Showing posts with label UE4. Show all posts
Showing posts with label UE4. Show all posts

Thursday, 14 May 2015

It's safe to say that this post will probably be extremely long. Brace yourselves. The rant is coming.

I'm not actually sure where to start. I absolutely hated this project. I've found that over 3 months of doing exactly the same thing isn't for me - which I guess means I'll definitely be better off in a smaller studio! We had a strong idea that wasn't executed well, which made me miserable. In essence, the last term was spent being super miserable. But, that's life I guess. You'll get stuff thrown at you that you don't really want to do, but you've gotta man up and get on with it anyway.



Throughout the course of this project, working within a team of 6, we were required to make a functioning game level based upon Alice’s Adventures in Wonderland. The three topics we could choose from were: Oxford, gardens or underground. As a group, we decided to go with the underground theme as this appealed to all of us and seemed like some interesting work could be produced from it. 
A week or so before the project started, we all had to fill in a sheet and specify the roles we felt most comfortable in. This was to ensure there was an even split of people within teams. However, in our group, we ended up with 3 character artists and 3 environment artists but we worked around it and all chipped in on other areas - such an engine work. 
As we had 3 character artists within the group, we had to decide quite early on who was going to be modelling who. I was given the White Rabbit to model which I was both excited and nervous about as I’ve not modelled anything non-humanoid before.
However, as I managed to get him finished much sooner than what I'd initially planned, I took on a few extra assets and roles in order to lighten the load on my other team members. We needed a lot of assets to populate the level as it's so large, so I made a variety of picture frames, candles, lanterns, pocket watches etc. I was also in charge of modelling the skirting board, wooden panelling on the walls and the coving.



In addition to the character and extra assets, I also contributed to other areas of the project, for example:
  • Concepts: Moodboards for the characters, style guide, book, warped assets & rabbit clothing. Concepts for the rabbit, final door and a storyboard.
  • 3D Models: White Rabbit (Modelling, unwrapping, texturing, rigging, skinning and animation in Max & UE4.) 4 picture frame variations, candles, lantern, pocket watch, skirting board, wooden panelling (thick & thin variants), wrought iron door and the chest.
  • Sculpts: 3 beam variations, candles, 3 frame variations.
  • Unwraps: Steps, columns, lobby decor, stair supports, railings, ceiling supports, raised platforms, beams, chest and both sets of moveable stairs.
  • Light Maps: Chest, 6 bookcase variations, camera, ceiling light, chandelier, desk, fireplace, cutlery, key, pen, plates, rose, wall light, furniture, desk lamp, rose vase, book, chest, final door and both sets of moveable stairs.
  • Textures: Clean tile set, dirty tile set (for vertex painting in engine), 4 light masks, flip book texture for the candle flame, rabbits fur, rabbits body, pocket watch and normals for all of the frames.
  • UE4 Materials: Rabbits body, rabbits fur, rabbits clothing, gold, glass, pocket watch, candle flame, subsurface for candle, frames, beams, desk, frosted glass, Alice's clothing, Alice's hair (subsurface), Alice's skin (subsurface) and the chest.
I also helped out with the population and lighting within the study area of the level and the population of puzzle area 3. The general level itself was populated by everyone in the group. 

Mystical floating candles..woops
I felt far too stressed out for the whole of this project, I'm not really sure why, but this was definitely the cause of my 'lack of enjoyment'. We just seemed to have one issue after another, which led to James and I staying up until 3am towards the end of the last week fixing things that should've been done weeks ago. For example, our playable character is Alice. Guess when she was put into engine. Yep, Thursday evening. A few working hours before the deadline. James had been asking for the assets for weeks, but it just didn't happen. However, I managed to get her working correctly with the default UE4 animations and replaced the blue dude in the third person blueprint. It was actually quite fun retargeting bones.



Whilst working on this project, we often had people telling us that it was looking really cool - but it was such a huge level. We found out that one of the judges is big on architectural accuracy and luckily for us, we had Jack helping us. He helped James out a lot with the overall structure of the lobby - especially the stairs and surrounding supports. The lobby is definitely the best looking area in the game, it still needs a lot of work, but we're developing an action plan of what needs to be done over the next 6 weeks to make it look fabulous. As well as receiving feedback from Jack, we also had weekly meetings with Steve and Chris to ensure we were on track.



