Category: University Work
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Hard Surface Modelling
This week was slightly different to building upon our final character in ZBrush in that we basically learnt how to apply some hard surface modelling techniques for when we want to add some additional accessories onto our character, like an item for them to carry around for example. I basically modelled a quick robot that…
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ZRemesher/Subdivision Activity
The week’s activity was making a ZRemesher and subdivision render of our ZSphere models or try something from the sculpted animals from the ZeeZoo folder that comes with ZBrush. I settled on sculpting on a fennec fox preset from the folder because I feel like I need to get better at Zsphere a little bit…
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Dynamesh Pumpkin
Here is my attempt at making a pumpkin using the dynamesh feature in today’s lab session. Other tools that helped me included the symmetry and transform tool to create the exterior of the pumpkin, making sure the radial count was appropriate for the sculpting. There was a heavy use of masking involved to make this…
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ZBrush Experimentation
In the first week, we were told that the main program for sculpting our character design would be ZBrush. The module that we were covering will delve into the how ZBrush works, its interface and the various brushes, also diving into what makes a good character design and the importance of anatomy to determine where…
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Week 3 – Storytelling
For this weeks module, I was tasked with providing some sense of environmental storytelling using the assets purchased from the Unreal marketplace. I settled on the density and deprivation of Slumtown for the unique storytelling using a single asset pack. There wasn’t alot of things I needed for the world, so I had to improvise…
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Week 2 – Landscaping & Foliage Painting
Here is how I followed through with creating a custom material with the LayerBlend, Constant and Landscape Coords nodes. I also added a Landscape Visibility Mask as a sort of experimentation to make holes with the intention of making a nice little cave that the player can enter, but in reality it just paints a…
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Week 1 Blockout – Experimentation.
For this module, we were asked to make a level using the theories learnt in the lecture contents and apply them into our own levels made in Unreal Engine. You can just see the slopes within the finished blockout where the green material should be. At the start of the level, you can notice the…
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Team Project: Pre-Production: 8th – 14th Feb
This week, we were put into a group in the context of producing a video game for the module. I was put into Group F along with Max Osbourne, Jack Bennett, Anthony Brown, Kameron Stephenson, Ben Oldcorn and Shane Bowman, albeit Kameron and Ben were absent and Shane left the course. The first thing to…
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Team Project Pre-Production: 15th – 21st Feb
For this week, we were tasked with developing our initial ideas for the game we are about to make. We have decided on a genre and setting from the last week and came up with some potential ways to bring that idea forward with some pre-production techniques. I was asked to create a mood board…
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Team Project Pre-Production: 22nd – 28th Feb
I began the week by signing up to Jira, which is a planning tool for our project. I took the time to familiarize myself with the software layout and basically checked out the sample project created by the lecturer as a sort of introduction. I considered planning out the assets by putting together a rough…