Thursday 27 November 2014

Project:
For this project, I had to design and build a sentry gun. I’ve been given total freedom on the style and design choices which is the total opposite of the previous project. I had a limit of 5000 tris which seemed like a hell of a lot when I built the first model to use for paint overs, but I found myself quickly running out of tris when building the final thing!

Summary:
After the project had been set, I started my research by creating a board on Pinterest full of various things that interested me and had quite cool shapes. Once I felt as though I’d collected a sufficient amount of reference, I started creating moodboards in Photoshop to aid me in creating a bash kit. When creating my bash kit, I used the lasso tool to select all of the interesting shapes and filled them in using block colour so I could later place them together in order to create new assets in a fast and enjoyable way.
From here, I then went on to ask my peers to choose their favourites so I could create iterations and hopefully become that little bit closer to getting a final design!
I decided to take the third idea forwards as I really liked the shape and I felt that it’s something that I’d be able to iterate on even more and still have a fairly simple yet interesting design. After choosing the design, I made a quick 1000 tri block out in 3DS Max to aid me with the paint-overs in order to get the proportions correct. I also did a few iterations on the neon lights and added a few extra assets - as shown on the final design on the left.





















From here, I then went on to ask my peers to choose their favourites so I could create iterations and hopefully become that little bit closer to getting a final design!


I decided to take the third idea forwards as I really liked the shape and I felt that it’s something that I’d be able to iterate on even more and still have a fairly simple yet interesting design. After choosing the design, I made a quick 1000 tri block out in 3DS Max to aid me with the paint-overs in order to get the proportions correct. I also did a few iterations on the neon lights and added a few extra assets - as shown on the final design below.


Beauty Screenshots:




Here’s the final turret in UE4! I keep forgetting that 3DS Max doesn’t support PBR and always end up feeling disheartened at just how bad everything looks. UE4 seems to make everything look so awesome, I love it! I’m actually really pleased with how it looks in engine – definitely makes the messing about with UV packing worthwhile!

Technical Screenshots:


I used my favourite method of modelling again for this project – strip modelling. I find this much simpler than box modelling as there’s much more freedom with topology and edge flow. As my design is based on the curvature of Art Deco appliances, I had to work out which areas needed to contain the most amount of tris. Looking back, I realise I could’ve removed some edges from the base and had more in the barrel as some parts of it look slightly blocky in comparison to the rest of the pitch.


 Unwraps:


I always seem to enjoy unwrapping and packing UVs, but for some reason, I didn’t like it at all for this project. I think I re-packed it all about 6 times before getting fed up about too much unused space and left it for the day to play around with the model in engine. I had another go the following day and enjoyed it a lot more and managed to get a fairly efficient layout. I’m still not 100% happy with it but it’s much better than what it was!





 Additional Information & Screenshots:
In addition to the set brief, I decided to set myself a stretch goal to really push myself and escape the dreaded comfort zone. I decided that if I had enough time, I’d try and animate my emissives. As I’ve never attempted them before, this was quite a daunting task - so setting myself the goal of making them flash seemed horrific at the time, but was something I wanted to do to try and achieve full potential. I was surprised at just how easy it was. I had all of these visions of having a breakdown because everything was going wrong, but for once, everything went right. Which worried me even more.
I also got set the task of creating a poster to advertise my sentry gun. This involved me creating a whole new Pinterest board full of awesome advertisement related stuff. I’d based my gun on the curvature of Art Deco appliances mixed with the bright neon lights found in Las Vegas so as you can tell, the moodboard is extremely colourful.






From this, I took a variety of screenshots in UE4 and applied different filters to them in Photoshop and adjusted the hue.
I was planning on using these for the background of the poster, however I decided that these seemed a little too all over the place and wasn’t keen on the overall design. So I scrapped them, and started from scratch! I started off by using the lasso tool to create basic shapes and ended up with these.
I then took these further and added gradients to them to give them more ‘depth’.
I’d taken inspiration from retro film posters and the atomic/nuclear designs of the 1950’s which fits in well with the style of my sentry gun and all the initial research I produced.




In addition to the poster and glowing emissives, I decided to change and create a sound effect that matched the style of my gun. Again, I had help from other classmates but the process was surprisingly simple. I must admit, I was worried about changing the blueprint and breaking everything at the last minute, but luckily I plugged everything into the correct places and the sound worked! Blueprints are awesome.

Conclusion:
Overall, I’m really pleased with how this project went but there are still certain things I’d like to change.
I loved the freedom I had over this project and I enjoyed the whole thing from start to finish! Getting to grips with the blueprints in UE4 was proving a challenge at the best of times, but they were really fun to try and figure out what part of the turret they were affecting, and how I could change certain components to make my gun act the way I wanted it to.

If I were to do this project again, I’d probably choose a more complex design or do many more iterations of the one I chose. This was because I found the texturing really simple – although it looks good, I have a gut feeling that I haven’t done enough.
However, I did complete my set stretch goal and even did some extra work on the side too which I’m really happy with. I feel like I’ve learnt so much on this project in comparison to the others – mainly engine based knowledge.
In hindsight, I’d also liked to have spent more time on the concepting process. I think I panicked about putting it into engine so much that I didn’t allow myself as much time as usual on the concepts so my design probably isn’t as good as it could be, but I’m still really happy with it!

