Monday 8 December 2014

Start of Maya Implementation

Week 6:


Maya Screenshots:
Reference Images


Katana:



Ararebo:




Sai:







Research Images

Week 5:


More research images for 3D assets:
A closer look at the parts of each weapon

Katana:



On closer inspection, I noticed that it would benefit be greatly if I were to model my katana, taking into account the various parts that it is made up of : The blade, the handle, the guard etc
-Also looking at the material and the pattern.

I thought I could introduce my own influence by designing something of my own for the hilt, remaining consistent with the design choices that are present on Japanese weapons. 












Monday 1 December 2014

Reference Images to Import into Maya

Week 4:


Now that I have set myself a goal of poly counts for my assets, now I'll work on setting up my reference images in Photoshop to import into Maya and start modelling.

Looking at my list of chosen weapons, I decided to revise my list as I noticed that a few of the weapons were quite similar in structure. So I thought it would be appropriate to focus on the more diverse ones first, and then continue on to model the rest if I have extra time.

Katana:




Tessen (Fan):


*Perhaps when texturing for the fan, I could design the pattern that appears on it myself, taking inspiration from Japanese imagery in order to make it seem authentic.



Kabuto:

*In looking at pictures for this item, I had to be aware of the parts that it is comprised of: including the helmet part that sits on top of the head, the mask that covers the lower face and other adornments. So I'll take all of this into consideration when modelling.




Yumi (Bow):





Sasumata:




Tanegashima:




Ararebo:





Sai:




Kusarigama: 



Background research on Optimisation for Game Engines

Week 3:


As the goal for my Final Project is to produce several high-quality assets that would be ideal for a game engine, I thought it would be useful to look into optimisation for game engines such as Unity, as well as setting my work within the expected range in terms of Polygon count for each individual model.

http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/

The website above has many details and good points for what is ideal for modelling assets in Maya and other 3D software. 

Some other factors which I'll have to take into account which I came across on this website is:
-Scale : Maya and other 3D modelling software have default system unit measurements, Maya's being in centimetres.

In determining the polygon limit for my assets, I decided giving myself a mock brief would help it deciding the most appropriate range for my models.
Considering that character models, for example, can range anywhere from 7K for NPC's and background characters, and then increasing to upwards of 25K for the main characters.

https://forum.beyond3d.com/threads/yes-but-how-many-polygons-an-artist-blog-entry-with-interesting-numbers.39321/

The first post on this website includes various games with a list of different character models within that game, including the Poly count for each. 

While I won't be modelling characters for my projects, these numbers are still very useful for me in setting myself a guideline.

So the Target Game Type will be: 3rd Person, Action-Adventure 
                      Some Examples: Assassin's Creed, Grand Theft Auto, Uncharted
In following this, I will set my polygon limit from 1K- 5K, producing both a low-poly model and a high-poly model for all objects.