more animated look.




Project Proposal

Review

My initial influence is games and my interest in digital arts. Through my initial influences I have previously created drawings, life drawings and observational drawings, 2D concepts on Photoshop and 3D models on MAYA. Thus learning the formal elements of art and games which involve colour theory, compositional rules, the dominant, sub-dominant forms, leading lines and focal point. Also I have learnt if an image fits within the golden spiral or rule of thirds which is part of the initial structure within a piece of art. What I have learnt in the games process is how to use MAYA using polygonal shapes to model with, how to create a UV map then transfer it into Photoshop to texture it. Through what I have learnt the technical skills I have developed are using MAYA, Photoshop and some skills in mud box.
With what I have learnt and skills developed I am hoping to develop in this project a 2D concept on Photoshop and 3D model of MAYA of a vintage camera. The areas of practice and learning I wish to develop further during this project is to do UV maps more efficiently and make a 3D model efficiently without having to restart to produce more clean topology. Another potential thing I wish to practice and learn on my wish list if I have enough given time during my project would be to transfer from MAYA to mud box and vies versa which would allow me to detail my model even better.
Project Concept
I intend to make a vintage camera in MAYA, my aim is to have the whole basic form with all the buttons and generic shape and to have at least one complete colour texture map. My wish list of additional features I would like to include if I have enough time in my project would be to add any groves found in any of the buttons or twisty knobs and to create a specular map to show the reflection of the plastic.
The backstory to my project revolving around the camera is that it was used by mass murderer who pictured their victims’ bodies after being murdered and decapitated. The photos taken from the camera are the clues in the mystery to help solve the case. Due to the use of the camera the buttons are a bit worn and dis-coloured.  This will fit into my game due to the genre of the game which is going to be a psychological horror detective game. The camera fits into my game concept with the photos that would be found throughout and the camera would be the asset in the game that would make the last piece of evidence before figuring out the mystery behind the killings.
The skills and techniques I am consider using is to do observation drawing of vintage cameras to gauge the proportion more accurately so when it is being made in MAYA the scaling will be more accurate. Thus will also allow me to observe smaller details more accurately which when in MAYA is more likely to be included as the camera would of be studied closely with my eyes to create the basic form, scale and then detail. Skills I Wish to develop further would be to produce a detailed model before it a UV map has been created and then textured.
Evaluation
Throughout my work I will review and analyse my work, I will do this by going back over and taking any notes of what I think didn’t go so well and what I could have done better. I will also ask the opinions of my fellow peers and friends. I will record my decision progress by updating my blog continuously every day that I am doing my project work, the same is applied to any problems I encounter and how the problem is solved.
To organise my time I am going to look at creating a timetable and update it throughout to allocate time better to where it is needed within my project.


Vintage Camera Observational Drawings

The purpose of doing these observational drawings of camera's is to get a feel for the camera I am sketching, to learn it's proportions, minor details like any scratches of ripples within any of the fixtures within the camera. All this will benefit me as previously discussed earlier as to how these would benefit my work.

Kodak Brownie SIX-20 Camera Model C

 Photograph of front view
 Observational drawing of front view
 Photograph of side view
 Observational drawing of side view
 Photograph of top view
Observational drawing of top view


Kodak Brownie SIX-20 Camera Model C Research


E-mail received from Kodak unable to provide me with any information and history behind this camera, they suggested another link www.kodak.com/go/support which also proved to not provide any information on the camera as it wasn't listed.


From another source I have discovered it is a 620 roll-film. The image was captured with a "meniscus f/11 100mm, single blade shutter" that captured a 2 1/4 - 3 1/4 inch image. The induction date was 1946 with production starting from 1953 with this specific model and ending in 1957. Information available from;
Steller, R. (2017) Kodak Box Brownie, [Online], Available;

http://www.brownie.camera/brownie_six_20_camera_model_c.htm


Week 3

The 50's Era

The fifties was the era of rock and roll where "the nation learned to swing to a whole new sound" and Bill Hayley released a song called "Rock around the clock" in the mid 50's. More information available from;
Rich, M. (2017) Fifties Web, [Online], Available;
http://fiftiesweb.com/music/1950s-music/

The star idols of the era where Marilyn Monroe, Debbie Reynolds, Doris Day, Elizabeth Taylor,  Rita Hayworth and many others influenced the music industry and/or was starred in the films of the time. More information available from;
Passalaqua, C. (2017) 1950’s Fifties Boomers Pinups, [Online], Available;
http://boomers-fifties-pinups.com/1950s_fifties.html


The fashion


All above images sourced from;
Rich, M. (2017) Fifties Web 1950s fashions, [Online], Available;
http://fiftiesweb.com/fashion/1950s-fashion/

The above images shows some of the fashion in the 1950's. Learning about the era and fashion will be beneficial to my project as it would match the era of the Kodak Brownie SIX-20 Camera Model C This will help me implement an accurate style when it comes to do my 2D concept in Photoshop when I come to do my design.

Image sourced from:
Gladman, R. (2017) Classic Horror Campaign, [Online], Available;

http://www.classichorrorcampaign.com/tag/petition/

The above image shows what would be stereo typically from a 1950's film. The reason for this particular image is because of the initial idea in my project proposal as this would give a good idea as to what I could include in my concept piece background as part of my games idea.

Today's targets 15.03.2017

Take reference images of the Kodak Brownie SIX-20 Camera Model C.

To do a test run of 3D modelling on MAYA of the Kodak Brownie SIX-20 Camera Model C and take notes of any difficulties or things to research up until lunch. The objective of this is to see how I will approach modelling it later in my project, to discover if I have any issues during modelling to do any research on how to do it. Modelling it allows me to see whether I will be comfortable modelling this camera or changing my idea before it is too late.

After lunch to upload reference images of the Kodak Brownie taken from my phone and upload to my blog alongside where I got up to with my test run 3D model produced on MAYA.

To annotate on my model and analyse the work flow, topology, how I could improve, what I may need to research how to do, if my model is to scale, what would I change and will I pursue to use the Kodak in my project.  

To do any additional research.

