Friday 7 February 2014

Week 5



Week 5

This week, my task was to create a third tyre, (for one of the cars) and bring together the tyres textures and map the tyres to it.

This meant that I had to put all three textures into one single file, and arrange in such a way that individual texture will not overlap. Each element of texture needed to be arranged with keeping in mind of what and where the other elements in other files were. By doing this, I have obtained one file image in which I had information (texture) for 3 different tyres and 3 different rims. 

This was like doing a puzzle initially as I have never done anything like this before, but I totally understood the reason for it and I have managed to do exactly what was required, with, I must say, great satisfaction.

By importing this image into the UVW editor in the 3DS Max software by using the "pick texture" option, I have then Imported and Merged all 3 completed wheels (tyres and rims) into one 3DS Max file and started organising the UVW maps to correspond the texture map. By doing that, I have put all three wheels and all three textures into one file, making the whole process much more efficient.

This was another challenging but very rewarding week. I have learned a lot in both programs ( Photoshop - working with and organising layers and 3DS Max - importing and merging models into one file).

Week 4



Week 4

This week, I was asked to produce another rim for a different type of tire. Applying everything I have learned in my previous week, I have done just that, and achieved a very nice, slightly unusual rim. 

There is not much more to say about the process as it was discussed in detail in my previous post, but of course, by repeating the process, I have improved my skills and gained more confidence.

The second rim I have created, was for a 4x4 car, so the design needed to be a bit more funky, more unusual, and not so simple as the previous one.

Here is what I have created:

Initial colour was applied using materials in the 3DS MAX software. I was trying to see how this rim would look as a two toned version. But, with some feedback from Paul (my supervisor), I have changed the colour scheme, and when the model was textured, I have inverted the colours and experimented with various combinations.

Here is how it looks on the actual 4x4 model used into the game:

4x4 car used in the game with the rims created by me.

Week 3



Week 3

In my third week, I was asked to start working on a  rim for a car wheel. We are developing 3 different cars at the moment, so we aim to do different wheels for each one of them. The tyre was given to me, ready made, so all I had to produce was a rim to fit in it. It was a very interesting project, as this was the first time I have worked on anything like that.

Of course, I have started with researching, finding the appropriate design, to match the type of car, concepting, after which I began the modelling phase.

For this phase, I have started with a cylinder, and by cutting edges to create more polygons for detail, I have initially put in the big "brush strokes" first, meaning that I have tried to create the basic design, after which, I have split the wheel in 5 equal divisions ( my initial cylinder had 20 sides - so I have divided it into 5 areas x 4 "spokes" each). This was done with final optimisation in mind. One thing I have forgotten to mention in my previous two posts, was that, optimisation refers to the texturing, as well as modelling. And by this, I mean that in order to offer more texture space, we are breaking models into identical divisions in order to be able to overlap their texture.

So, in the wheel's case, by breaking it into 5 equal and identical divisions, I have only modelled one fifth of the wheel to the detail required, after which, I have copied and rotated it, to obtain the final wheel. This way, I have only created a texture for one fifth of the wheel, and after applying the UVW map to the model, I have used the "break" tool in the UVW window, to break the UVW map in exactly the same places as it was when created initially. I have overlapped the 5 pieces on top of each other, making sure the corresponding vertices were all on top of each other, after which, I have used the texture created previously in Photoshop for one fifth of the wheel, and applied it on top of the 5 overlapped UVW maps. 

This way, I have given my model more texture space, meaning that the resolution of the texture will be higher, projecting more detail/quality onto my model.

I found this method very useful, especially when creating assets for platforms such as iPhone, iPad or android, but, by giving more detail, it can be used anywhere. 

For more organic models (characters), it will probably be more difficult to apply it, however, when texturing shoes, or other identical items of clothing, it will probably be very useful.

Images of the rims created are shown below:


Rim for Aston Martin designed and built by me. I have tried to keep to the Aston Martin traditional design, but cartoonify it somehow. 

And here is how it looks inside the tire and onto the actual car model:

Wheel rim as appearing in the actual game onto the Aston Martin complete model.



Week 2



Week 2

In my second week, I was asked to do another model for a race barrier, as we are currently working on multiple race tracks, so we will need more that one style of barrier.

I have followed the same steps and principles as in my first week, and I have achieved a final product in 3 days.

I am very happy with the work I have been asked to do, as starting with something simple, like a race barrier, has given me the opportunity to learn basic geometry creation in 3DS Max, as well as practice all the steps of the design process and help with implementing them much quicker.

Through this process, I have improved my modelling skills, as well as my painting in Photoshop. I have started using elements of both 3Ds Max and Photoshop that I haven't used before, and all, in order to improve efficiency.

Rendered images of the second race barrier are shown below.


UVW map. Sides have been overlapped for space saving purposes.
As the UVW maps of more than one item will be using the same texture space, I have found that overlapping
identical items, will give the option of having bigger resolution when texture will be applied.



Modular race barrier element textured in two different colours and tessellated.

Work placement - Week 1


Week 1 - Interactive Systems Studio



The key aim of this year's Work based learning module is to find a work placement in the gaming industry, or in an industry affiliated to it, in order to gain precious experience in every of at least most sectors of our studies.

I have managed to gain a 3 month work placement with Interactive Systems Studios (ISS website) from the 1st of January 2014 till the 31st of March 2014).

During this time, as a placement Junior artist, I am working side by side and under the direct guidance and supervision of Paul Watson, the studio's 3D artist.

In my first week, I have been "gently" introduced to the gaming industry, by having set a task of producing a modular race barrier for the iOS game, the studio is working on at the moment.
I was asked to take this simple model through every step of the design process in order to learn exactly what an artist is required to do, when being part of the game creating process.

So, the steps of the design process are:

  1. Concept art - create a 2D visualisation of what I think the final product should look like
  2. 3D modelling - using 3D Studio Max, build a 3D model of the concept done in the previous step
  3. Create a UVW map for the model -  using various options provided by the software (e.g. Flat mapping, Normal mapping, quick peel, etc), unwrap the model and get it ready to be textured.
  4. Optimise the model - make sure most of the polygons used are 4 sided (ideal situation), remove unnecessary polygons/edges/vertices, in order to keep the model with the minimum information necessary for the right output. ( as long as all the shapes and details aimed for are visible, some polygons will not be necessary).
  5. Create a texture for the model - using Photoshop, create a texture for the model. This can be done either by importing real life images and applying them on the appropriate layers, or by painting the desired textured.
  6. Apply the texture to the model in 3DS Max
  7. Import the 3D model into the game engine used - in my case, the model was imported into Unity, to make sure it looks right in the environment. Tones and values might need to be adjusted, once seen in the actual game engine. 
  8. Put the model onto the platform that it will be used on (e.g. iPad) - again, colours might look slightly different once exported onto an iPad, so again, values might need a slight adjustment.
I had to create a piece of geometry which, if tessellated, will look like a race barrier. 

Images are shown below:

initial concept art for the bareier




Final product. Same element was copied and tessellated. One was given a white texture, and the other red.
For saving memory (as the game is aimed at the lowest spec devices - Iphones - I have given as much detil as possible through texture. All the detail was added through light and shade created in the texture map.

Different angle of the same race barrier.




Saturday 1 February 2014

2nd YEAR OF MY COURSE STARTS HERE

New year, new tasks, new things to learn and experience.
Let's get started!