Artist Research; Fable 3 Concept artist
image ref; http://emrahelmasli.blogspot.co.uk/
This is a good representation of the style of layout we wish to use in our environment. The higher parts of land being lush and green, the lower ground being soil and dirt from the lack of sunlight the ground level is getting. The mining element that is taken place here is something else we wish to incorporate into our environment although is will be a small area and wont spread across the hole city area.
The difference between ground level and the top of the valley will be vast, unlike this image where the ground and valley level eventually levels out.
Image Ref; http://emrahelmasli.blogspot.co.uk/
This is the concept art for a town in fable 3 by Emrah Elmasli
I like this image because is has dark and dreary feel hanging over it. How I image the Kingdom of Black Hand to feel. The air looks as if it's dusky, filled with smoke and ash. This image seems as if there has been a great sadness here even though there is no clear indercation. People are sepersated, there are no couples walking together or stronge indercation of hapiness, just a few dark figues scattered though the town. This is why i think this town is filled with sadness.
This is a print screen of the town in game play. The element I like from this image is the brick work in the buildings this is the style of brick work I would like to use, tight compact mesh of brick. Although the material our houses will be made of is slate.
Research and Experimentation into Gothic Architecture
I have tried to find and research into Gothic Architect but I have had no luck finding Names of people associated with designing or even building Gothic Architecture. So I have wrote about individual buildings or as a hole.
The Gothic Style of architectural originated from the North of France around the middle of the 12th century. This new style of architecture was able to develop in this part of France was because at this time the Normans that ruled over the North of France where wealthy and powerful, this attracted the best architects, engineers and artists from the rest of France and even other parts of Europe. The French Gothic architecture can be characterized by certain elements these being, ribbed vaults, pointed arches as well as intricately decorated chapels and very large stained glass windows.
Gothic architecture dominated the style of architecture in Europe by the mid 1300's.
reference - http://www.kwintessential.co.uk/articles/france/gothic-renaissance-architecture-in-france/541
Research into Gothic cathedrals.
Book – The gothic cathedral
Page – 23
Lines 1 - 10
It was widely predicted that at the end of the first millennium
of the Christian era would bring the end of the world. When the critical date passed without the
expected cataclysm, a scene of relief and thankfulness swept over Europe. As a
celebration of this and as a scene of a new start churches where described as
being dressed in white robes. For the next century and a half the monumental
churches arose and are now the grate glory of Romanesque art.
This background into the reason of elaborate white chapels helped
Jason give a background and his own reason to why the buildings, churches and
cathedrals where white in the now destroyed city of lights reach.
I took the simple sketches I drew above and retraced them adding more detail.
I took part of this spire and drew my own version that was slightly more simplistic. Making it easier to recreate in 3DS Max.
I took the simple sketches I drew above and retraced them adding more detail.
I took part of this spire and drew my own version that was slightly more simplistic. Making it easier to recreate in 3DS Max.
3DS Max
3DS Max Experimentation
I started by making a diamond shape in 3ds max
In Photoshop I made a quick texture map that consisted of
Diffuse map - to give it colour
Specular map -to give it shine
Opacity map - to make the gem transparent
This was my end result.
After making this asset I chose to import it into UDK to see what the out come would be and how the gem would look
This is my static mesh in UDK
Bellow is how I added the opacity map, diffuse map and specular map to my mush by making a new material.
Making my own "vendor stand" in 3DS Max
However I will use a pre-made UDK awning as making cloth based items is far past my level of skills.
3DS Max Experimentation
I started by making a diamond shape in 3ds max
In Photoshop I made a quick texture map that consisted of
Diffuse map - to give it colour
Specular map -to give it shine
Opacity map - to make the gem transparent
This was my end result.
After making this asset I chose to import it into UDK to see what the out come would be and how the gem would look
This was my end result.
The opacity of the gems is too high, the gems look almost ghostly. When speaking to Bill (a tutor) I reviewed the problem and found a solution. To fix the problem I will need to edit the Photoshop texture file adding a new layer with a solid colour this will stop the fading but still give some opacity to the gems and keep the shine.
Please note this is not my vendor stand, it was purely to adjust and review the size of my gems.
I have created my own stand that is shown a few images down from this one.
UV Unwrapping models
After watching this youtube video (link underneth) It helped me to unwrap my own modles and understand the process a little better -
However I will use a pre-made UDK awning as making cloth based items is far past my level of skills.
Currency
within 3DS Max I created a variation of coins for the Back Hand Kingdom.
I experimented with the polli count of coins. The aim was to keep the shape of the coins a best as possible being able to add as much detail to the coins but with lowest polli count as possible. This is because there will be lots of these coins spread out in the city, to make use the game engine will run efficiently. The polli count has to be as small as possible or else we will run into loading errors and game crashes.
Round coin 20 sides, poly count = 102
10 sides poly count = 52
8 sides, poly count = 42
In all of my coin currencys i created a ridge around the outside. Although this make the coin more realistic, it increases the polly count by quite a vast amount. When speaking to my peers they pointed out an aulternative solution, by using texuring to create this ridge effect rather then moddeling the effect.
Gold bar
within 3DS Max I created a variation of coins for the Back Hand Kingdom.
I experimented with the polli count of coins. The aim was to keep the shape of the coins a best as possible being able to add as much detail to the coins but with lowest polli count as possible. This is because there will be lots of these coins spread out in the city, to make use the game engine will run efficiently. The polli count has to be as small as possible or else we will run into loading errors and game crashes.
Round coin 20 sides, poly count = 102
10 sides poly count = 52
8 sides, poly count = 42
In all of my coin currencys i created a ridge around the outside. Although this make the coin more realistic, it increases the polly count by quite a vast amount. When speaking to my peers they pointed out an aulternative solution, by using texuring to create this ridge effect rather then moddeling the effect.
Gold bar
MAYA
MAYA is also another 3DS modelling software make by AUTODESK, the differences between 3DS Max is.....
I have chosen to go with 3DS Max because....
Independent research
Looking at Architecture in Plymouth (Home Town)
Plymouth Museum
We went around plymouth city centre looking for inspiration as a part of our research
Bombed Out Church
I documented this church because I thought it was good example of a church spire and a good example of the style of buildings we want to create.
Looking at Architecture in Plymouth (Home Town)
Plymouth Museum
We went around plymouth city centre looking for inspiration as a part of our research
Bombed Out Church
I documented this church because I thought it was good example of a church spire and a good example of the style of buildings we want to create.
marnie says:
ReplyDeleteGood documentation so far. you show visual intention and research on other's work to show influences.
You are building up on your experimentation,but you need to take this further. Carry on with experimentation, even throughout the production phase
you need to expand on 3D experimentation you have researched a lot of architecture and you will both be making assets for the level so showing more experimentation linked to your research would be an idea.
ReplyDeleteread task 3 on brief and expand on it a bit more.
task 4 presentation needs to be uploaded to show development and clear direction of the project, did the feedback change or help in anyway after the presentation?