Test run of modelling on MAYA

Reference images of a Kodak Brownie SIX-20 Camera Model C 
The purpose of using reference images at various angles and close ups of the various assets attached is to import into MAYA to have a image to work from that would be imported into a free image plane. This can then be used in the background to model the Kodak to scale and to later align the features on the Kodak in the correct place to everything is appropriately proportion on the Kodak 3D model.

Front view

Side View
Top view
(opposite) side view
Back view
Bottom View


Reasons to have close ups of the assets on the Kodak
As previously discussed the reason for these reference images is to be used when modelling the Kodak. The purpose for these particular images to have a close up image showing the detail within the various bits on the Kodak that are a necessity as without the added detail of the assets on the Kodak it would be missing vital detail needed and would be a very poor model before the UV map has been created and/or even textured. 
Rotating asset

Push Button

Lense

Print on the strap

Close up of the clip going over the top

Close up of clip going over the top and the back.


Reason to have an image of the texture
The purpose for having an image reference of the texture is because when it comes to the texture I want to be able to texture to the best of my ability and obtain the best possible detail I can produce.
The leather texture around the camera



Test Run Result (Roughly 1 hour time taken)

Evaluation/Analysis
After doing a quick test run on modelling the Kodak camera I found myself feeling more confident as the process ran very smoothly and no implication occurred with what has been modelled. When coming to do the lens the same technique used through this model will be used where a polygonal cylinder is used and is extruded from one face being re-scaled each time to create the different ridges within the lens. The implication I have discovered is to how I will the put the lens into the model. Knowing this now to be my week point I will go and research how I could model the lens into the camera and maintain clean topology. This will be a task assigned to do over the next couple of days with notes taken. This allows me to save time later in the project when I come to properly produce the Kodak camera within MAYA.

Overall I feel more confident to model the Kodak and I feel it could be modelled withing 2 days to a week. The topology is clean and well structured, my criticism would be to get a free image plane and import image reference taken by my phone to use to help scale the model more accurately. Otherwise I am satisfied with the current production and intend to do more trial runs on areas I need to research.

What have I learned from this?

  • That I need to research how I will do the clip at the back of the Kodak that goes over to the top.
  • That I need to research how to fit in the camera's lens.
  • That I need to research how I will do the strap on the top.
How will I do this?
  • I will watch video tutorials on YouTube and reference them in my work.
  • Ask advice from my tutor.
  • Allocate time to practise modelling the different attributes.


Formative feedback 15.03.17

Discussed with one of my tutors whilst going over my blog getting feedback. Overall positive feedback. What is noted down are things I should do to improve my work on my blog.

  • Do a quick description of the briefs requirements at the start of the blog page to introduce the project.
  • Do sketches on paper of the small details on the camera.
  • To start doing painting experiments to practise and narrow down ideas for my concept piece and consider doing an artist interpretation.
  • To construct a plan of my next steps to work along to keep on track with timing and ensure every task is complete.
I found this feedback useful as it has guided me what I need to do next and what currently needs improving on my blog and will encourage and guide me to perform to my best standard to produce the best work possible.


Observational Drawings of the small attributes on the Kodak 16/03/17

Cog at an angle


Cog from the top


Cog from the side

Lens shutter button from the top


Lens shutter button from the side


Eye port from the side


Eye port from the top


The purpose of my doing this sketches relating to my 2D photoshop concept painting and my 3D MAYA model is that doing this will aid me when it comes to doing the proportions accurately and focusing on the smaller details withing each piece. Thus when it comes to producing my two final pieces I can try put in as much detailing as possible and make sure it is accurately scaled.

Camera textures 17/03/17

Today's tasks
  • Upload pictures of camera texture onto blog
  • Annotate each commenting on the appearance and describing the feel of each texture.
  • Discus is the technique used was effective.
  • How this will benefit my work.
  • Could I transfer any of these textures into my digital piece?
  • How would I transfer the textures onto my piece?
  • Discuss what the rubbing technique is.
My camera textures
Here is a collection of textures I obtained from several camera's (Shown below with descriptions of textures.). I obtained this by doing Rubbing, this technique involves a thin piece of paper being placed over and kept securely over the object whilst a soft pencil (B to 5B) pencil is lightly shaded over. This gets the detail underneath the paper from the object placed underneath, thus allowing the detail of the various textures to be obtained.
Sankyo Macro-Focus Super MF 303
The texture has quite a rough grainy appearance with a rubbery leathery feel. When I rub my fingers over it has a slight bumpy texture.

Kodak No 2 Hawkeys Model C
The texture on this has a more rough and slightly rigged appearance when looking at my sheet. When touched feels like a dry rubbery leather with a smooth but slightly lumpy texture.

Kodak Disc 400
The texture on this is very smooth with only a little embossed text and ridges. When touched it is very smooth metallic texture.

Rex Camera
Another texture that appears quite rough and grainy and when toughed has a dry leathery texture that is almost grainy or lumpy to feel.

Kodak No2 Brownie
This texture that also appears quite grainy and rough, when toughed it has a dry leathery texture that is almost grainy to feel.

Coromet D-20 Synchronised Model
This texture appears quite smooth with only a slight grainy apparel to it. When touched the texture feels like a grainy plastic/metal.

Analysis of textures
During this experiment I found this effective, this is due to it produces the detail that can not be obtained if I was to try to draw and shade it. Wheras the rubbing technique allows the detail to be picked up well and clearly creating a perfect primary resource for later in my project.

This will benefit my work by allowing my to have a clear reference for me to experiment trying to create textures on Photoshop for my final piece. It also shows me the differences of each texture on different camera's and what texture I may want to use for my final piece.

Could I transfer one of these textures to my final piece and how? Using Photoshop I could import the image and use it on the Uv's when it comes to texturing my 3D model on MAYA. This technique will be discussed with my tutor to see if doing this as a way of texturing would be accepted where I would obtain the actual texture from the same technique as the images above.


Today's targets 21 March 2017

  • Start 2D concept and experiment with colours for shading.
  • Look up YouTube videos on how others have modelled camera's
  • Do end of the day analysis and set any targets if needed.

