Friday, 18 December 2015

Sometimes Even The Author Gets Lost In His Own Story... - Summary

So it has been a very, very, VERY long time since I last posted. So long in fact that I have now actually completed this project!

I last left of with my ZBrush model FINALLY being UV Mapped. Funny thing is, I actually have changed this UV Map since then but that will be discussed in a little while. I am going to discuss many of the features and difficulties that I had with this project in this post followed by a post with the final images.

Things Worth Mentioning


Water

Really wanted to get a nice looking pond on the go and after numerous attempts and lots and lots of searching, I found this extremely good tutorial on YouTube. I found this very effective as I had 0 issues with it and understood fully what was going on. It was very well explained.

https://www.youtube.com/watch?v=KPmRV1Z9ikY

https://www.youtube.com/watch?v=GRnKO1z4WZs

This gives a really nice rippling in the water (which you do not really get the full effect of from the final images - but oh well!)

Skybox

When it comes to these projects, I really want to try make them all my own work, or at least adapted from tutorials etc, so when it came to the surrounding and having a lightbox, I wanted to research and learn to do it for myself. (Increasing my skills and knowledge).

https://www.youtube.com/watch?v=JSRsQpRfDlk

This involved me Creating a special type of image that would then be implemented into a skybox.

Surrounding Foliage

One of the main reasons for me not blogging towards the end of this project was due to it crashing lots, which took up lots of time, and therefore I would ignore the blog in order to try and attempt to find out what was going on.
One of the main problems (I think) was having semi-high poly surrounding foliage which the computer just could not handle in terms of video card/memory. So I had to go about making low-poly foliage which I have touched upon before. It was not ideal but it is exactly the type of thing I am interested in how studios etc overcome.

And Finally....Grass

Grass was the main culprit for performance issues I soon discovered. Again, this is another thing I would like to know how games studios tackle. I have a rough idea of LOD's etc but looking at some games I'm just like - what?! But in the end it all came together nicely and looks really good. eerie with the fog (in order to help hide the surrounding area and vines that are magically hanging from the sky...


Personal Notes

So, it has been a stressfull few weeks - not knowing if I would be able to complete my project but thankfully I managed to find a way - will detail further conclusion in the next and final chapter of this project!

Wednesday, 25 November 2015

The Part Of The Story Nobody Likes... - UV Mapping

It has been a while since I updated this blog but that has come down to various different factors. My last post was from me beginning to model the tree in ZBrush. After spending a lot of time sculpting the tree, I finally got something I was pleased with. I then began to UV Map, which took an insane amount of time but I am happy to say I have now finished UV Mapping!

So here is my finished piece in ZBrush. (The different colours represent the polypaint which gives a rough idea of the UV Map created:

Final Model
I created the UV Map in Maya as I had much more input in what I wanted from it. This process took me an extremely long time but I am now happy with the result. At first I UV Mapped all idiviudal branches so I could place the seams where I thought would work best. Once I did this, I went on to sew as much of them together in order for a seamless piece. The previous image shows clearly where the seams will be. Here is my final model in Maya along with the UV Map:

UV Mapped in Maya

Personal Notes

I am at the point of this project where I am relatively anxious of the final outcome. With this beign a new field to me, I hope I can get it as close to the standards of my last project (which I was really pleased with). I have it all in my head, it's just getting it to come out like that!

My next step is to begin painting the tree and placing it into Unreal Engine 4 - thats when things start to fall into place - I will paint it for the next two days and by then I will called it pretty much finished (maybe come back and edit the texture map at a later date). I want to (next week) start assembling the rest of the scene, starting with the hill, and then adding in some other (much more basic!) trees and bushes. I can then come back to this tree and add some more features to it (ropes, hatches etc)

Here is a quick updated list of what is too follow:

  • Place into Unreal Engine 4
  • Finish Diffuse Map/Normal Map (Make two and multiply)
  • Sort landscape (Hill + Night Sky)
  • Begin making various bushes
  • Add further features to main tree
Lighting etc will eventually be added to this list...

