Thursday, 30 April 2015

Maya Implementation: Part 2


Further 3D modelling work:


After finalising my list of weapons to model, I've made further progress on the quality of each.

Below is a closer look at the work I have done so far, including any changes that may have been made.


Kusarigama:


Here is a screenshot of the finished kusarigama model, UV mapped and textured using Photoshop.
This is a quick render using mental ray just to give me a rough idea of what the finalised image might be like. 

UV Map:




Katana:



Here are also 2 quick renders (Again, using mental ray) of the nearly finished katana model.
One small change I made to the workflow of this process was modelling the material of the handle directly, rather than relying on texture fidelity to convey that. By modelling this section, it also helps give the object more depth and thus make it more believable in the renders.

A closer look at the handle material: 
Not quite finished yet, but this is the general idea I wanted to accomplish. 



Sai:


Ararebo:



Further Research - Application in Video Games

Research: Videos



In this section of my Research, I thought it would be useful to look at various in-game examples of 3D assets (more specifically weapons). 

As at the end of my project, the aim being to display a variety of 3D modelled weapons in high quality, much in the same way that these videos will show below.

----

Devil May Cry 4:
Menu Screen - Weapons and Character models




God of War HD Collection:
Extras: 3D Character Graveyard





Metal Gear Rising : Revengeance:
Customisation Menu




Final Fantasy XIII-2:
Equipment Menu



Kingdom Hearts II HD Remix:
Item Menu




The Stanley Parable:
The Museum Ending

*Note: I did not obtain this footage myself, so there is only a link to a Youtube video. However this video most describes what I was aiming for, with the ending of this game being presented as a literal museum: displaying various 3D assets used throughout the game, where the player can now take a closer look. 


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.

Thursday, 27 November 2014

Reference Images 2.0


Week 2:


After looking back on the images I had already collected, I felt many of the weapons were too similar in shape (i.e all swords/bladed weapons).

So I did some more research and expanded my list of weapons to model, obtaining images for various types of weapons e.g. Pole-types, Guns, Club-type and Chain-type weapons.
I feel this will work towards my final piece being a more rounded view of weapons used during Medieval Japan.

Yumi- Japanese asymmetrical bow




Naginata - Pole-type weapon



Sasumata - 



Tanegashima (Matchlock Pistol) -




Ararebo - Club-type Weapon-



Jutte/Sai -
 




Kusarigama (Chain-type weapon) -