2D Concept 21 March 2017

My 2D concept is one of two final pieces that will be presented at the end of this project. My 2D concept will be a Kodak Brownie SIX-20 Camera Model C that I will be painting on Adobe Photoshop CC 2015 with the use of a Wacom tablet that will able me to use my hand movements more accurately to gain a better detailed piece of work that will later be presented. Throughout doing this 2D concept I intend to experiment with different background designs with the finished painting of the Kodak as the main focal point in the centre of the artwork. 
My 2D concept idea is will be based of previous research from the Era this particular camera came from and to match with my project proposal the background idea will consist of something that would make the concept look like a horror game cover that will be aimed for 18 and over. 


 Step 1
Once I opened Photoshop and my uploaded my reference image alongside of the Kodak Brownie camera that I took with my phone. To upload the photo I saved it into my google drive fmp folder from my phone and then saved it to the desktop before transferring over to my memory stick fmp folder. I opened a new page on Photoshop and adjusted my brush to size 4 before lightly doing a rough outline of the Kodak which is shown above on the left.

 Step 2
In this step I created a new layer and went over my light sketching with a bigger brush size to gain more distinctive clean lines. Doing this allows me to have a more distinctive outline that has more clean lines. Going over the previous lines also allows me to do the new layer more to scale.

Step 3
In this step two new layers was created. one for the smaller assets on the device and one layer to start the shading. The smaller asset layer I added the top eye piece and added the inner rings to the to circular front bits. I also drew in the little metallic bits that the strap is held on with. Having a separate layer for everything means that when I start something fresh I can not risk accidentally erasing anything I have previously drew. The shading layer is what it says on the tin, it is the layer where i add the colour and shading around the Kodak sketch. I am currently experimenting with different contrasts to obtain the best replication of the light and dark contrast on seen in the reference image.



Researching Booleans 21 March 2017

Researching Booleans. I discovered there a 3 types of booleans Union, Difference and Intersection.
Booleans can be used to cut into a shape with another shape to create the reulsted shape you want. The type of boolean I intend to trial out modelling on my Kodak Brownie in MAYA is Difference. This allows me to put a shape inside the front of my camera that I can then continue to extrude from and reshape to form the lens where the images are captured through without having to add any extra divisions and deleting any surfaces. The cons of this is when re-adjusting the polygonal shape it can create creases which would then lower the quality of the model.

Video reference from: 
Lynda.com. (2017) How to use polygon Booleans in Maya | Lynda.com tutorial, [Online], Available;
https://www.youtube.com/watch?v=EOnwAx7GQhs

Analysis for 21/03/2017

I have successfully achieved my targets for today, I have started my 2D concept and I am currently happy with how it is progressing. I have started it earlier in order to experiment with shading and different backings I may use in my concept as part of my game design cover. I have also successfully found what I was looking for towards doing my 3D model of the Kodak, a technique that will allow me to successfully model the lense so it fits in cleanly with my model. Overall I am happy with the results i have found today. My additional targets for some time this week will be to practise doing the booleans method I have previously discussed with the aid of a secondary sourced video of YouTube.



Targets for 22/03/2017

  • Complete basic fill on 2D concept.
  • Practice booleans on MAYA on the trial run that I previously did.
  • Update blog with screen shots and annotations of what I did and analysing what went well or didn't go well




2D Concept (follow on from previous) 22/03/2017

Step 4
After having difficulties opening the file, I resorted to opening one of my screenshots and selected over it with the select tool before clicking Ctrl and T on the keyboard to free transform the image. This allows me to enlarge the image without it becoming distorted. I then created similar layers to what I had before and saved my progress before continuing. I  had to re-paint the shading and colour into my 2D concept. This also being a disadvantage as it eats away at time I could of used to develop from where I had previously left of. Using various shades I have managed to fill the side and almost the complete to surface of the Kodak. I then went to add more detailed sketching to the front part in the detail layer that I am using underneath my shading layer as use for guidelines for when I add more colour fill for when I next come to continue painting. SO far I am relatively happy with the colour contrast and saturation used as it shows the light shading and where the curvature of the camera is.


Step 5
Continuing painting with the wacom tablet. The strap has been painted in using gentle strokes of the hand and part of the front has been painted with the same hand technique. Using more hand control some detail was started on the lens using 3 different contrasts to distinguish the dark surfaces and the parts where the light reflects from. The lens detailing has been started on a fresh layer so any previous work will not be gone over or accidentally permanently erased. My next step will be to paint the dark part around the camera lens and to then add more detail to the lens itself.



Test run (Booleans on MAYA) 22/03/2017

Doing a test run on MAYA using booleans. The purpose of doing this is because I have not previously used booleans in my work and since doing research on how I could potentially create my camera lens on the Kodak in MAYA I looked up booleans as I saw someone previous use this and wanted to research it more to see if it would benefit me. Doing the test run will allow me to practise doing booleans as well as seeing if I can use extrude to create the same kinda layers that are seen in the Kodak's lens. Below are the results from my test run, how I did it and an analysis of using this technique.


To practise this method I used one polygonal cube and one cylinder. After hitting the W quick key to move the cylinder so it was protruding into the cube. I hit Q to complete my action. I then changed the settings to wire-frame (example of what wire-frame looks like is below). This allowed me to see how far the polygon cylinder was inside the polygon cube. After making sure nothing was selected I selected the polygon cube first, held done Alt on the keyboard and then selected the polygon cylinder in that particular order, if done differently I would of gotten different results and made an error. I clicked on mesh and went to booleans, there are 3 options. The option I needed was titled 'Difference' once selected I then had a cylindrical opening inside the polygonal cube. My next step was to see if I could extrude inwards to make a smaller surface using the scale tool (hotkey is R), then clicking extrude again and using the move tool (hotkey is W) moving it down further inside the polygon cube to create the ripples inside the Kodak lens. I didn't use a references as I wanted to experiment to see if it could be done. I repeated using extrude a few times before being satisfied that I could easily accomplish what I want to achieve using this technique.


This is the wire-frame shader, the purpose of showing this is to see more clearly the topology from using extrude and the results it came up with. 

