Calendar November 25, 2012 19:13

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3D Model For Barn Done

Barn 3d model total of 1566 triangles.

So like I mentioned before, I'm in an internship where I have to do all the 3D art for a game we are making for the School of Computing. This last week has been a little weird because of Thanksgiving and all that. So But I've managed to finish one of the main landmarks that will be in the map. Its really simple, but I think once its textured and put into the map, it will communicate to the player what its suppose to be.

Later on, I will also have to build an inside for the farm since this is where one of the activities will take place. For now, I will just try to get all the outside models done before trying to move to the inside of the buildings. Next I will work on a windmill which I will place in the center of the map where the patient will spawn. That's all for now, thanks for reading!

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Calendar November 19, 2012 23:16

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Progress on Thesis Before Thanksgiving


So we have decided that we are going to try and get the game published before the start of the next semester, but we still have a ton of stuff to do. Here is our task list for the rest of the semester for art:


Art - ranked as level of priority

1 - Outer level poly reset - We need to optimize the poly counts for objects in the outer playing area. 
1 - Smoke trail particles - Put particle systems on the feet and hands that enhance the feeling of the character falling.
1 - Flower model popup- Flowers will popup on the ground around the radius of the splash. We need a flower mesh, and texture that will just translate and scale up through the ground.
1 - Fix Legs on character mesh - Character needs to not crumble. One attempt is to upres the mesh. 

2 - More Hoizontal objects - This may not mean more new objects, but just populating the Horizontal plane (bottom) of the game. 
2 - Fire escape and clothes line effects - The objects need to be added and ready to work with the correlating code. 
2 - Intro animations - Adam and his motion capture stuff. We need to integrate his animations with the in game scene or a separate scene he creates the animation in. 

3 - Buildings update - All buildings need another pass on them to improve mesh on some and texture on others. Pay close attention to our color pallette. 
3 - Textures related to saturation - This is dependant on the code george is trying to get a texture to desaturate.

4 - Ripple Splat - Have the particle effect of the splash have more of a ripple effect over the landscape

5 - Achievement system - This would require a lot of art, UI etc. 
5 - Themed cities - China town, San Fran, with bridge etc could be considered.

6 - Zelda Ripple effect - This is super low priority and more a pipe dream. Akin to this Zelda video.



So we are slowly working through this list. I've made the flower and I'm trying to lower the poly count on some of the objects. After that, I'm going to try build more objects that we can use to populate our scene. That's all for now, thanks for reading.

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Calendar November 19, 2012 01:26

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Working on Geisha Painting

Old version (left) & new version (right).
So since last week when I posted the original entry on my digital painting assignment, I've kept working on it since I've found that I really enjoy doing it even if it takes me a while.

The biggest thing about this version is that I added a pattern to the dress. A few people in my cohort said that they liked the improvements, but that the dress needed a pattern. I found a pattern that I really like and overlaid it over the dress and umbrella. Someone else had also mentioned that the shadow in the middle was kind of weird and suggested to make it smaller. The same person helped me get a quick and simple shadow, which I think adds a lot to the painting.

Now my concern is that the highlights aren't as visible anymore. I made some shadows darker, and fixed the geisha's right foot since it was just a bit off balance. Last, I managed to put some pupils in her eyes, many people said that she looked like a zombie without them. I will continue to work on it when I get a chance, hopefully this will even become a nice portfolio piece.

Thanks for reading.

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Calendar November 15, 2012 20:49

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Let The Internship Begin!

So, I was fortunate enough to have been picked for an internal internship here at the University of Utah doing 3D environmental art for a project with the School of Computing. First let me start by giving a quick overview of what the project is.

The School of Computing has been working on a project for people that have suffered spinal cord injuries, and while I don't know all the specifics for it, we the team that I joined was hired to make a new environment for the device known as the Treadport. If you want to know more about the project, you can read an article and watch a video of how the device works.

I'm the only artist in the team, so I will be in charge of making all the art assets for the game. There will be different modes or challenges to the game to try and measure peoples performance. The game has to include these modes: 10 meter test, 6 minute test, a snipe hunt mini-game, directed collection, and a destination quest. There is no HUD or input to this game, so we've had to come up with a different way to get all these modes into the game by creating one map where patient spawns. Then the patient will have to walk to the activity that he or she would like to do and then we will load the next "room" where the activity will take place.

