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Year 2 - Specialist Pathway - Environment Art
For the specialist pathway project I chose the environment section. I wanted to work on my modeling - UV’ing - texturing workflow and thought this would be a good oportunity to practice and progress.
I took primary images of objects I thought would give me a variety of challenges; three different sized object with different details. Using different methods of modelling on maya, I created my three assets with help from my reference images and hand drawn designs. I then moved on to the UV’ing section using the skills I had learnt from my previous projects which went smoother than it had in the past. Finally I took my assets into substance painter and textured them based on the reference images.
Although there were some minor mistakes I made along the way I am very happy with the outcome of these three assets. Compared to the beginning of the year, my asset creation workflow has improved a lot in terms of speed and skill. As well as this I have learnt new software such as substance painter which has helped my texturing skill improve massively.
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I decided I wanted to work more on modeling and texturing so I found a tutorial for a well model on youtube and tried to follow it. For me doing stuff over and over again is how I retain infomation so doing tutorials like this really helps as well as shows me new techniques I may have not seen before. I then tried UV’ing it myself and taking into substance to practice texturing.
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Above are the final renders of my improved diorama as well as an asset sheet showing my assets in more detail. I also included a photo of my original diorama to show the improvements i’ve made in comparison. With these improvements I was able to create a much better scene with more going on rather than just random assets. I was also successful in presenting this work in the form of renders and an asset sheet taking inspiration from my chosen artists. I will include a link to my sketchfab above where you can look at my diorama in depth.
https://sketchfab.com/3d-models/the-sanctuary-e6336f8ea7f94a7c950df67c4b05cb59
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Portfolio Project - Environment:
Here are screenshots from 5 artists I have found that create similar artwork to what I hope to achieve. I will take inspiration from these as well as finding ways to present my work. A common theme is using sketchfab or other presenting software so that the viewer can look around the model themselves, as well as producing an asset sheet.
Artists Links:
https://www.artstation.com/theoj
https://www.artstation.com/anyatheartist
https://www.artstation.com/dorind
https://www.artstation.com/glenatron
https://www.artstation.com/rot
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Above are screenshots from our finished game.
Seeing the game come together is so satisfying and I couldn’t be happier with how my group has done. The games team did a great job with their side whilst still communicating well with our side to make sure everyones needs were met. Being able to see my assets in a working game is a new feeling for me and it is very exiting. Our game turned out exactly how we had planned and I look forward to more projects like this in the future.
Here is a link to the downloadable game:
https://abhinavsaha.itch.io/purgatory-cant-escape
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Using maya I created the assets that were given to me once we divided our asset list. My assets were: a fire alarm, door, exit sign, fire extinguisher, pin board, and a wall mounted tv. I used a series of box, spline, and extrusion modeling before moving onto the uving process. In the past I have stuggled with UV unwrapping however I think I did a better job with these models due to experience.
I had originally planned to create my textures using substance but unfortunately my licence had expired and substance was taking too long to renew. Due to our self-set upcoming deadlines, I decided to just move to photoshop to create the textures so that I wasn’t wasting time. We had decided on a low poly, ps1 style aethetic, so using photoshop would be just fine creating flat textures that aren’t hyper-realistic. I then created 3 textures for each model showing the corruption of each asset. First was a plain texture, then I added cracks and dirt, and finally rust. Between me, Saxon, and Michael (the 3D modelers) we made sure to regularly communicate and show each other our assets, so that our texturing theme would remain the same to match the aesthetic we hoped to achieve.
This modeling and texturing process went well. I am starting to get faster at this workflow however I definitely need more practice with UV unwrapping as well as different methods of texturing in the future. I am happy with the outcome of my assets and am exited to see them in game.
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For the first week of the walking simulator project I had to find a group to be a part of, formed of 3 game design students and 3 3D animation students. We starting discussing the potential concepts for the game, before moving onto how we wanted the game to look.
Our general concept for the game is the player wakes up in a hospital (in a purgatory state) before having to complete a couple of tasks that they are coerced to complete by the voice in their head. The player would be stuck in a never ending corridor however upon completing a task the corridor would change and the textures around them would become more corrupt. Once the player completes all the tasks an exit would be clearly indicated. Once the player goes through the exit they wake back up in the hospital bed and the game loops.
Next we divided out the roles creating a trello board (shown above) with checklists of what needed to be done. Our department specific roles included an asset list, as well as a texturing list. Creating this trello board really helped us by setting deadlines as well as allowing the games students to add to our list if they came up with new models they required. It was then time to start modeling.
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Y2 - Week 8: Process
Here is some screenshots taken during the progress of making my MoGraph video this week.
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Y2 - Week 7: Quick Pose Animation
For this task I animated my previous still poses so that they would flow between each other.
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Y2 - Week 7: Quick Poses
Here are 5 quick poses made using the Mery Rig with maya...
The poses are: thinking, “shh!”, “what?”, proud, and mysterious.
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Y2 - Week 6: Diarama Finished Renders
Overall I am really happy with how my diarama has turned out. I stayed true to my original design which definitely helped the process. Upon reviewing my finished renders I think a couple things I struggled with were creating realistic lighting in the scene, as well as a few minor UV’ing errors that effected some of the textures.
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Y2 - Week 6: Extra Touches + Render/Light Settings
To start off this weeks work I added a few extra assets to make sure the diarama was nice and full, these being a satellite, a basketball hoop, and a sign. Now that my scene was finished I needed to work on lighting so that I could show off my diarama. I messed around with different Arnold lights as well as using a skydome, to come up with the best lighting solution. After doing a practice render I decided to change the Arnold render settings to be the better fitted. I also tried using Arnolds aiFog however I did not like how it affected my scene.
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Y2 - Week 5 P2: Redo Textures + Adding Detail
After finishing my draft textures, I realised they didn’t match the mood and vision I had imagined for my diarama. Due to this I re-textured each of the assets, giving them a more dystopian, steampunk, rough vibe that would be more fitting. To create this mood I used white masks along with lots of different brushes to add the details I wanted to my textures. After I was happy with these I realised the scene itself was quite bare, so I set out to model a few more assets that could fill the scene. Firstly I added rocks that could be placed at different sizes throughout the map. I then added a ladder on the side of the main hut.
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