Analysis of using Booleans
Using the booleans has proved successful. No mistakes or errors was made during attempting booleans and it has provided the result I was looking for which is being able to model into the cameras surface quickly and efficiently and still use extrude without changing the shape to the original polygonal cube. I have concluded that I will definatly be using booleans when I start modelling the Kodak in MAYA and to do this before modelling any of the smaller assets on the Kodak brownie, For example; the shutter button. Which can easily and quickly done. Overall I am very pleased with the results.


Analysis of 22/03/2017

One of my targets set for today has been completed and the other is almost complete. Due to complications try to open my original concept piece I had to source another method to try retrieve my work which meant that any painting to add colour was lost. This meant starting again, this wasted some of the time I would of used to detail it further. Unfortunate it can not be helped as the file seemed to have corrupted but thankfully having screenshots of my work I managed to salvage the outline. Thus saving time instead of re-drawing the whole thing. 
Despite having troubles recovering my work, I dealt with it quickly and efficiently and are happy with the current results I have achieved on the 2D concept in Photoshop. There hasn't been any difficulties and has been a very enjoyable relaxing experience so far. The booleans experiment went better than expected. It was done quickly and within a much shorter time than I expected. This has given me more confidence to when I properly start modelling my 3D concept in MAYA. Overall everything has gone well, I have no current criticism and my task for tomorrow is to continue my 2D concept and try add as much of the detailing as possible so that the Kodak itself is finished by Friday this week.


Targets for 23/03.2017

  • Continue painting 2D concept on Photoshop of the Kodak Brownie
  • Update blog and add annotations of progress


2D Concept (follow on from previous) 23/03/2017

Step 6
Continuing with painting and adding shade and colour. The perspective is a bit wonky, this was pointed out to me from another person. Two potential solutions to this, one being to start again or to select the whole this, then use transform to try and put my current work more into perspective. Also to create two star things which I would line up to help use as a guidance to put everything more into perspective.

Step 7
After getting some feedback from  my tutor (shown below in formative feedback) 
Creating a new layer on Photoshop I selected the Polygon tool and changed the settings to star and adjusted it to 99% after creating a temporary horizon line using the paint brush and Alt on the keyboard. The purpose of doing this is to allow me to aline both polygon tool stars with each other. Doing this benefits me as it provides guidance for me to adjust my painting to. 
To adjust my painting I selected all the layers I have previously used to paint and sketch on leaving the layer I did the polygon tool on un-selected. Then using the Rectangular Marquee Tool I selected around the painting, holding Ctrl and T on the keyboard I used the mouse to adjust it whilst having the image reference next to it, using the guidance lines of where they crossed each other to be where the edge of my painting stopped and also the direction of the edges. 


Formative feedback 15.03.17

Discussed with one of my tutors about my 2D concept piece on Photoshop.
I can either try to rectify the problem and put it into perspective or start anew and create one that is in perspective and use the other as an experiment.


2D Concept (follow on from previous) 28/03/2017

The reason for starting a fresh. The reason is my last freehand painting was not properly in perspective. This was pointed out in a previous formative assessment (seen above) and it was briefly discussed a method in which would be better to get the best perspective.

Step 8
As my original image wasn't saved as a JPEG file I managed to resolve the issue by opening it in image window viewer on full screen before taking a screen shot by clicking Prt Scrn on the keyboard. I opened up paint and pasted the screenshot onto there before saving it as a JPEG file. Doing this meant I was now able to open up the image of the camera on Photoshop. Once doing so I used the Rectangular Marquee Tool to select around the camera before clicking Ctrl and T on the keyboard to free transform the image and make the camera bigger. I clicked Enter on the keyboard, then Ctrl and J to delete the marching ants. This then left me with the re-scaled camera image seen above with a horizon line done in a paintbrush and Polygon stars using the polygon tool with the settings on 99%. The purpose of this is that it helps me gauge where about the viewers horizon is which then allows me to add the polygon stars that will help aid the scale and perspective of my camera when I start painting.

Step 9
This was created using the rectangular marquee tool, I clicked and dragged from one corner to another corner on the reference image below (with a colour selected for fill) then clicking Ctrl and T together and holding them I adjusted the shape with the wacom tablet and pen until it fit the edges of the face I was doing. I repeated this for every visible face and then using elliptical marquee tool I repeated the same steps for the lens and viewing holes. This so far is much more in perspective to my previous piece but I feel it is to box shaped and lacks to much character. This could be adjusted by painting on the textures and add different contrasts to painting, but I feel my last piece I was working on was much better and more appealing which is something I would aim for as it is a promotional piece I am designing. 

3D Kodak Brownie Maya Model (Final Piece construction) 28/03/17


 Step one
Using a free image plane I uploaded a side view image I had previously taken to use as a reference. Hitting space on the keyboard I aligned the bottom of the camera to the centre whilst moving the free image plane back using the W hotkey and the mouse to move it. With reference in place, I used it as a general way to scale a polygon cube that I selected from the polygonal shapes and then moved with W hot key for the move tool and the mouse as well as the R hot key for the scale to re-scale the polygonal cube to roughly the accurate height, length and width. To add the metal plates at the end I selected the face then hit extrude, using the scale tool I adjusted the size in accordance to my free image plane reference then pressed Q to quit before clicking extrude again to pull the face out to add the width to it.



Step two
Using Booleans which I had previously researched, I made the camera lens using a polygon cylinder, re scaled and moved it in accordance with the positioning with the fresh image in the free image plane that was uploaded. Once happy with the position I turned on X-ray to see the depth before going on mesh, booleans and then clicking difference which then put a light cylinder that didn't go in to deep into the model.



Step 3
Making the small eye ports. I changed the image in the free image plane. Using a polygon cylinder I selected it, using R on the keyboard (hotkey for the scale tool) I scaled down it's height whilst looking at the reference image and the actual camera in my hand to gauge the height. Once happy I selected the faces on one side and hit extrude, using the scale tool (hotkey R) i scaled inwards before hitting Q to quit then hitting extrude again and W (hotkey for move) to then move the faces inwards and extrude it in from the original polygon cylinder to create the circular eye ports at the front. To place them I used W (hotkey for move tool) and E (hotkey for rotational tool) to adjust accordingly and place it where it appears it should go.



