Friday, 7 February 2014

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!

Thursday, 21 March 2013

Social media accounts

Throughout this module I have developed and improved my personal profile by opening accounts on various industry websites and becoming part of groups and organisations.

Here are the links to my mentioned accounts:

Linked-In:      http://www.linkedin.com/profile/view?id=227470510&trk=tab_pro

Twitter:         @lauravarga2012

 

Tuesday, 19 March 2013

gamasutra and Edge


     In this session we were asked to sign up for Gamasutra, Edge and Game Industry International accounts and newsletters.

On Gamasutra my account info is my gmail account with its password.

On Gamasutra I have signed up to receive emails regarding:
CareerFor the active job hunter, a detailed listing of all the jobs posted on Gamasutra, and contracting opportunities for the previous week.
Game Developer MonthlyMonthly E-mail update for Game Developer subscribers features upcoming articles, new blog posts, and content extras from www.gdmag.com.

Game Career Guide (Student Newsletter)A summary of all the top News and Features posted on Gamasutra's sister educational site Game Career Guide in the last two weeks, including student postmortems, school news, in-depth game analysis, theses, and a host of other useful information.



For Edge, username is lauravarga, while the account is again under my gmail details.

With Edge I have signed up for:  I would like to receive the Edge Online newsletter, packed full of the latest news, competitions and exclusive offers. 


Apart from that, I will visit the website on a regular basis to keep in touch with all the news from the industry.

I have also opened a Games Industry International account and have signed up for A summary of the day's Games Industry news and features. 

I think that by signing up to all these major industry payers, I will be able to keep on top of jobs, news and events that are related to the gaming industry, giving me a more detailed picture of where I am heading and what I need to do to achieve my goals (ideal job, etc).


Sunday, 10 March 2013

Cover letter

      
Laura Varga
6 Dennis Close
Plymouth 
PL5 1DU
tel: 07900148664
email: lauravarga2012@gmail.com



      As you will see in my CV, I have just graduated with a st from Plymouth College of Art in Plymouth, one of only 4  (one of only four remaining further and higher specialist art an design colleges in the country). The nature of my degree course has prepared me for this position. It involved a great deal of independent research, requiring initiative, self-motivation and a wide range of skills. 


     However, prior to enrolling on this course, I have accumulated 10 years experience in the flower industry, out of which, for 6 years, I have managed and run my own business. This role has been very much people focused. Being the manager of a small team (max 3-4 employees at any one time), it was very important for me to see that I am getting the best out of those I am working around. I have found over the years that helping people to realise their own potential is the key to success. It is not enough to show someone how to do something, by coaching them through pull techniques, your employee feels empowered and becomes the best they can be.

       
       During this time, I have also created unique flower designs for many important events, and worked with a lot of corporate customers. This opened my eyes to all other types of art, hence my leap into the world of game art. I have the ability to lead projects and people, but I am just as happy to work as part of a team. 

       Working under pressure and to deadlines, is something that I have done for many years and it has made me become very organised and pedantic, pay extra attention to detail, and it has given me the ability to focus and keep calm under pressure.


       Having done flower demonstrations during my time as a florist, I am used to speaking publicly and I am very passionate about getting people to understand and love what I do. I am a fluent and articulate communicator, flexible and responsive, a self directed, goal oriented doer.

       I am a conscientious person who works hard and pays attention to detail. I'm flexible, quick to pick up new skills and eager to learn from others. I also have lots of ideas and enthusiasm. I'm keen to work for a company with a great reputation and high profile like yours.


     I am confident, with a good sense of urgency, a fast learner who is a practical and ingenious problem solver. 


     
     Your company would provide me with the opportunity to put my personality, skills and successes to work. At a personal meeting I would like to discuss with you how I will contribute to the continued growth of your company.