Wednesday, 4 November 2015

New Plot Line - The route of ZBrush

So after switching to ZBrush I spent a while (again) familiarizing myself with it's interface and controls. I have been looking at many tutorials in order to find something decent that can help with my next project. Eventually I found this one which I am pretty much following step by step except instead of a monster, I'm creating a tree! (It's more exciting than it sounds)

http://www.digitaltutors.com/tutorial/1536-Indie-Game-Development-Pipeline-Volume-5-Boss-Character-Modeling-and-Texturing

So I am onyl at the early stages but already, this tree is looking much better than my last attempt and there are still plenty of steps to go through before the final model (lots and lots of iterating).

So to begin with (much like my last method) I began with using ZSpheres to create a basic shape model which I then converted to a low poly skin:

Using ZSPheres to Create Initial Skin
In order to improve from the last model, I am really taking my time with this as I am aware it should be a lengthy process. I imported this adaptive skin into Maya in order to tweak it and add some further geometry:

Modifying the Base Mesh in Maya
As you can see, I used Maya to add simple stumps and finesse the branches a little more. This is purely a base mesh and I will now take it back into ZBrush to sculpt further.

Personal Notes

I am much happy now I have a pipeline example to work to. It really helps when you are not too familiar with a package or the correct approach to take with it. I am taking it slow and so I am going to do a little touch up in ZBrush today then start the major sculpting tomorrow and Friday.

Thursday, 29 October 2015

Accidental Red Herring - Mudbox to ZBrush

So after playing around with Mudbox, I couldn't help but think how much easier a tree would be in ZBrush - considering it can be built from scratch in it using ZSpheres.

After finding a trial version that should last long enough for this project I decided to go ahead and use it.

Here is my first attempt at a rough tree and then a further attempt at the main tree using ZSpheres:

ZBrush Start
I was happy with this progress until I started to sculpt. I felt my mesh was getting really untidy and have began to worry about the UV Mapping stage and using a low res piece with high res texture maps as I am not too familiar with this.

After searching around I found a few good tutorials and info that might help get through this:

UV Master
A useful approach to UV Map your model

http://pixologic.com/zbrush/features/UV-Master/

Using DynaMesh
An effective method of sculpting a rough layout before final sculpt


The Pipeline!
This digital tutors tutorial shows an effective pipeline. The only thing is it uses a software called Topogun which I have never used. Never-the-less, I can still follow this and retopolgize in ZBrush (even if it is a longer approach)

http://www.digitaltutors.com/tutorial/901-Professional-Series-Game-Boss-Creation-in-ZBrush#play-22456

Example of Tree Tutorials

https://www.youtube.com/watch?v=NIoIdt54wF8

http://www.digitaltutors.com/tutorial/598-Creature-Concept-Sculpting-in-ZBrush#play-12150


Personal Notes

Tomorrow I will be trying to find a suitable method to complete my tree. Whether that involves; ZSpheres, DynaMesh or anything else. Once I have figured out the best way to do this I will begin on my tree.
Sadly I am now a bit behind where I wanted to be but hopefully it will be for the best!

Monday, 26 October 2015

Part 1 - Continued

So just a quick update relating to my Mudbox practice...

So I have had a half decent go at modelling a tree much like I sketched out:

Practice Tree
So I have now a good idea of how to sculpt and finish a good tree. I have also found a good looking tutorial on Youtube regarding workflow between Maya and Mudbox:

https://www.youtube.com/watch?v=7SR-p1qQ_tY

From watching this I have gathered the following order of workflow:


  1. Model in Maya
  2. Take into Mudbox
  3. Increase Resolution
  4. Sculpt
  5. Paint
  6. Extract Normal Map using High Res Model
  7. Transfer all new maps to Maya (Maybe a higher res model too)

Personal Notes

So my rough plan is the following:
  1. Sculpt a final tree in two weeks (Maya Week 1, Mudbox Week 2)
  2. 3rd week will be to set up scene and the basics (hill - maybe pond)
  3. 4th week start on surrounding foliage
Again, this is a rough guide but it would be good to stick to it in order to finish it by Christmas!