Step 4
To create the rectangular parts where you look through to see what your taking. I changed the image in the free image plane. I selected a polygon cube, using R (hotkey for scale I scaled down it's height before elongating it's body. Then using face selection I selected the top face, clicked extrude and repeated the same procedure seen in step 3 but instead of extruding into the shape I extruded outwards to create the glass lens that curves outwards. To place them I used W (hotkey for move tool) and E (hotkey for rotational tool) to adjust accordingly and place it where it appears it should go.



Targets for 29/03/2017


  • Continue 3D MAYA model.
  • Continue 2D concept.
  • Get feedback on 2D concept at current progress and put feedback on blog.


3D Kodak Brownie Maya Model (Final Piece construction) 29/03/17



Step 5
Creating the turning piece that adjusts the film to take a fresh picture. I changed the image in the free image plane. I selected a polygon cylinder using the scale tool (hotkey R) I scaled down the width whilst looking at the camera, looking at it from different angles to get the most accurate width, then using extrude I used the scale tool to scale the next extrusion before hitting Q to quit then clicking extrude again to then use the move tool to extrude out from the original polygon cylinder. Then using the rotational tool and move tool to locate it in accordance to my reference image on the Kodak camera model.




Step 6
Creating the shutter button. I changed the image in the free image plane.
The same steps where taken as said in step 5.


Targets for 30/03/2017

  • Continue on 3D MAYA model
  • Contine 2D promotional concept piece.


3D Kodak Brownie Maya Model (Final Piece construction) 30/03/17


 

Step 7
Selecting a polygon cube, I aligned it to roughly where it should be before hitting R (scale tool) to resize the width and height and then hitting W (move tool) to adjust the positioning more accurately and putting X-Ray on (top image) to see how far inside the Kodak body the polygon cube was.  Once happy, I press Q to quit then selected the Kodak body first before selecting the reshaped polygon cube (whilst holding Alt on the keyboard to select both simultaneously) going on mesh, down to booleans and then selecting difference which then puts the shape or hole in the side of the Kodak's body where the polygon cube was. This creating the little space that is on the side of the camera.


 Step 8
Changing the free image plane to the image on the metal clip at the back/top of the camera. I then selected a polygon plane. Using the face selection tool I selected the faces in the central area and some on the side and then hit backspace on the keyboard to delete the faces. Next stage of the metal clip on step 9.

 Step 9
My next step from step 8 was to put symmetry on object Z, this is the direction I want the symmetry and the purpose of this is so I can perfectly replicate both side whilst only doing the one side which then saves me time. Using the vertices selection tool, I selected a vertices at a time using the move tool to adjust each one until I obtained the shape above. This probably took me no more than 20 minutes before I was completely satisfied with the shape as seen above. Continue on at step 10 for remainder of the metal clip.

Step 10
Continuing from step 9 I deleted the back line that hadn't been adjusted in anyway by selecting the faces and hitting backspace on the keyboard to delete. Then selecting the whole clip as a whole a hitting extrude and extruded it out only slightly to make it 3D instead of a 2D plane and it gives it more depth. I then selected the bottom back faces and hit extrude, this is to add the part that curves round the back of the camera to properly form the clip that holds it down. I moved the main camera body back onto the grid, scaled the clip down using the mouse and keyboard hotkey R as well as moving it with the mouse and changing to the move tool with the keyboard hotkey W and allocated it to the back of the camera whilst looking at the original camera that I had next to me to observe for any small gaps that may be between the clip and camera body. I then added the little button catch by selecting a polygon cylinder, scaling it down and moving it just inside the front of the clip. 


Step 11
I then selected the whole model with all it's little attributes, went onto edit and delete by type and then clicked history. This deletes the previous modelling history which I no longer need and will keep MAYA running smoothly and prevent it from slowing down or crashing. After, I saved my work by pressing Ctrl and S. My asset is saved in the project folder that I set at the beginning of the project on MAYA in the assets sub-folder.



2D Concept (follow on from previous) 30/03/2017

 As I had previously started a fresh I discovered I didn't like the appearance and that it lacked character. It may of been more accurate in perspective but I felt it was too stream line and straight edged and the Kodak Brownie has a slight curve to it's shape. I have decided I may work on both and see what furthur development may look like on my second piece. If I find that it still lacks character then i will definitely continue with my original piece.

Step 9
Painting in the lens, Using the paint brush and different contrasts I carefully did gently strokes curving round to create the circular shape of each layer of lens. The lens was created in it's own layer. The purpose of this is to prevent going over previous painting done and having to re-paint or correct any mistakes which would take longer and waste time and efficiency. 


Targets for 30/03/2017


  • Continue with 3D kodak model and try to complete as much as possible to potentially UV nesxt week

3D Kodak Brownie Maya Model (Final Piece construction) 31/03/17

Step 12
Creating the metal clips for the strap. Using a polygon cylinder, using the R hotkey (scale tool) I scaled down the height to create the bottom that attaches to the camera, using the face selection after hitting Q on the keyboard to quit I selected the top faces and hit extrude, using the scale tool I scaled inwards, then hitting extrude again I used the move tool to move the faces upwards to create the layer going up. I repeated this another 3 times (this many times as this is how many times it goes up in layers as I used the original camera as a visual reference next to me).

Step 13
Creating the strap. To create the strap a polygon cube was selected, using the scale tool (hotkey R) I scaled out the length to make it longer then scaled down the height to represent the correct size. Using a polygon cylinder, I scaled down and scaled up in length, I place it through the re-shaped polygon cube with both ends of the cylinder pertruding through both sides. Using Ctrl and D while the cylinder was still selected I duplicated it and using the move tool, moved the duplicate to the other side so it matched the same position of the cylinder it was duplicated from. Hitting Q to quit I then selected the polygon cube, then one of the cylinders whilst holding Alt on the keyboard. Went on to mesh, booleans and clicked difference, this put a hole straight through where the metal clip would go through. I repeated the process for the other side repeating the same steps.