Overall, I'd say our communication (or lack of it) let us down. Communication is such a vital thing in a project as big as this, and although we had a lot of it, it obviously wasn't enough. A lot of the time, it was unclear what people were working on throughout the day and the asset list I created on Google Drive wasn't being updated by certain members so we were unsure what stage people were at. This was a pain when people weren't in labs, or working on different floors etc. We worked around this though, and tried to play it to our advantages. Regular team meetings were - and still are - essential.


After receiving feedback around two weeks or so before the deadline, we realised that we really needed to cut down our level. What we had was underpopulated and it was suggested to us by our lecturers that we cut out the less important areas, and focus on making the remaining ones look really polished. This was something we'd been discussing for a while, but it always helps to get definitive feedback from others. After receiving this feedback, we decided to cut the following areas:

  • Initial study area - being cut down into just the desk.
  • Room in which you fall into from the rabbit hole.
  • Corridor following said room.
  • Puzzle area one is being cut down into one room instead of two. 
Looking back, I'm glad we had to cut these areas. At its current state, our level isn't completely polished. I dread to think what it'd look like if we hadn't cut it down...


If we were to start this project again, I'd definitely make a strict time plan and make sure we had a definite team leader in place. Our main issues seemed to be time management and communication which ultimately led to our project being a little more unfinished than what we wanted. I feel that if we followed our time plan more closely, and had daily team meetings, we could've reached all of the goals we set out to do. The three-ish random team meetings we seemed to have each week didn't seem to suffice.



Overall, I feel this project could have gone slightly better. We were way too ambitious with what we wanted to achieve and didn’t organise our time as well as we should have. I’m happy with the final outcome, but there’s so much more that could’ve been done. In a way, I feel disappointed. We all worked well as a team, but there was no real team leader to ensure that things were being done by certain dates – we were all relying on each other to have stuff done by agreed dates, which often worked but most of the time, it wasn’t as successful.


I’m happy with how I managed my own time though. I managed to get the rabbit finished (textured, rigged & animated) before the Easter holidays. I allowed myself time to improve on the rig and refine the animations after he’d been tested out in engine which meant I wasn’t panicking about not having him in the final level a few days before the hand-in. This also meant I had extra time to help people out with their work. For example, I spent the majority of the last two weeks doing the light maps and collisions as they hadn’t been done along the way.
I also spent the last part of the week fixing up silly mistakes. Files had been named wrong which led to confusion when importing, the scale of certain objects were all over the shop and pivots were in the totally wrong place. These were easy fixes though, and I'd rather they were fixed than left to cause more issues.
Ideally, I would’ve liked to have spent the last week polishing up my own assets and maybe making a few more to help populate the level but fixing up the assets we already have is obviously much more important.


However looking back, I’d say this is definitely the one project I’ve learnt the most on. Not only artistically and technically, but I’ve also learnt more about myself too. I’ve achieved what I wanted to and even did a bit on the side too, but even though I produced a main character for the level, I don’t feel as if I’ve done a horrific amount. The majority of my time has been spent fixing things for other people, which sadly, has meant some of my own work is slightly lacking. I've still learnt from these fixes though, which I'm extremely grateful for. It's nice knowing you've helped someone in your team out too. Yay.

In order to reach the deadline set for Off The Map, we'll need to put the stricter time plan into action. I went into the labs on Tuesday to figure out what extra assets need modelling and when it all needs to be done by. We've worked out that including this week, we've got 6 left. Which may sound like a lot of time, but if you include the fact that the labs are closed for the final week, it's not long at all. Welp. I've made myself a personal time plan so I can get all of these assets modelled within a week so I can get onto sculpting pretty things and Tom has also been super awesome and made one for the group. It's a week by week one and gives us a nice idea of what level we need to be at each day.