Friday, 23 October 2015

Part 1 - Practice/Planning Stages

So I have began by learning the basics of Mudbox, as this project is clearly going to be completed with it. I have used ZBrush before so I am familiar with the basics and am confident that I will pick it up relatively fast.

I found a quick simple tutorial online that actually involves a tree stump (guaranteed to be in my final piece) so I decided to start with that:

https://www.youtube.com/watch?v=koCOjBv7PTg


This had two tutorials, showing how to create a realistic looking tree stump using the demo one provided. I was happy with my final result however, when using the low resolution model in Maya, it did not look the best:

Mudbox Practice
The low res stump is level 0 (in Mudbox) and the high res is level 5. Comparing each of these with the rest of the levels, level 2 comes out best with regards to look and polycount (1824). This is something I will need to sort for my final assets.

Planning...

So I have decided to attempt to merge all of the original concept ideas together - Pocahontas, Peter Pan & Alice In Wonderland. Here is a quick rough idea of what I want to try achieve:

Planning
The idea is to build the tree first - a mix between Grandmother Willow and the Lost Boys Hideout. The Grandmother Willow Tree part will lead to the Alice In Wonderland scene (Tugley Woods). The main set up of the scene will be from Peter Pan.

Personal Notes

I have began to make a quick rough tree in Maya (next step - try and sculpt in Mudbox!) This is the first time I have done this so I am hoping for a half decent result that I can improve on for my final asset.

Monday, 19 October 2015

Chapter 2 - More Than an Intro...

So, after the completion of my last project (which I am very pleased with) it is time to begin the next one. The previous project was meant to be a relatively familiar type of project as my previous projects, to settle me back into constant production of 3D environments. This project took nearly bang on 1 month.

Using this last project to judge how much time and how big my next project should be, I have decided to give myself approximately 2 months (Up to Christmas) - with the idea of a simpler project over the holiday season. The reason for an extended time frame is I plan on doing a more organic scene in the forest - something I have never tackled before! This will require lots of practice and learning before the final model.

So What To Do?

The original plan was to create some sort of Cambodian style jungle setting - taken from images found online however I was struggling to find myself engaging with it. I felt like as these are personal projects, they should somehow incorporate my interests or at least, something that drives me and will of course be fun!

So I started to think of films etc that had 'iconic' jungle scenes but even this proved a little difficult, until I stumbled onto Disney's iconic creations...

Tugley Woods - Alice In Wonderland (1951)

The Lost Boys Hideout - Peter Pan (1953)

Grandmother Willow - Pocahontas (1995)
I decided that I would do one of these scenes, but in a realistic game style. I love each of these films so I am already excited to start this project (I want to do all three!) - that might be possible...

Personal Notes

Tomorrow I will begin carrying out a little more research on organic modelling and look into using Mudbox for the majority of this project - yet another learning curve. Really excited to use it. Having used ZBrush before and with the interface going to be much like Maya, I am positive I will easily pick this package up.

Friday, 9 October 2015

End of Chapter 1...

So I have now completed my project. Overall I am really pleased with the finished result. This took me about a month to complete, which I feel fantastic about. Here is a reminder of what I was replicating:

Reference Photos
And here is my final project:

Final 3D Model
So whats next?....

I am away on holiday for a week (mini-break!) so I am going to spend that time deciding what to do next. At the moment, I am considering a much more organic scene. With this being the main thought, I am considering to a scene from Cambodia as my friend recently visited there and came back with lots of really interesting and nice pictures.