Step 14
Red plastic on the back. To create this I used a polygon cylinder, used the scale tool to scale the height down. Using the move and rotational tool I moved and rotated the cylinder to adjust it to the correct positioning with aid of reference images and having the camera i am modelling next to me for added reference.

Analysis of week 5

Looking over my work I am happy with what I have achieved so far. My 3D Kodak MAYA model is almost completed for modelling and I should be able to start UV's next week. The model is very clean and I have had little to no difficulties or problems so far thanks to my previous research prior to modelling and doing the dummy run to gain an idea as to what I may of needed to learn which has benefited me and meant I have saved much more time during doing my final piece (Kodak Brownie SIX-20 Camera Model C). 
My 2D aspect I am still unsure of whether I want to continue on my original piece or go from the new one. I will have to continue to experiment but I am mostly drawn to my original one as I feel it has more character that I am looking for when I come to complete my promotional piece. I may do some more research in the middle of next week if I haven't come to a conclusion on which to go with as I want to remain time efficient and stay on track with my plan. 
Overall, this week has been very good and productive, I am almost a whole week ahead with my 3D MAYA piece which I am elated about due to previous stresses and struggles with MAYA in my previous project. I feel I have researched and managed my time more efficiently up to this point with this project.



Critically analyzing your own work as an artist/designer 4/4/17

As an artist/designer I am influenced by artist such as Shiam Wilcox for her unusual pieces, for example the laundry chick. Seeing the developmental stages of it and hearing the story behind it was very captivating.

I am inspired by German expressionist themes in art due to being very abstract, monochromatic which makes to me makes it very atmospheric showing something the people of that time could relate to in dark, depressing times with the confusion, fear and depression.

I mainly work in dark but bold colours normally in an illustrative style which is my art style.

Using techniques such as in Photoshop, gentle brush strokes with the wacom tablet to using a quick sketching technique. Using a mixture of both techniques I can get a fairly detailed outline

I begin projects with research, my preference research is observational drawings. Observational drawings are done of things I normally have a general interest in or may regularly use; For example a pencil I regularly use in my observational drawings, which is one of the early observational drawings I did in this project. Then I follow with secondary research which I get from the internet searches.

The purpose of my work is to create a final piece, to get to that final piece I have to do research, primary and secondary. This normally consists of experimental pieces and internet research. 

How I would like my work to develop is being able to get more smaller detail and eventually be able to produce more realistic work in my 2D concepts both digitally and on paper.

The stly art work I think my work resembles most is some what abstract and illustrative.



Targets for 05/04/2017

  • Finish of last bit of MAYA modelling.
  • Start doing UV's on MAYA.

3D Kodak Brownie Maya Model (Final Piece construction) 05/04/17


The camera strap. To curve the edges to make it more round I selected the edges and clicked bevel, Then I repeated this again.

Uv'ing the eye viewer. I selected the eye viewer. Then went on UV and clicked automatic. This then generates and automatic Uv map. I will then transfer this into Photoshop to start painting. Before painting, I check what faces are for which side so I know what to part on each side. I will click on UV snapshot and save it into scene assembly and titled it eye viewer UV map then saved it.



2D Concept (follow on from previous) 05/04/2017

Step 10
Painting the eye viewer piece. Using a paintbrush on 100% opacity I did very light sketches in the lens/eye viewer layer before I started shading in the various contrasts and colours. Using gentle stroke of the pen on the wacom tablet the colour was added, using the blur tool, I blended some of the colours together to get the result seen above.


Targets for 06/04/2017

  • Work on 2D concept.
  • Upload screenshots to blog.
  • Annotate screen shots.

2D Concept (follow on from previous) 05/04/2017


Step 11
Uploaded the picture onto Photoshop and drew straight lines around the perimeter and some of the smaller details. This is to try and get a better perspective and start again using both paintings side by side for colour reference to file in using the polygonal tool and the paint buckets to do the basic fill for each area to create the basic shape in perspective and where the shading should go.




Targets for 27/04/2017


  • Go over blog to see which point was last gotten up to.
  • Either work on 2D concept or 3D model
  • Upload today's work onto blog.


2D Concept (follow on from previous) 27/04/2017

Step 12
Started painting the perspective model and added the strap. Using the paint brush and the previous painitng of the kodak I used the colour picker tool and selected the colour shadings of the previous painting to start painting the different shading on the new perspective model as I was very happy with the previous shading and thought to use it as a guide to help get the best shading I feel possible in an effecient amount of time without testing different shades with the paintbrush. 


Step 13
Adding more shading to the camera body and started doing the viewing piece and replicating what I had previously painted using the same colours and the paint brush tool. using gently strokes with not too much control on the wacom tablet I painted in the different tones and then using both the smudge and blur tool to blend and smudge different parts of the viewing piece to replicate what I have previously done.


Step 14
Using the elliptical tool, I made circular shapes and used to paint bucket in order to make the basic shape of the camera lens. Using the colours from the previous painting I have done using the colour picker before clicking inside the circular shape to fill it in that shade.


Targets for 28/04/2017


  • Speak to tutor about UV maps for guidance due to MAYA update.
  • Either work on 2D concept or 3D model.
  • Upload today's work onto blog.
  • Research Blood spatter image for 2D promotional concept.

Research

Blood spatter, the reason for researching this is because the background idea for my 2D promotional concept is to have blood spatters due to the fact it is a murder mystery horror game. Researching what it looks like benefits me to try a research the colour and how blood spatters look in a murder mystery. I decided against looking at realistic due to the fact it can be fairly graphic and make the audience or passers by feel sick. 
Reference; http://www.crimescene-forensics.com/Crime_Scene_Forensics/Bloodstains.html


2D Concept (follow on from previous) 28/04/2017


Step 15
Using the paintbrush and a reference image of the camera I used the paintbrush and started painting the different shades inside the camera lens. Then using the polygonal lasso tool I made long rectangular shapes, used the paint-bucket to then fill each shape with colour. I did this on a separate layer when filled with colour, I hit enter on the keyboard then Ctrl and J to delete the marching ants. 