  • Week 1 - Planning/organisation, bug fixes with models/textures and concepts/paintovers.
  • Week 2 - Modelling of assets and concepts/paintovers.
  • Week 3 - Sculpting/Texturing/Baking and fun engine things.
  • Week 4 - Review of population and 'is it playable?'
  • Week 5 - Finalising/polishing and OTM required documentation.
  • Week 6 - Final polishing pass and packaging of the level.
The majority of the team has been in the labs this week anyway, and we've managed to get our level looking more finished! Well, here's to the end of second year. It's been a good one.



Off The Map: Post Mortem
09:54

Off The Map: Post Mortem

Friday, 24 April 2015

I'm now 99.1% done with this project. Up until now, I've been enjoying myself and the work I've been producing. However this week was just horrific. I feel as if I'm doing more things and not moving forwards at all, it's so frustrating. It doesn't help that the deadline is two weeks away and we're nowhere near finished.

We've been speculating over the last few weeks that our level should probably be cut down, however, this is now seeming like something necessary. We're unsure of what areas need cutting as of yet, as they all seem pretty vital.

My group had a presentation with some lecturers one Tuesday, and we came out rather happy with the result! They liked our level, and gave us some suggestions on what areas need to be cut. So, drum roll please...the study, the area you fall into from the rabbit hole and the first corridor are being cut! One of the puzzle areas containing two rooms is also being cut down into one. Phew. This means less work to produce, but more time to polish! Which is exactly what we need to be doing at this stage.


So, the room above is the first puzzle area - containing the anamorphic puzzle - the door on the right hand side now leads to nowhere! This is the first room that was to be cut down. Initially, you'd have to answer a riddle in order to unlock the door which would lead to an anamorphic puzzle. However now, its all been merged into one room.

One of my team members. James, has been playing around with something in engine called diffuse boost. It essentially lightens the value  of the materials before baking the lighting which means softer lighting! Although, in the last project (container city) we had this awful yellowy/purple haze going on. Which seems to have appeared again, it must be something to do with the bloom. Either way, it's going to need fixing before the hand in.


We've also encountered a few issues too. I reimported the White Rabbit early on in the week and it completely broke. Firstly, there was no animation attached to it, even though it was showing up in the editor. Secondly, the pivot was way off, even though it was centred in max and finally, when you played the level, the rabbit would flicker on and off. However, I managed to fix all of these in a short space of time after having a little cry. The flickering was due to a lighting problem in the map - I figured this out by testing it within another engine file. He works again now, and I'm a happy egg again.


Also, the essay and character resubmissions are finally done! It's almost as if a huge weight has been lifted off my shoulders. Although, it does seem a bit odd knowing that tomorrow is the *sort-of* last day at term, but we're still working on Off The Map. I'm looking forward to be able to focusing on a single project for the next 2 weeks though. Hardcore propulation!

Week 30: IT'S DONE, IT'S ALL OVER.
03:42

Week 30: IT'S DONE, IT'S ALL OVER.

Sunday, 19 April 2015

It actually feels pretty good to be back in the swing of things! Minus the fact we've all got to do presentations on Friday (welp), I'm feeling pretty optimistic about this week. Which is worrying.

I've been modelling and unwrapping random assets this week so you could say its been pretty chilled out. We're all focusing on the essay, presentation and character re-submission. There's so much going on at once it actually hurts. I've almost finished my essay, which is one less thing to worry about, however I've yet to write the conclusion. I'll get there eventually. The character re-submission is going quite well too! I haven't done too much on it yet as I've been focusing on other projects, but I've started to act on the feedback given to me in the last assessment. She already looks so much better!


door_corridor.JPG



I modelled a couple of different iron variations for the door between the lobby and the first corridor, however the one above was deemed the most suitable for the level. I'd tried to keep it similar to the railings we've got on the staircase in the lobby so nothing seems too random and out of place.

HighresScreenshot00000.png

You know when you've got what looks like a lot of stuff in a Max file? Then it looks like hardly anything in engine? Yep. We're going through that right now. In the group meeting we had this week, a couple of us are swapping assets and taking more on board in order to get our level looking as awesome as possible for the deadline. I mean, it's not the end of the world if it's not 100% perfect, it's never going to be, it'll just be nice to have something to be proud of. 