I don't think I've mentioned it yet, but the setting has to be a farm, so with that in mind I've started to work on some of the land marks that will be placed around the main map. They will be: a barn house. a wind mill, water silo, grain silo, and a house. They all need to be big enough that the patient will be able to see them from anywhere in the level. Here is the basic level layout that we've talked about in the past and its what I'm working off for the moment:


I will post a render of the barn house as soon as I'm done with the model. I want to finish this post by saying that I'm really excited about getting this internship, it will give me much needed experience not only working on more art, but also working with a new team and being able to get all this done.

Thanks for reading!

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Calendar November 12, 2012 21:14

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First Time Doing Digital Painting

This shows my first (left) and final (right) try at the assignment.
So I've never done any digital painting until now, which was part of an assignment for my Game Art 3 class. The assignment was suppose to give us inspiration for the micro environment & character(s) that we are suppose to built and since the environment that I'm creating is a Japanese zen garden, a geisha was the first thing that came to mind.

I looked for a sketch online that I liked and that I could use to do the assignment for since I didn't know if I could create one that I would like. After doing a quick search for geisha sketches, I found this one that I really like from a Deviant Art member called Melody ( link to her original sketch ) and I loved it right away.

I took it into Sketch Book and did a quick trace, and after getting help from people in my group I made some modifications to the sketch like: rounding out her face a bit to give it a more feminine look, as well as giving her bigger feet, and changing a bit her left elbow.

The picture above shows my first try, and I think I didn't do a good job with the color palette since it looks a little too dark. I redid the assignment after doing the changes I mentioned above with a new color palette, and I think it looks much better than my first try. I also found that it took less time and I was able to put in a little more detail in the shadows the second time around.

My classmates and professor have suggested that I should keep working on it and add a pattern to the dress. I will definitely keep working on it and add a pattern since it would make it look so much better, I just have to find some reference images that I like. That is all for now, thanks for reading.

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Calendar November 8, 2012 19:06

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Progress on Final Project for Game Art 3

So I've been slowly working on getting all the models that I'm going to need for my micro environment. Here are the models that I have so far:

Bridge to cross a narrow part of the lake.

This is the main gate to the garden.

This is an itsukushima or a water shrine.

I'm currently working on making a tea house 3D model and I done making a bonsai tree but I didn't post it here because it looks weird with out the leaves.

One last thing, I think that I will make the map smaller since I don't want to risk making something large but empty. I will make the tea house with a lot of detail inside overlooking the pond with the water shrine in the middle. This way it will have a lot of detail and feel more natural. That's all for now, thanks for reading.

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Calendar November 5, 2012 00:00

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First Thoughts About Assassin's Creed 3

So I don't usually post random stuff in this blog about games that I'm currently playing, but seeing as how my professors keep getting on my case that I don't do enough blog posts, I think this will be another section that I continue to include in my blog. This isn't suppose to be a review about the game, specially since I haven't passed it yet and it wouldn't be fair without knowing everything about the game.

Anyways, as you all know Assassin's Creed 3 was released this last week, and being the fanboy that I am, I pre-ordered it and everything. I only managed to stat playing it two days ago, and I've only been able to put the controller down to eat and do homework. Its amazing how much each game changes as time goes on, and each game always has things that they do better, and some that I wonder why they changed them at all when they used to work so well.

One of the things that I really liked about the previous games was that whenever you used your pistol, it was always really quick when it reloaded for the next shoot. Maybe this wasn't very realistic, but its a game so whatever... Anyways, with this game they introduced full sized pistols (not just a little pistol hidden in your bracelet) and the reloading takes FOREVER!!! This might be more realistic to the time period than the other games have been, but you can't get your players used to one thing and then switch it on them. This has made me almost not count on the pistol at all since I can usually kill an enemy in half the time that it takes to reload the pistol, and maybe this is exactly what they wanted for people to use the pistol less often... but I still don't like it.

One thing that I really like was the way that they changed the fighting system. Before, it was almost pointless to try and fight the enemies, since it was easier to just stand in once place holding your block button and counter your enemies' attack. They have gotten rid of the block button, and replaced it with a parry that only work for a split second, so you have to time it right and also have to take action in the fight more than the previous games.

Also, I'm glad that they also added some of the other weapons like the rope dart. This thing is amazing, it lets you choke your enemies if you are standing above them and then you can reuse the same dart, or you can hang them from the ledge you were standing on and consume your dart.