Step 16
Using the polygonal lasso tool I made the black border around the edge, used the colour picker to select the same shade of grey for the stripes to match up the colour. Using the paintbrush tool I filled each to create the border going around. I did this on a separate layer before I merged it down to the paint layer. To create the background, I went on the background layer, selected a shade of red I was happy with the using the paint bucket I filled the background with the colour red. Using the paintbrush on 50% opacity I then tested a darker shade to represent blood (as this is a murder mystery horror game) as a brief experiment.

Step 17
Creating a new layer I continued to use the paintbrush on 50% opacity, gently dotting the paintbrush about at random to create different shades and tones of red going round the background itself. Once I had covered most of the background I used the smudge tool, using the wacom tablet I went round in circular shapes and also harsh lines to create some kind of splatter effect. Overall doing this blended the tones together, creating what you see as the background now. Using the Horizontal Type tool to create the heading text I selected the font 'Vinear Hand ITC Regular' because when I viewed the sample I thought and felt it looked a creepily eerie font that would be appropriate for the style game in my project proposal.


Targets for 28/04/2017

  • Add texture to 2D promotional concept
  • Look at how to do UV's on MAYA 
  • Start doing UV's on MAYA 

2D Concept (follow on from previous) 02/05/2017


Creating a new layer to add some texture to the leather on the Kodak. To create the texture paintbrush I made some pattern with an ordinary paintbrush doing some random but small lines to create a slight wrinkle effect on the leather skin. Once I had done that I used the polygonal lasso tool to select the area I just painted then went onto edit and  define brush preset to make my new brush. then clicked ok. Doing this meant I can change the opacity and colour to the correct shading around the camera. The opacity was on 50% with 100% flow, then using the wacom tablet I placed this around each shaded area of leather, changing the colour shade for each segment.

3D Kodak Brownie Maya Model (Final Piece construction) 02/05/17


To do the basic UV's of the camera body I went into the UV editor and then selected the faces on one side of just the main body and then went into my UV toolkit, into create and clicked planar which produced a scale map of the side I had selected. I repeated this for each side of the Kodak body to get each side. I then put on the UV shader to see what faces where facing the right way and what was facing the wrong way. Any that that was shaded red was facing the wrong way, to make it face the right way I go into the UV toolkit, transform, tools then clicked flip.


3D Kodak Brownie Maya Model (Final Piece construction) 03/05/17

Finished UV's. Repeating the same steps from previous.


Uv snapshot. To create a UV snapshot in UV editor I clicked on the camera icon. Options come up, I choose to save my uv's in my project folder under images. Then changed X and Y to 4069 then made sure it was a Targa file. Selected my UV's and made sure they was scaled between 0-1 then clicked ok. I then went into Photoshop, opened my file titled uv out and above is the result of that. 


3D Kodak Brownie Maya Model (Final Piece construction) 05/05/17

I opened up my UV out Targa file into Photoshop and began work with a new layer, using the paintbrush tool and referring back to MAYA occasionally to see which parts where what on the camera I shaded in each part accordingly to roughly the exact shade it would be on the actual camera using the paintbrush tool. My next step will be to tidy up the edges and to start adding more detail to show different textures.



3D Kodak Brownie Maya Model (Final Piece construction) 09/05/17

Researching what rust looks like as this will aid me to get the right colours and try replicate the right texture of rust to paint onto what will be the metallic parts of the Kodak. Image sourced from; 
http://www.myfreetextures.com/old-rusted-metal-free-background-texture/


Opening my new image resource in Photoshop, I used the colour picker to gain various colour tones to make up my rust patches on the small metallic pins that hold the strap in. Using the paint brush on 50% opacity I used small uncontrolled circular strokes on the wacom tablet to replicate the rust patches, repeating this in different colour tones and saturation using the colour picker on the resource image to gain as accurate as possible colours.  


Painting the glass on the eye viewing pieces. Using the polygonal lasso tool, i boarded of the area I wanted to fill. This prevents me going outside the lines. When I did this I used the paintbrush with the wacom tablet and began to paint. Using different contrasts of blue I worked from a very light blue to an even paler blue (almost looking white) and gradually shaded over specific parts in the lighter shades which created the above effect. I am not sure if I am currently happy with this and may research how to do this so it looks more effective later on.


2D Concept (follow on from previous) 11/05/2017



Using the horizontal type tool I typed up the text on the front. Using the polygonal lasso tool I then selected the text by surrounding it and clicking Ctrl and T, holding them down I adjusted positioning and sizing to put it into perspective.

3D Kodak Brownie Maya Model (Final Piece construction) 17/05/17

TO upload my texture I firstly saved my texture map that was done on Photoshop as a TGA (TARGA) file in 24 bit pixels so it isn't too transparent. Once saved, in MAYA i go onto assign material attributes and select blinn. I go onto my menu, scroll over to Blinn and go onto colour then select file. I opened my most up-to-date file as I saved each time a TGA file to record progress and incase any mistakes or errors was made. Once opened I take the transparency off and then evaluate. I am generally very happy as this is my first whole model to be UV'd and textured. 

I looked to see if any mistakes or minor fixes was to be made. There was only a few that had colour in the wrong areas, once I identified this I went back into Photoshop to fix these minor errors, saved it as my final TGA file. went back into MAYA and onto Blinn menu where I uploaded the new file to end up with the above final results. 

I am fairly happy with this, I just want to adjust how reflective the surface is.



2D Concept (follow on from previous) 17/05/2017

Doing some research for my 2D promotional piece. As my game is a murder mystery type horror in a more vintage era. When I saw this image I felt it would be appropriate as part of my promotional piece cover design.

 I took a picture of my own hand to add in the extra detail and shading.

Doing a quick basic sketch with the paint brush tool and wacom tablet and using the above reference image. I added some different contrast to add more shading, depth and detail to make it more eye catching to the audience.