Anyway, for anyone who has been following (not expecting much, if anyone at all...) but thanks for takign the time to read my posts. I will be keeping this up to date and maybe even blog more times than I did for this project. I will finish with a link to my portfolio as this is where all the final pieces end up in the aticipation for a job!

http://christymclaughlin892.weebly.com/

END OF CHAPTER 1

Tuesday, 6 October 2015

'Stairwell', Finished Texturing - ii

Finish texturing!! Well...for now...

This is the final week I am giving on this project - which takes it nicely to a months worth of work!
At the moment, I have just finished the texturing (and kind of the lighting) but here is what I plan to do for the rest of the week:

Mon - Final Texturing
Tues - Final Lighting/lighting maps
Wednesday - Final Touch ups
Thursday - Render final images - set up portfolio
Friday - Finalize portfolio - Metal Gear Solid.... sorry, did I mention I had this game and haven't had much time to play it?! (Yes the newest one!)

So thats my week plan and I am very confident of completing this. I look forward just to having another piece of work on my portfolio site. Here is a few images of the current stage of the project:

Final Texture

Personal Notes

I am extremely pleased with this so far. Minor things I wish to tweak are:
  • More detailed floor (stains etc)
  • Dirty Glass Window
  • Grate

Thursday, 1 October 2015

'Stairwell', Just some filler - i

As I have been texturing the environment I have stumbled across some interesting and somewhat useful items on the world wide web! Again, this blog is purely for my own purposes and can almost serve as a resource of mine for future endeavors. So this quick update is just to highlight some interesting and useful sites (that I found):

Glass Texture
So a few days ago I did spend a fair bit of time trying to figure out how to create dirty looking glass windows and (ideally) include a checkerboard effect to them. This proved very difficult however towards the end of my searching I discovered this...

https://forums.unrealengine.com/showthread.php?6755-WIP-SuperXCM-Shaders-light



Basically this guy has managed to create something close to what I wish to do. With careful manipulation I might be able to figure out a way to get what I desire! I am leaving this for next week when I can spend a good day attempting it. This web link provides the material set-up 'this guy' used for his glass material.

Wood Textures
In the end I ended up using cgtextures.com but I thought I'd take note of this page as it looks very useful and has lots of wood textures!

http://www.hongkiat.com/blog/28-high-resolution-wood-textures-for-designers/

Of course, when using textures from online, I end up editing them heavily as they usually serve as a background layer whilst I go over and over it, making it as original as possible.

Texture Sizes
When comparing my work to big AAA titles I always wonder how I can't get my textures to look as good (as detailed). I thought it might be because I am using texture files of 1024x1024. After carrying out a little research on what the next gen games use it was quite fuzzy with mixed answers. I think it pretty much depends on the teams budget etc but I did find this forum useful and interesting:

http://www.polycount.com/forum/showthread.php?t=134911

Creating Next Generation Assets
It might be a little late to be looking at this but I can certainly look to apply some of the techniques to my next project - whatever that may be...
This individual actually goes through the pipeline of creating a next gen asset which is very helpful. One thing I have always wanted to learn (which I will learn once I get a job!) is what the actual pipeline is. I know it will differ from company to company depending on a range of factors such as size etc, but I do look forward to starting a new job and immediately carrying out work in their ideal pipeline.

http://www.cgmasters.net/free-tutorials/what-to-know-when-creating-next-gen-assets/

Personal Notes

So this is a relatively long blog (compared to the others) but it is basically just a quick update some things I found interesting. I am currently looking to finish the texturing of the environment by the end of this week. That means next week will be used for:
  • Lighting
  • Glass Texture (hopefully)
  • Final Touch up
  • Apply and sort portfolio
I am really excited to finish this. I can already see an improvement to my last project (Honours Project) in terms of texturing which is what I wanted to achieve.

Monday, 28 September 2015

'Stairwell', Roughly Textured - Part 2

So have now roughly textured the environment and this week will focus on going through each texture and making it look as good as possible. With giving myself the deadline of 11th October, I feel I can easily achieve this, with the next 5 days spent on texturing, next week will be for lighting and finalizing the scene (touch-ups).