I could keep going and going about how much I love AC3, but I think I will stop for now, this way I can make another entry in a few days after I've advanced much further in the game. Thanks for reading.

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Calendar November 1, 2012 20:28

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Drop Drop Submitted to IGF

So this last Wednesday, my group managed to submit our game to the IGF competition as we take the rest of this week off to relax and work on homework from other classes. I'm actually still a little tired from this last weekend from having slept in the computer lab, hopefully that won't happen again since I don't know if I could handle it again.

We had a lot of feedback from students in our cohort, as well as from other people at school to try and weed out any potential bugs in the game. The producer managed to get a trailer for the game, and it give you an overview of what the gameplay is like. This is all for now, enjoy!

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Calendar October 28, 2012 03:10

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Sleeping At The Lab

So this is the weekend before we have to turn in our project to IGF. There is still a lot of work to be done in the art side of things, and there is not enough hours in the day to get everything done. This is mainly due to the trouble that our project has been in over the last few months, and why the other two teams are in much better shape than us. So I have brought one of my sleeping bags with me and a pillow to get at least some sleep at night.

At the end of last semester, we had to go back and think about what we could do about our game since the feedback we had from many people was that our game wasn't entertaining or appealing the way we wanted it to be. So over the summer, the producers of the team got together and came up with Dead Drop and we thought we had nailed  it. We worked really hard to get a playable demo during the summer even if some people had traveled out of the state/country and we couldn't count on everyone to work on the project. We presented our ideas, but then a few weeks into the semester we were told by a guest professor from another school that our project would get disqualified at IGF.

This really brought our morale down, and we struggled for a few weeks on what we could do to salvage the game so we wouldn't have to start from scratch. But this was probably not the best idea, since I was able to witness our team slowing deteriorate from internal fights due to stress and anxiety. This eventually lead the professors to make us vote on a new project, which because Drop Drop. From then on, we had to go back to pre-production stage and try to plan everything so it wouldn't happen again. The only thing is that we didn't have much of a level designer and it wasn't until recently that we got told what type of models the artist need to build for the game to make interesting ways that the player could fall through the city.

I had a list of assets to work on, but all the stuff on the list was mainly as props for the level once it was built which is what I belief our first mistake. We should have focused first on level design and once we had all the shapes of the buildings that we wanted, that's when we could start working on props and everything else to make the city look the way we wanted it to look. This has led to a huge crunch to the art team and I don't think that we are going to be able to finish all the 16 building models that they wanted us to do.

So for now, I will continue to work throughout the night (it is currently 1 AM as I'm writing this blog post) and try to get as much stuff done for the game. That is all for now, thanks for reading.

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Calendar October 14, 2012 21:09

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Utah State Capitol Building - Model Done


So I finally manged to get the model done, and I managed to get it just under 3K triangles. It was harder than I thought it would be to try and add some of the detail without going over the limit, but the texture will be the hardest part for me. I will have to find a way to tile my textures to make the most out of my 1024 x 1024 texture limit.

I will hopefully be able to finish the texture before the next weekend. Thanks for reading. 

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Calendar October 6, 2012 20:46

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Utah State Capitol Building

So this next week is going to be Fall break and it will give me time to catch up on a lot of work that I've been trying to do all semester. For example, on Monday nights there is an art class for the new cohort that started this semester, and I'm sitting in on that class to try and have more experience with Art. Unfortunately  I haven't been able to finish many of the assignments from that class because there is always something that I need to do for my other classes where I am going to be getting a grade.

One of the last assignments that was due this last Tuesday was to work on a replica model of a building in Salt Lake City. I decided to work on the Utah State Capitol building and I managed to get most of the model done, but not enough to move on to doing the textures for it. Here is a quick render of where the model is at:


The rules for this project are the following: 3000 triangle limit and a 1024 x 1024 texture limit. So far my model is standing at 2034 triangles, so I still have a lot of tri-count to add detail and I still have to do some face reduction where it needs it. Hopefully I will be able to finish this since I think it has the potential to be a really nice portfolio piece. That's all for now, thanks for reading.

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Calendar September 25, 2012 20:10

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Game Arts Final Project Idea

So we are suppose to start thinking about what our final project will consist of since basically we will have to create a micro environmental. I didn't really know what I was going to do until a week ago I was talking to another artist from the cohort and she said that since I love Japanese culture so much, why didn't I create a Japanese garden for my scene. I really liked that idea, so now I'm rolling with it. I "m not very good at sketching, but I've been working on some ideas of how it could be laid out and a simple model for a bridge that will be in the scene. Below is some of the work that I've done on my final project idea.

