Low Poly Models: Renders

I spent today’s lesson sending my models to the group leader, and making some renders of my models.

I don’t have any renders of the full environment yet, but as soon as I get those I will add them in here.

I made some professional renders of my bridge and rabbit models, which I am very happy with. I used an infinite white background for these renders, and used 3 point lighting to lighten the shadows in the scene. I also made wireframe models to show off the construction of my models.

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I also tried to make some professional looking slides for my renders, which I am quite happy with. I think I need to explore more with presenting my models professionally because I feel like this needs improvement, however for now I am happy with them.

Rabbit renders.png

 

I even got around to uploading my model to Sketchfab, and my model can be viewed here…

https://skfb.ly/6prEs

Overall I feel like this project went really well, as a team we were able to split tasks and help eachother out a lot, I feel like we could have communicated a little more, but nothing went wrong because of miscommunication. From my own work, I am most proud of my rabbit model by far, because the bridge was really simple, whereas the rabbit took real work and planning to make, and I quite a few hours into making it. I think to improve it further I should add some texture files instead of the ramp shader, but as I said before the UVs need some work.

VFX Storyboarding

Today I started to put together a storyboard for the VFX shoot we have coming up. I spent best part of today’s lesson making moodboards, and visualising and planning what I would like to do.

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I then spent some time planning and thinking out what I am going to do. My plan is to make environmental changes to a room or area, rather than using effects to make things that look like magical attacks or lightsabers like everyone else. My idea is heavily inspired by Silent Hill, and by Resident Evil 7, because both of these games make huge environmental changes over the course of the games, and I would like to make a similar level of destruction to a room as these games. I want to take the black, mossy biohazard effect from RE7, because I like the spooky deteriorated look it gives the environment, and I also want to take a small amount of inspiration from Silent Hill, because I want it to look a little bit like when the sirens go off in the game, and things start to look twisted and different. I’m thinking my plan so far is to maybe walk into the room, and everything could look normal, but then maybe look around the room and a similar thing to the SH sirens could happen, and all of a sudden the room changes entirely and becomes this destroyed, ruined version of the room.

So far, I haven’t actually made a storyboard yet, and so I will update this post when I have sketched out a storyboard for this shoot.

Character design art evaluation

Alex Pardee

marrowbrella

Alex Pardee’s is mostly focused around a macabre art style, and the function of is his work mixes gore with a cartoonish art style to create cute but gory characters. The function is this piece is to make an otherwise cute character idea scary and grotesque. I actually like a lot about this character, as it combines a character with a prop/item that is quite ironic. I like the use of bright colours to make this more a more lighthearted character

 

Art Essay: Bioshock and art deco

Today Tony set the Essay task for reviewing the art styles used in games. The recommended starting place was Bioshock. Bioshock’s architecture and décor is very reflective of the art deco movement from the 1920’s/30’s, and the underwater city of Rapture is heavily influenced by this style.

The city architecture of Rapture is similar to stereotypical depictions of tightly packed cities. Around the 1920’s, when art deco was becoming popular, architecture had changed and become more geometric. Skyscrapers became popular choices, over more traditional buildings. Rapture is an underwater city, and the buildings are all blocky and tightly packed together. Any of the scenery outside of Rapture is all underwater, so looking out of the windows shows you the blocks of buildings and skyscrapers with a watery haze over it.

The interior design in Bioshock is much more reflective of the art deco movement. The impressive sculptures and statues inside the big main rooms are very art deco in style and look. For example, there is one specific bronze statue in Bioshock 2 that is a lady with one arm stretched towards the sky, and the other towards the ground. She wears a long dress and a cloche-style hat, which is reflective of 1920’s fashion at it’s finest. This statue is placed behind a water fountain, and is surrounded by gold-plated, finely decorated pillars, that are covered in vines. The art deco movement brought lots of similar looking statues and ornaments, made of bronze that reflect posing or dancing women. One that sticks out to me personally is the Diana statues that depict Diana the Huntress, because they look graceful and elegant, and they are one of the first things that I associate with the art deco movement.

The furniture scattered throughout Rapture is also very inspired by 20’s interior design and the art deco movement.