Week 8: Sentry Gun Post-Mortem
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Week 8: Sentry Gun Post-Mortem

Wednesday 26 November 2014

So the sentry gun project has come to an end, which can only mean one thing...CHARACTER PROJECT! Not one, two characters. I'm in my element here!
The project was actually set on Thursday but due to finishing off the turret, I'd done very little in terms of research. Just a few pins here and there. This meant I had a couple of days of catching up to do after hand-in on Monday! Welp. 

I started off by creating a board on Pinterest full of generic dichotomous characters - Mike/Sully, Joel/Ellie etc. This then meant I could compile them into one HUGE mood board in Photoshop! Now this project is only 3 weeks long, so I'm not planning on spending too much time on the concepts. We only have to model one of the characters, however if we have time, one of the stretch goals is to model the second character. My initial idea was to do something generic like 'Cowboys & Indians' but after looking back at my moodboard, I realised this didn't really interest me that much. However, I came across an old GCSE history book which inspired me to research further into the Women's Army Corps and evacuees.


I decided to stick with this idea as I felt it could be developed into something much stronger and personal. I'd like the female character to be some form of colonel - in a high up position so she comes across as extremely powerful - as I imagine her being quite serious, her posture, expressions and overall style are going to be angular and sharp. Basically I'm trying to make her seem like the boss that terrifies everyone...hmm.
Now, for the small boy/evacuee, I want him to be the total opposite. Seven or eight years old, he's lost all of his family during an air raid and is totally lost. His father was a warden so this boy wears a lot of his father's possessions to remind him of the past. For example, in one of the hair & accessories concepts, I've given him an over sized hat - similar to that of a wardens - which belonged to his father. (1)
(1) Bottom row, second in from the left
To be honest, this whole idea is rather depressing but I actually feel really excited about it! I've never given as much thought into a back story of a character before so I'm already feeling this idea could be quite strong already. Hopefully.

I've started producing some clothing concepts too, starting with some super basic silhouettes. I then chose my favourites and worked into them a bit more, this time, including the boy. I suck at drawing hands so apologies in advance.


Following on from the presentation on Thursday, I've decided to change my idea slightly. I received some awesome feedback and crits which have really helped to strengthen my idea. Mike and Emma said that I needed to try and identify what it was that interested me about this era, and how I could make the relationship between the two characters more obvious. In the end, after much thought, I realised it was the fashion that I found interesting. I went away and made even more moodboards about the style and decided to keep my female character the way she was, but completely revamp the boy. At the moment he's looking like a bit of a man-child. Fab. 


I asked for peer feedback to gain opinions on which costume/character worked the best. So, instead of doing the WAC/evacuee idea, I've decided to produce a mother & son - still in the same era. I want him to come across as being quite playful whereas the mother seems to be more interested in her cigarette...
Week 8: The Dichotomy Duo
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Week 8: The Dichotomy Duo

Saturday 15 November 2014

So I'm currently in the final week of the sentry gun project, and I'm not too worried. Which is worrying. The majority of Monday and Tuesday were spent texturing and making sure everything works properly and looks pretty in engine. Due to wanting the pitch to be fairly smooth, I put the majority of the detail - such as scratches - on the roughness map which achieved the desired effect so there was no need to create a normal map. Remember the last time I was using alphas in UE4? Yep. I've had the same issue and the parts I wanted semi-transparent have just completely vanished. This hasn't bothered me too much as I was planning on creating a glass material in UE4 anyway but it seems to be a recurring issue so I'd quite like to find out what the cause is. It's probably me being a total idiot, as per. I HAVE PINK GLASS BUBBLES NOW. Soooooo much cooler than an alpha.

Ooooooo pink bubbles
The rest of the week was spent fiddling about with UE4 and trying out different methods of animating the emissive maps! After asking around my group, I had some help from Mark and he showed me a really simple way of animating that was easy to control.



Just as I was about to take some pretty renders. I noticed this. Argh. See, I said I was an idiot! Back to Max we go.

Smoothing groups blergh.
On Tuesday we all got set the surprise task of making a poster to advertise our guns. Again, I fell into the Pinterest pit and probably sat staring at retro and American Propaganda posters for a good 3 hours. If I'm doing it for university work it's not procrastination, right? After making another huge and colourful moodboard, I started the concepts. I'm not going to bore you with the whole process again, so I'll just post the pre-finals.


So as well as reaching the stretch goal I'd set myself, I also did a little bit of extra work in the labs on Saturday. I decided to add a sound to my gun to make it 'fit' the style more! This was also much simpler than what I thought it was going to be, even though blueprints were involved. Ehhhhh. I actually managed to get the whole project finished then too so here's a couple of final renders!