I've also worked on a few sketches of how I could layout the level. I've talked to someone else in the cohort and he told me that i need to make everything more curvy so it flows better the way a real zen garden does. I've also tried to sketch some of the props that would make fill the environment.




I'm going to start working on making the environment soon, as soon as I make enough progress in the thesis that is. That's all for now, thanks for reading.

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Calendar September 23, 2012 22:15

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Back to Pre-production

So art team has been spending some time in pre-production again, since we need to get a clear focus on how the art has to look. As you know, we have abandoned the idea of dropping zombies from buildings, so we are now going with a more abstract look for the game and following in the direction that Flower by Jenova Chen. Some of the game play mechanics are still a little fuzzy, but that will hopefully be cleared up in the next few days.

So my task for this weekend was to write up a 1 page document on how the level could look like, along with some possible color pallets. Here is what I came up with:

Overview:
  • At this point, we have talked about making the environment look run-down and abandoned.
  • We still want to make it look like a city, but at first it will look dry and lifeless. 
  • Once the player has reached the bottom, the parts that have been hydrated will look new again.
Look of level before player starts:
  • Dilapidated/Run-down
  • Abandoned/Desolation
  • Dry/Parched
  • Cold
Look of level after player splashes down:
  • Revitalized
  • Energized
  • Warm
  • Back from the dead
  • “Phoenix rising”
Reference:

Dry/Dead
Hydrated/Alive
Here is the link to the PDF I created since I like how it looks there better, but I didn't want to just provide a link to the PDF in the blog post.

I emailed the document to my team, and now I'm just waiting back on some feedback from them to see if they like what I came up with. That's all for now, thanks for reading.

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Calendar September 12, 2012 02:58

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Redesigning Our Thesis Project... Again

So the thesis project that I'm a part of has been through a lot of changes over the last few months. If you remember my last post, we had presented Drop Dead to the professors but they still weren't happy with what we had. We spend a week trying to work on a different character, each of the artist had to come up with something else that the player could control with the Kinect. I created a simple teddy bear  model that one of the other artist would be able to do a quick simple rig so we could start experimenting with the new characters each of us we had created.

Screenshot of the low poly teddy bear I made, tri-count is at the top left corner.

But then we had a problem where a guest professor said that due to the nature of our game, we may be disqualified from IGF since it can look like people are committing suicide by jumping of buildings. We immediately started to think of another way to keep our game mechanics but that it wouldn't be like Drop Dead. To top it off, because of the situation some people in the group were getting frustrated and there were some arguments. All of this resulted in having to redesign our game to something a little simpler but that still kept the Kinect.

So what we have so far is that the player will control a water drop in a light rainstorm. The player will have to collect other water drops on the way down to get bigger. The player will also have to dodge obstacles and you have to reach the bottom to get a bigger score. There have been some talk about trying to hit specific targets on the ground or making the water affect the environment kind of like in the game Flower.

With the new game, we are going to try and make an interesting city environment where the player will be able to have a fun experience. So far, I've taught about using stylized cartoon like environment that is abstract. I worked on a quick simple model of a house, but I've been talking to a few of the other students in the cohort and one of them said that I should look at reference images from Hong Kong and the apartment buildings there since they are tightly packed and have a lot of different obstacles that would be cool to dodge if you were falling. I think that the next time I'm in class, I will work on a city environment that resembles Hong Kong and see how it looks.

That is all for now, thanks for reading. 

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Calendar September 6, 2012 02:48

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Sketching a Weapon

So last week Nathan (our game arts teacher) talked about how drawing don't have to start complicated, we can draw almost anything using simple shapes and then add detail in layers until it looks like what we want. This is probably really basic, but I don't have much experience in 2D art.

For this week, we were suppose to create five things all bases around a common theme which are: a hero, an animal sidekick, a villain, a weapon, and a vehicle. I've been having a lot of issues with most of them, but here is my best sketches from the group.


The sketch is suppose to be a small hatchet and I've actually realized that I really enjoy working on weapon art. When I had to design a weapon last semester, it was probably one of my favorite assignments the whole semester.

I may try to do a model of this hatchet later in the year, for now that is all. Thanks for reading!

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