On the topic of presentations, I chose to do mine on one of my favourite games, Road Not Taken! I was thinking about doing it on Uncharted, but I was a little worried about fangirling my way through the whole thing. Woo. It actually went much better than what I thought it would! I was bricking it before-hand, but the feeling after you've done it is so good, I wanted to do it again!

Week 29: Can it please just be over?
16:40

Week 29: Can it please just be over?

Sunday, 1 March 2015

How is time going this fast? It feels like the deadline is next week already, send help.

So you know the rabbit I was remodelling last week? Here he is all finished and pretty. I'm a little happier with how this guy turned out - the topology seems to have a more consistent flow to it and he'll be soooooo much easier to rig! I haven't put any clothing on him yet as James wants him rigged and put in engine ASAP.


I started a basic rig on Friday so I can start animating him on Monday. Apparently in the new update of UE4, it's possible to animate within the engine. LIFE. MADE. I wasn't sure how to tackle the rigging at first, bones or CATrig wise. I've never done the latter of the two before, so I decided to give it a go anyway. Sweet Jesus it's so much fun. Everything is a funky colour and is 10x easier to place than regular bones.


Well. It might've been easier to place, but it didn't last long. Firstly, Max kept moaning at me that there were issues when exporting, which I was told to ignore, but that was nothing compared to the nightmare I had when importing into UE4. Apparently, at some point I'd managed to include multiple roots within the rig. God knows how. But it sent everything to hell. It didn't really help that after 2 and a half hours searching for something that might help, I still hadn't found a fix.

Brilliant.
Week 22: UE 4.7? Hallelujah.
12:33

Week 22: UE 4.7? Hallelujah.

Sunday, 15 February 2015

These two weeks pretty much blurred into one so is a combination of two posts okay? I hope so.

Back to the project...we finally got a style guide sorted and the characters are beginning to be modelled! Wooooo! I'm pretty sure during every group meeting we've had, the 'we need to make an asset list' thing comes up...WE DID IT. It took long enough, but we got there.

Style guide
I've got the task of modelling/rigging/animating the White Rabbit which I'm actually super excited about. I've never rigged anything non-human so it should be challenging to say the least. At the beginning of week 20, I started concepting some costume ideas for the him.


I based the majority of his clothing on stereotypical items you'd find in the 1800s and because I did a character project on Jack the Ripper over the summer, it was super easy. I usually hate concepting with a passion but I actually really enjoyed it for once! Maybe it's 'cause I got to look at cute bunnies for 3 hours.

LOOK HOW CUTE HE IS

So cute. I asked the rest of my group which designs they liked best, and put them onto a separate document so I could iterate on them. By the end of Wednesday we still couldn't decide on one so I went ahead and started modelling the rabbit anyway, clothing can come later. Here's what he's looking like so far.
(Ignore the pivot. Oops.)
Something doesn't look quite right though and I'm not keen on the overall shape. So I've decided to go back to the drawing board and model the whole thing again. I also somehow managed to Turbosmooth him with 22 iterations and had to do a hard reboot. God knows how the hell I managed that.

I also went home for the weekend during week 20 and saw one of my favourite bands live, which was awesome, and then went to a Game of Thrones exhibition, which was also awesome. I got to sit in the Iron Throne and fall over whilst wearing an Oculus Rift. Fabulous. Well, I guess I'd better go and model more rabbits.
Week 20 & 21: Alice's Adventures Off The Map II
12:55

Week 20 & 21: Alice's Adventures Off The Map II

Sunday, 8 February 2015

Yep. You guessed it. It's that time of year again which can only mean one thing; DMU are entering the OTM competition for the third year running!

Tuesday meant judgment day, we all found out what the project was really about, previous entries and the people we were going to be working with for the next 12 weeks. Luckily, I'm in a fairly balanced team with some pretty awesome people, so...no complaints from me! The GA team set us the task of creating a 3D side scroller game, which by the sounds of the debate, a lot of people hated. Ah well, I guess you can't please everyone. However, this was later changed and we're free do do whatever we want! Awwwww yiss. Anyway, back to the brief. There's three topics to choose from - Oxford, underground & the gardens. Of course, they can all be incorporated together, but there has to be a 'main theme' of sorts. There's also no texture or tri budget so we're free to go as crazy as we like...providing it runs.