I've also been set a super awesome new project that I'm absolutely ecstatic about and I just want to start it now! I've got to design two dichotomy characters that can be in any style and the best part is...I get to set my own tri count! I'm slightly scared by this as I've always had a strict limit to work to before and I'm worried I might fall into the trap of "oh I've gone over by 150...never mind I'll just change the budget...". I plan to have my sentry gun finished and have all of the final renders done by Saturday so I can get stuck into the character project as soon as I get up on Sunday. I'm literally having to force myself not to start pinning cool stuff already...
Week 7: Posters & Even More Poker Chips!
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Week 7: Posters & Even More Poker Chips!

Sunday 9 November 2014

Okay so this year is going past way too quickly for my liking. How is it week 6 already!?

Week 6 is what the university call an 'employability week'. Ha. For us game art people that's just more time to make the sentry gun. Awwww yiss. However, week 6 is also the launch of the Leicester Media School so on Wednesday we had a visit from the Vice Chancellor and various other cool and  important people that were around the building for most of the day looking at the work we've been doing. Pretty scary but it went well. I think. We also had a life drawing lesson on - instead of having the usual nude model, one of the third years was modelling some absolutely awesome costumes!

Due to not having any of the usual lessons on, this meant I had a lot of time to get the final model of my sentry gun finished. I've still got a few bits that I'm not 100% keen on so I'm going to try and play around with it a bit more to get it up to scratch.
The basic block out I did also worked pretty well in UE4, despite firing from the wrong end of the barrel... Oh, pivots. The worst thing is that everyone I've spoken to is encountering the same issue and we don't really know how to fix it. Wahhh.

WHAT IS GOING ON :(
At least now I know it *kind of* works in engine so I can finally get on with unwrapping and texturing! I'm trying to leave myself as much time as possible to play around with emissive maps and animating them to try and reach the stretch goal I've set myself.

I also managed to get the card model finished this week too! I didn't really enjoy making these last year - possibly due to the ridiculously awful clay I was using - but I really enjoyed this one and I just want to make loads of them now.


If I've got enough time left towards the end of this project, I'd quite like to have a go modelling this with Sculpy rather than having a mass of Sellotape. Another stretch goal maybe?

I mentioned earlier about the issues I was having with the barrel. FIXED IT. Aww yiss. I realised that I hadn't moved/placed a socket - oops.

I got all of the unwrapping done on Thursday and finally finished packing it on Friday evening so I've spent the whole weekend painting poker chips. I may have also accidentally read the brief wrong and put the projectile on the same sheet, so I had to pack everything all over again...oh well, practice makes things look better! I hope.





Week 6: Painting Poker Chips
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Week 6: Painting Poker Chips

Wednesday 5 November 2014

So the film project has come to an end, and the start of a new 'sentry' begins. Ha. I'm also super sorry that is post is like, 3/4 days late. Halloween took over.

Moodboard 1
More detailed moodboard. Yay.
The project was announced on Monday and we've got to design/model/animate a sentry gun - sounds awesome already! Due to finishing the film project on Thursday, I started making a board on Pinterest full of weird and wonderful things to help me with concepts. These ranged from Art Deco appliances & ray guns, to poker chips & neon lights. I managed to sneak a few Cacti in there too. From the images I'd found on Pinterest, I started creating a mini bash kit. I lassoed all of the shapes I found interesting and blocked them out using flat colours and quite literally bashed them together in interesting compositions. Here's the bash kit I produced: 


And here's the guns I managed to get out of it:


Due to the shapes I've got in the kit, they all seem like retro 'War of the Worlds' meets super tacky. So basically what I was trying to achieve...I then had the task of choosing which ones to iterate on, which wasn't too hard as I wasn't keen on the majority of them. I found myself quite stuck on the iteration stage though because I already quite liked the designs I had so this was a bit arghhhhh. Therefore they all look a bit similar, welp.


I gathered opinions from my classmates on which idea to take into 3DS Max and got stuck into modelling ASAP. The mock-up took me about an hour, but it was extremely useful to produce clown/AO renders from to paint over and also to experiment with how the pivots will work in UE4.


I did a couple of quick paint overs (as shown below) and tried to settle on a final theme. I decided to go with the War of the Worlds/Vegas casino idea that shoots poker chips. Woo. This also led to a hell of a lot of research into emissive maps so I know I'm not going to fall into the trap of having no idea what I'm doing. I hope.



Anyway, here's the final concept. I'm quite excited about where this is going as we've been given so much freedom which is pretty awesome! The emissive side of things is worrying me as I want to try and animate the lights, but at the moment that's only a stretch goal so I'm trying not to fuss over it too much.

Final design WIP
Enough about guns, the rest of the week consisted of spontaneous presentations and super cool - cool shit Wednesday's. One of the current third years came in to talk to us about the BMW internship he's currently doing. Thursday we had an unexpected presentation in which we had to present the post mortems we wrote...soooo, um. Presentations aren't fun. Unfortunately there wasn't enough time in the allocated session for us all to present, so it was somewhat relieving but also sad at the same time cause I would've liked to have seen the various issues people encountered along the way.
Week 5: Sentry Guns, Puns & Halloween
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Week 5: Sentry Guns, Puns & Halloween