I haven't had much issues so far. The only one (maybe) being the scale of things. It is very difficult to tell without a character in the scene. I should maybe look at applying one purely for reference. Here is the environment so far...

Roughly Textured

Personal Notes

Completing the glass in the porch windows shall become interesting as I wish to incorporate a line system (checkers) that help accentuate the glass. Adding some dirt and grease marks could also become an interesting approach.

Tuesday, 22 September 2015

'Stairwell', Modelled - ii

So I have now completed the modelling of my first project. So next comes the real test - Texturing. This has always been a weakness of mine which I feel is due to not fully understanding, ratio's, file sizes etc when it comes to UV Mapping and texturing. The texturing stage for this project is going to take up most time as I will be conducting thorough research into how to make it look as good as possible. This projects aim is to show my general modelling skills but more importantly, my texturing skills (with a little bit of lighting thrown in their). Before I begin the texturing, here is what the scene looks like so far...

Stairwell References

Final Model



Personal Notes

At the moment, it may look a little strange but that is because lighting has not been set up. I will do this last. As for proportion, I think I may have to change a few pieces here and there in order for it to all look closer to scale.

Texturing is goign to require some practice and research. I will carry it out one piece at a time. Most likely the most used pieces first so it quickly comes to life. I am aiming to have this complete by October 12th. That gives me about 20 days to do so. I would prefer more but it is nice to set a target to see where it leads me.

Wednesday, 16 September 2015

'Stairwell', final piece - i

Quick update as I found a really useful link on UV Mapping:

https://www.youtube.com/watch?v=HLhazEa8wmw

This projects main aim is to show and develop skills in Texturing & Lighting. This all begins with UV Mapping, which as always been a grey area... I have known how to and have been able too, but have never been sure if my method has been correct.

This video has helped with that and I am proceeding in a similar fashion.

The production is coming along nicely. Hoping to finish the modelling sometime next week. I have been pleased with the speed of my workflow.

Modelling Final Pieces

Personal Notes

Initally I had issues importing into Unreal Engine 4. With this now fixed, I am going to start importing my pieces into that so that my final piece is in a game engine. At the moment I must export as a 2014/15 export however hopefully with an update in Unreal Engine, this will change to 2016 fbx file.

Tuesday, 15 September 2015

'Stairwell' Block Out,- Part 1

So I have now completed a quick rough Block Out of the Stairwell. I am very pleased with how quick I managed to make it and already have ideas of how I will produce the final piece! This was done on Autodesk Maya 2011, but my final piece will be completed on Autodesk Maya 2016 - this will be my first ever project on Maya 2016!

'Stairwell' Block Out
I still have yet to decide on whether to import it all into Unreal Engine 4. I am thinking I will as it will keep my knowledge and experience of Unreal Engine 4 up. I also learnt a lot about texturing in it last year so I can apply those skills to this and finish with some nice images.

Stages to Come

  1. Model
  2. UV Map
  3. Texture
  4. Light
  5. Unreal Engine 4?
The handy thing with this project is that I can easy step out of my flat and 'take a look' if I require some more references or just as a reminder of how it all looks. I also took this video which can help show perspective:


Thursday, 10 September 2015

'Simple Beginnings...Stairwell' - Chapter 1

So for my first 'warm-up' project, I have decided to create a 3D representation of the stairwell in my building. My reason for this is it has some interesting lighting and textures which I feel can help me develop my knowledge in skills in texture creation and lighting in an environment.

I have began with taking reference images and sketching out a rough plan of where I want the camera positions to be (to take the final rendered image - total of 8)

'Rough Sketch - Camera Placements'
'Stairwell Images'

Stages to Come

  1. Set up Maya (Grid/Scale etc)
  2. Rough Block Out
  3. Begin Modelling

'Project Aim'

The aim of this project is to warm me up in terms of modelling and to improve my skills in texturing and lighting. I will be using various tutorials to help me improve these skills and apply what I learn to my environment. The reason for picking this environment is because it is small enough for me to quickly create some fantastic models and can then spend more time on the texturing and lighting.