I really need to make smaller moodboards. Argh.
This week was just spent figuring out what it was we wanted to do, research and a shed load of Pinterest. We haven't yet decided on a style which isn't an issue yet, but after meeting with Chris and Steve on Friday, we were told that by the middle of next week (11th Feb - ish) that we needed to have this sorted. Help. Everything is so pretty.

Storyboard of our initial idea

Towards the end of the week, I also helped out with some engine work and managed to get a couple working. More on that on next weeks post...
Week 19: Alice's Adventures Off The Map
14:20

Week 19: Alice's Adventures Off The Map

Saturday, 7 February 2015


I think I mentioned something in the last post about Amber's PC being a bad egg and not letting us record anything? Well, here it is!
Week 18: Part II
06:56

Week 18: Part II

Sunday, 1 February 2015

WE MADE IT. Friday 30th marked the deadline for this project and we actually managed to achieve almost everything we set out to do! Woo! Here's a few screenshots of how it's looking at the moment...



Monday and Tuesday were spent polishing the level and fixing up assets and textures to ensure everything was running smoothly in UE4. Monday was also the day all of us hit a brick wall and found it extremely difficult to finish any work whatsoever. I think the late nights and early mornings were really starting to burn us out.

We also went to the VFX Festival in London on Wednesday which set us back a bit as we had to set off at 5am but oh my lord was it worth it. 10/10 would recommend going. However, on Thursday we stayed in the labs until close again in order to get the final detail pass completed. I got all of my mushrooms placed in the storage room and the corridors which meant we were finally able to tilt the level. This caused a hell of a lot more issues than we thought. The main one being the floor fog. Oops. For some reason, it's not blending well at all with the floor or the crates anymore and we keep getting really harsh lines. Why do things like this always happen at the last minute?

Blending sucks.
On Friday we spent the whole day adding the finishing touches and panicking over decals. Amber and I spent ages trying to get them to work and look good, but this was proving incredibly difficult due to the angle of the rooms. ARGHHHHHH. We managed to get a few working, but they weren't able to be copied over to other sections due to the different rotations of corridors. Just as one problem is solved, another occurs. We've now got some weird issues with indirect lighting cause an odd orange mist. Brilliant.

Well, to end the post on a more positive note, we had a pretty awesome guest lecture on Friday morning! We had two former DMU students - Del Walker and Ben Keeling who now work at Sony - come in to speak to us about the work they produced at university, the work they're producing now and how they got to where they are. They also made an extremely good point of not staying up until ridiculous hours working on projects...which is pretty much what we've done on this project...but it does look awesome so it was worth it.

Week 18: Part I
11:05

Week 18: Part I

Sunday, 25 January 2015

This week was pretty much the same as last week. More fixing up of particles and crying over Cascade yet again. This post will also be super short as we're super busy...

However, I did make a start on the modelling this week. As mentioned in previous posts, we've got bioluminescent plants in the lower sections of the level, and it's my job to model them. I modelled about 17 (ish) and then made a variety of different clumps of them so it'd be easier to arrange them in engine. Texturing these was the best part though as I've recently purchased NDO and this was the first time using it. Ahhhhh, it's so awesome!
Since first year I seem to have lost the ability to check for nGons before exporting so Amber has been hitting me every now and then. 


In addition to these mushrooms, I also modelled some vines, leaves and various other plants to populate the level and make it look super pretty.
I also forgot to check for nGons on these too. I'm an idiot. Amber hates me.

Its gotten to the point where we're all panicking about the looming deadline now. We've got one week to go and still quite a lot to do. Yeah, we've definitely been ambitious with what we wanted to do, but I'm sure we can pull it off. Hopefully.
Week 17: nGons are SO not cool.
08:21

Week 17: nGons are SO not cool.