Final Piece

3D MAYA Model

This is my final rendered model. Clicking on Arnold  then render, i select the render settings and double the numbers on the sampling settings from its previous number in each. The render took 3 minuets and 8 seconds, the size was 1920 x 1080 and the zoom was 0.869. Frames: 81 with 1299 Mb used. To save I clicked save as and put it as a PSD file, went onto save image options and selected 'save colour managed image' and hit 'apply' then saved it, titled kodak.001. Opened the file which opens it in Photoshop to then save it as a JPEG to then show it on my blog. 

2D Promotional Concept Piece


My 2D Promotional piece. I changed the background to a grey as i felt it would suit better making it look more darker and scary looking as a horror based game. I saved this as a JPEG so it became an image file. 

3D Model MAYA wire-frame render.
This shows the topology of my model. Looking at the topology that I previously wasn't aware of shows there is too much information on my model that is not needed. Due to discovering this so late in the project this is something I am unable to go back and fix which i find disappointing and frustrating

Evaluation

Evaluating my 2D Promotional concept
My requirements set by the brief was to produce a 2D promotional concept art piece. This involved looking at my general interests so i could produce something I was keen and passionate about, this involved camera's, various gaming devices and things relating to music which I made a mood board involving these things. 
Overall my analysis of this is positive as it gave me a wide range of ideas I could potentially put forward, it allowed me to narrow down my choices which in turn then allows me to be more productive with time so that I wouldn't be spending too long looking at things that would of been irrelevant.
When I decided which I was going to do, I then started drawing up the camera I wanted to do, this allowed me to notice smaller details I may of missed in the camera, This also allowed me to get an idea of size and perspective and also texture. My analysis of doing this is it gave me a closer look to apply varying details that I may of missed so this aided my work and allowed me to produce better results that what I would of if i didn't do sketches of the camera beforehand. 
My final piece. Doing my final piece I started with trying to sketch the Kodak and paint it, although it looked quite good with colour and detail it was out of perspective. I found myself starting again trying to make a more in perspective piece to find I couldn't get myself engaged with it as I felt it didn't look very good. Eventually I started again creating a new one in perspective and I felt it looked very good. The colours, the shade and style I was all very happy with. Looking back I am glad I tried alternatives as it allowed me to practise various techniques although it wasn't very time efficient. One benefit I found was referring to the first original one I produced to gain the colours for the shading and to remind myself how I did previous shading a colour to replicate various parts of the camera. 
Overall I conclude that it went well, there was some troubles with not being to sure how to do the textures on some parts but with assistance they was easily overcome.

Evaluating my 3D MAYA asset
My requirements set by the brief was to create a fully UV'ed and textured Asset that was rendered out of MAYA.
Photographic references taken of the camera at all angles (top view, side view) and all the smaller parts like the viewing lens, handle and so on. This benefited me with various details needed, which made it easier and closer to the real thing when modelling. Overall I am happy with the results it gave me.  The model and UV's I watched YouTube tutorials that taught me different techniques that was later used when modelling to achieve specific shapes withing the model. The UV's was laid in groups for myself where  different parts together would be of roughly same colour which made it easier to texture. My analysis of this is that the UV's did turn out ok but could of been a little better as there was a part that wasn't placed correctly due to being accidentally selected when doing the UV's. The texture was done in Photoshop where the techniques and skills learned previously from previous projects came into use to produce something I was quite happy with, looking at the images I had previously took and the actual camera itself I tried to best replicate the colours. Overall my analysis is that it may not be of the most realistic quality but it has a slight retro/vintage gaming style about it which I can see in maybe a PlayStation 2 kind of game with the texture.
I conclude that dspite somethings being difficult within modelling I have learnt some new skills which can be taken forward to future projects and I am more than happy with the outcome as this is my first fully UV'ed and textured model. I am proud of the outcome, the one thing I want to improve is how realistic it looks and wish to improve and work on my skills for future. 


3D Model MAYA wire-frame render.
This shows the topology of my model. Looking at the topology that I previously wasn't aware of shows there is too much information on my model that is not needed. Due to discovering this so late in the project this is something I am unable to go back and fix which i find disappointing and frustrating

Bibliography (Harvard system)


Online
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Berry, N. (2017) Days Of Painting, [Blogspot], Available:
http://daysofpainting.blogspot.co.uk/2007/08/vintage-camera-1957-mk-iv-ihagee-exa.html

Flynn, A. (2017) Gallery of art by Alice Flynn, [Online], Available:
https://aliceflynn.wordpress.com/2010/08/09/august-9-2010-old-camera-is-old/

Lomax, S. (2017) Freelance 3D modeller, [Artstation], Available:
https://www.artstation.com/artwork/exzwP

Dailey, J. (2017) Student, [Artstation], Available:
https://www.artstation.com/artwork/AkwLX

Hermes, M. (2017) How to ( Properly ) model a Wine Glass in Maya, [Youtube], Available:
https://www.youtube.com/watch?v=c2rjP7quubU

Steller, R. (2017) Kodak Box Brownie, [Online], Available;
http://www.brownie.camera/brownie_six_20_camera_model_c.htm

Rich, M. (2017) Fifties Web, [Online], Available;
http://fiftiesweb.com/music/1950s-music/

Rich, M. (2017) Fifties Web 1950s fashions, [Online], Available;
http://fiftiesweb.com/fashion/1950s-fashion/

Passalaqua, C. (2017) 1950’s Fifties Boomers Pinups, [Online], Available;
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Gladman, R. (2017) Classic Horror Campaign, [Online], Available;
http://www.classichorrorcampaign.com/tag/petition/

Lynda.com. (2017) How to use polygon Booleans in Maya | Lynda.com tutorial, [Online], Available;
https://www.youtube.com/watch?v=EOnwAx7GQhs

Crime Scene Forensics. (2017) Crime Scene Forensics, LLC, [Online], Available;
http://www.crimescene-forensics.com/Crime_Scene_Forensics/Bloodstains.html

My Free Textures, (2017) My Free Textures, [Online], Available;
http://www.myfreetextures.com/old-rusted-metal-free-background-texture/

A.I.M. Academy, (2017) Martail Arts Melbourne, [Online], Available;
http://aimacademy.com.au/knife-super-seminar




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