'Possible Outcome'

Another possible outcome for this small project, is to turn it into the famous optical illusion made famous by M. C. Escher...

'Ascending and Descending' by M. C. Escher

I could turn this into a little 'optical illusion' piece to maintain my level design and 'programming' skills. Depending on time, this would be cool to do. Allow someone to just endlessly wander down (or up) this stairwell that I create - special prize for those who reach the top...

Tuesday, 8 September 2015

'What Lies Ahead' - Prologue

So what I have decided - as a rough plan - is to treat this next year as almost like another academic year, in terms of time. So, I want to get about 2-3 projects completed by Xmas time, and then another 3 projects done by the Summer.

The first project I carry out will be relatively simple, to get me warmed up but after that, I will be looking to create much better pieces finishing with a grand piece at the end (which I kind of already have in mind...)

Whilst doing all this I am also in the process of looking for some sort of internship/work experience to help extend my knowledge of the game industry's work pipeline. As for job hunting, I am keeping my eyes peeled, but will most likely start venturing out into that sector in the new year, once I have gotten a few more projects on my portfolio.

Each of the projects I carry out will look to help me explore and develop different skills, in order to show my varied skills in 3D environment art and modelling.

I will look into keeping a weekly update blog as well as posting as often as required.

Each project will see me researching and practicing certain skills whilst (or before) actually carrying out the project.

This first project will be a small scene that will look to enhance my texturing skills as I believe they are the weakest aspect of my 3D projects. I have already planned what I am going to do...

'Stairwell'

Monday, 7 September 2015

'The Part Between University & My First Job' - The Next Chapter Of My Life

Honours Project - Hotel/Mental Asylum

After graduating University in July (2015) I spent the remainder of the Summer sorting out various things to begin my next chapter of life. I got my CV sorted and created an online portfolio. I began looking for jobs and what they require. With the feeling that I was going to need a bigger portfolio (all I have is my Honours Project) I decided that it was maybe sensible to go back to university to carry out a Masters Degree in Games Development at Abertay.

After being accepted, I decided to relax and enjoy my Summer - much like I would during the Summers of my University days; working full time and getting outside as often as I could. As August and September approached, I started thinking seriously about the decision of going to complete a Masters Degree and whether or not it was such a good idea.

I felt that the main reason for doing this was to keep the same routine I had for the past 20 odd years - studying between September and May, then enjoying a few months of Summer. After seeking advice from as much people as I could and after careful consideration, I decided that my best interest and choice, was to not carry out a Masters Degree.

So where has this left me now? Well I have decided to continue working my part time job at Marks & Spencer. This gives me plenty of time to work hard on my portfolio and continue looking for my first job and begin my career in the computer games industry. I will be looking to gain experience at the same time by applying for internships and participating in game jams - all of which will be mentioned in this blog. The reason for my carrying out a blog, is because last time I did one (for my honours project) it was such a huge success. Initially I was not a fan of blogs but after last year, I have ended up finding them very helpful.

This blog will be all about the work I carry out with regards to building my portfolio and experience in anticipation for finding my first job. I will share this blog with people for those who are interested but it's main purpose is for me, to help me express my thoughts and stages of work throughout this next stage of my life.

For anyone who doesn't know me (I'm guessing most of you) my name is Christy McLaughlin and I have recently graduated at Abertay University with a 2.1 Honours Degree in Computer Arts. I wish to pursue a career in the computer games industry as a 3D environment artist and am now currently building on these skills and enhancing my portfolio.

Links


Portfolio
http://christymclaughlin892.weebly.com

Honours Project Blog
http://christymclaughlin92.blogspot.co.uk