DesignBrief_5_Normal Mapping

Game225_DesignBrief1_Anderson_F_%normal UV Template

 

I tried my best import as I could into the normal map the was similar towards the UV template. Now the inside of my dumpster is part where it’s shaped like a cross. Now in the normal map I was confused about if I should divide the section or not. I also tried giving it as much as an expression of it being metal as I possible could, like circles going around the top edge of the dumpster.

Assignment 4_Opacity maps

Assignment 4_opcaity maps

 

For my design, I was going for overgrown weeds growing over a wall. I think better than I thought i would once understood the steps. I think my problem was that I didn’t go in and delete the small parts in the diffuse map. I kept having problem when I found some parts weren’t deleted. It was because I tried painting some parts black, but I realized I had to delete them completly

Assignment3_Protected

shield_masterlight

This is my reference image.

 

Shield Render

I design my shield by using bright colors because i wanted to go the route of it being royalty. That’s why I use bright colors towards it could have a certain shine to it.  The main problems with it was the symetry towards it. Like the blood and the scratches on the shield.  But, overall I think I did better than I thought I would.

 

 

 

Case_Study #4_Textures…from scratch.

Sci_fi_metal_base_001 metal texture

My first attempt at the metal texture is can on the left. For that texture I followed the instructions straight from the book. Even thought i followed the instructions I feel like I went wrong somewhere. But in my second attempt I tried to do something much simpler, like applying a gradient color with grayish like colors and then I applied the chalk and charcoal filter and then applied the wind filter.

 

Wood_Fill_001 Wood_Fill_002

Like the textures from above, on the left is the texture I created when following the books instructions, but I confused around step 7. Next, where my changes where I made a color change and applied a ripple filter on top of the fiber filter to give it a little motion towards them.

 

 

 

Case Study 3_If it’s good for Blizzard, it’s good for me.

Question#1:  What was the most impressive or surprising thing you saw in their design process and why?

I found it impressive and surprising that it was possible to overlay renders under different types of lights, Such as Rim, fill, key, and environment. I also liked how they were able to change the range for each type of light without separating the layers.

Question#2:  As an artist, what would be something that you can take from this video and add it to your design process and why ?

I would take the part where they showed where the background, Leah, and Azmadan where shown to be multiple renders that were  layered on top of each other. I would also take the camera rig, where it computerized someone’s face, but it was unclear on how it was done . I also like to take away the part where they pictures every possible facial expression they can as reference. Artist may sometimes search for environment shot and other types of textures on the internet, but I can see it’s better to take your own references.

Question#3:  What was something that you didn’t understand or don’t think would help you in your ways as an artist and why?  Make an example.

I didn’t understand how the camera rig was done. The designer who was explaining it wasn’t speaking clearly enough. i didin’t understand how they how rendered a 3d model from a 2d picture, but I think I misunderstood them.

Case Study 2_Reference

Artist Name: Jason Martin

http://about.me/jasonmartin

Worked for Blur Studios and ID Software

He was the the lead character artist for Blur studios and he worked on the cinematics for Batman: Arkham City, DC Universe, Dante’s Inferno, Star Wars: The Force Unleashed 2 and The Old Republic, mass Effect 2, BioShock 2, Resident Evil and more.

Question 1: I find it exciting that this artist can nearly bring the character to life. I find his eye for detail inspirational the most because how his textures shows the character fully. Like the fabric in the joker’s suit, the gun shown with the tyger gaurds. You can see how it shines. I also like how the lighting that is shown with the grunt from mass effect 2.

Question 2: I could take something from Jason I would take the Art Style. I feel that because of the way created the characters. It’s he started with the character’s personality and went from there. For example, the joker; we all know the joker as a psychotic and demented freak who is ugly both inside and out. I feel that Jason Martin created joker’s looks based off of who he is. He made that if anyone who looked at joker would feel fear. Also with the the tyger gaurds. Their soldiers, so they should be clean and should like their prepared for anything

Case Study 1_Find your own way

I chose Maya because this program is always being compared to 3DS Max.I also chose to talk about Maya because it’s a program that can be used on a MAC computer.

URL: http://www.youtube.com/watch?v=iyOhRuwRoVI

Question #1:  What was their method of unwrapping?  What steps were taken and why? 

The tutorial I found, he used a 3D style of Unwrapping on. He laid out the UV map exactly similar to the to 3D model. The Steps that were taken were first he opened up the UV map with a flat mapping of the model. Then he wanted to weld or stitch them together by going to create UVs tab and select create UV based on the camera view. After he would connect the pieces together, he would then separate the fingers from the palm and the thumb from the palm by selecting cut UVs in the UV editor. He did this because he feels its the easiest way of wrapping.

Question#2: From what you saw in their tutorial, was there anything from their technique that you found interesting or unusual? Why? 

The first thing I found interesting was turning a 2D map in a 3D map. I know it’s a 3D program, but I always thought the UV mapping was only 2D.

Question#3: Knowing what you know now, and seeing others working on the same material you are, what are your expectations or feelings on the matters of unwrapping?

I feel like I’m going change my ways when it comes to unwrapping almost every time I find a new one. Sometimes I feel that best way to go about unwrapping is to go about it the easiest way possible. Honestly that is my best until i get a better understanding of unwrapping.

Design Brief 1: Dumpster Development Sheet (Part

Design-sheet

 

For my dumpster, I was going towards the futuristic theme. In all the reference I used to help me portray a dumpster in the future all of them looked plain That’s why my dumpster will be a dark royal blue. So, my graffiti would give it that futuristic theme. By doing I feel that I would have to use a lot of bright colors, because Jet-Set Radio is main inspiration.

Learn It, Study It, Practice It.

I want to know the basics and everything that was on the pre-test. I want to learn about shortcuts and the basic do’s and don’ts when it comes to texturing and lighting. Basically I want learn as much I can and when we start getting into lesson I will provide question of my own about different ways to do things so i can find my style or way of doing things.