Sunday, 18 January 2015

So I don't really have too much to say for this week as I've been busy screaming at Cascade and worrying about internships.

However, I did manage to make some pretty cool stuff! In my group, I've been assigned lighting, particle effects and the organic assets. SUPER FUN.

Onto the particles. Or 'particools' as we've all been calling them as they make everything look awesome! We'd decided we wanted fog/mist, sparks, dripping water and some form of dust and/or spores.
I managed to get the sparks and the floor fog working perfectly, however I had a few issues with the spores and they required a lot of changing. Arghhhh.


For a start, they looked like snow. Not really the look we were going for but hey ho. This was a quick fix though and after some feedback, it finally started to look more spore like.


The presentation actually went pretty well too. For once. Mike wasn't sure on the idea as he felt it needed to be more container like so as soon as it was all over, we all rushed into the labs to devise a new 'plan of action'. We decided to change the colour scheme ever so slightly and have assets within the level itself made out of containers. For example, in the habitation area, we've chosen to have container lockers, container chairs....you get the idea.


Week 16: Particools
08:09

Week 16: Particools

Sunday, 11 January 2015

So today was the first day back after a few weeks off which can only mean one thing...yep, you guessed it - new project!

This time we've been set another group project which involves making an environment out of shipping containers. At first, I wasn't totally sure I liked the idea...but then we got given two theme choices. Dystopian or sci-fi. Life. Made. Sounds awesome, right? The whole project is solely based on creating a playable, interactive level with atmospheric lighting.

Although we've only been working on it for a few hours, we've already managed to settle on a final(ish) idea and James got a blockout set up in UE4 whilst the rest of us were creating time plans and mood boards. Ahhhh I love this project so much already!


Our initial idea was to create a modular space station that has crashed on an alien planet. Similar to the film Pandorum, the level starts off with the player exiting a Cryo-tube, not knowing the ship has crashed. Our optimism was dwindling by the second day though, and we all felt a bit like this...


However, after speaking to Mike, he liked the overall idea, and suggested some fab ways of making it more unique! Cue bio-luminescent plants and rotated corridors...


The first iteration was created by James using BSP brushes in UE4, however, a number of issues were encountered later on down the line which meant the whole thing had to be rebuilt. This was actually super useful though as it meant we could redesign areas of the level to make them more suitable for the length of the project.

By the end of this week, we'd managed to produce a 'final' iteration after being told our level was too big. Ooops.
Week 15: THE INTERSTELLAR FEELS - Round 2
04:46

Week 15: THE INTERSTELLAR FEELS - Round 2

Monday, 8 December 2014

I found out at the end of last week (or the beginning of this week) that we'd been given an extension on the project. Instead of it being due in for the 5th, it's now got to be completely finished by the 10th in preparation for presentations on Thursday. HALLELUJAH. For once, I actually feel like I'm ahead of myself!

Sooooo, the modelling and unwrapping stages are complete! I've spent the majority of this week hand-painting my textures and making sure they all look pretty in UE4. I did attempt to sculpt folds into the skirt, which took me around 10-15 minutes, however 3DS Max decided it didn't want to bake anything. So a height map it is. Me being me, I left the normal until last for the first time, and I reeeeaaaally regret this now. Partly because of this.

Why is this happening at the last minute? :-(
I'm not sure how I didn't realise this was going to happen if I'm being honest. Idiot. I'm kicking myself over this now, but considering I've got 3 days left and it doesn't affect the model in UE4, I'm trying not to let it bother me too much.


UE4 is currently updating so here's a little Max render of how the textures are looking so far! I'm planning on adding a hell of a lot more detail into the skirt & other areas - hence why it isn't shown - but I'm starting to feel a little happier about her now.


I also managed to get hardly any work done on Saturday because I've been so distracted by the Uncharted 4 gameplay video. Help me. This also meant I stayed up until some ridiculous time in the morning playing Uncharted...
However, I managed to get all of my textures completed on Sunday which can only mean one thing...let the rigging begin.
Week 10: Stupid Seams
03:42

Week 10: Stupid Seams

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!
10:30

Week 7: Posters & Even More Poker Chips!