Wednesday, 11 December 2013

Entry 10: final renders



This is the final renders of both the futuristic and standard car.

The future car has been re-named the "Chevrolet Avenglist", due to its angelic design including the colour giving a unique take on the classic chevrolet design 

From this experience I will use the faults the are visable on this car to improve on my own skills and on future products.

Wednesday, 4 December 2013

Entry 9: Final Countdown

This is my current progress, I have to recreate the grill due to problems with turbosmooth as well as the technique wasn't professional, add a background and the iconic yellow colour to the car.

This week, I have started to texture  certain aspects of the car e.g. the wheels, logo and the exhaust pipe.









I have added blueprints to a car of the future called the CHEVROLET AIR, which my has the use of a realistic to current times with propelled vehicles. As you see the grill has been extended to create an aerodynamic design, the wheels are interchangable to create flying and land vehicle to make it more multi purpose.

Other changes are that there are flaps to make the car easier to turn,  the headlights are changed to cameras that have a monitor in the car for the driver.

A week remains til deadline day, I feel that this project has be enlightening in terms of the precise process and a massive choice of trial and error with  certain parts that don't look professional or unrealistic.

Wednesday, 27 November 2013

Entry 8 : Almost complete

 



 
 This screenshot shows  my current progress.

I have added the logo to the front of the car, including the use of lights and  an under carridge and exhausted installed into the car.

In terms of my futuristic style, my ideas are that I'm going to change the wheels into small propellers as well as a helicopter styled flying car.

I will upload images of the  design as  soon as possible.
 

Wednesday, 20 November 2013

Entry 7 : Symmetrically Chevrolet

                                                        











This week, I have been focusing upon changing this existing car into a futuristic style. I have researched thoroughly to find a unique and alternate ideas towards the future of the car industry.

 This current render shows both aspects of my car design (e.g. symmetrical and a single side), so far I have found this process to be challenging with the edge copy technique showing problems with bumps within the plain.

I am aware of  time remaining on this project, with 4 weeks remaining, I will use my time careful to complete this model and the futuristic render.






      

Wednesday, 13 November 2013

Entry 6:





This week, I have created this car model, I have to admit that this has many faults within its design showing e.g. the blueprints show problems with the syncronisation revealling problems in producing a realistic and efficient model.

Overall, from this experience I will use my time effectively to use other process, in order to comlete its complex and useful process including using existing cars as means to move the process forward.



Wednesday, 6 November 2013

Entry 5 : New Beggings

New beggings


The next project is CAR DESIGN, in which I have chosen to use a Chevrolet Camaro.

This car has the opportunity from its memerable image of transformers:
its colour scheme of yellow and black appearance.

Its iconic design and unrivalled shape with this particular colour scheme give an opportunity to provide a unique perspective upon the future car creation.

The start of this process was to create a blueprints for the front, side, top and back on photoshop.

Entry 4

This is my final room render...


I feel that throughout this first project I have learnt how to used a multitude of application on 3ds max that has created a room with a dark ambience and unique perspective upon a hotel room.

The advantages of my room are that the appearance has an ablility to reflect reality,  as well as the assets and the textures creates a dark ambience within the room with contribution from the lights and cameras showing various parts that show off my room.

The disadvantages are that I feel that I could have done more in terms of the textures of certain assets, e.g. the desk has a simple black texture that I find could have been improved by adding a cupboard to the sides. Other assets such as one of the suitcases due to time constraints, I feel that I underpreformed in the texturing.


Overall, I feel that I have created a simple room that has problems within its design and textures but, I feel that from this experience I can improve my skills within these field to make an efficient and practical enviroment for a game.

Wednesday, 16 October 2013

Entry 2 (7th-9th October '13)

Entry 2



Modelling for game art

This week I have undertaken a wide range of research that will benefit the realisation of the materials and the  arts assets that I will create throughout this project e.g. internet and real world images (photographs) as well as the correct scale of the asset.

I have produced many notes upon what room I have chosen to dedicate this to I have chosen to use a hotel room because I could use a dark atmosphere with the small space with the textures that I have looked at and intend to use.

This I have created a simple room with the objects that I intend to use winthin my research I have looked at various textures that I could utilise as way of producing a 3d realistic room as you see there are many art assets that I have chosen use but throughout this project, I have made certain decison due to the time constraints to create a room as well as my own abilities upon 3ds max .
                                                                                                     
                              

This asset will be essential to the ambience of the room,that will serve as means of a small light that will be placed on the desk. I feel that this is the best asset due to its complexity as well as this being the pinnacle of the room.



Other assets like the desk, the photoframe, the chair and the suitcases that all the different styles, all show the progress of my learning of the applications and various buttons within 3ds max.

Entry 3 (14th -16th october)

Entry 3


Modeling for game art


This week I really feel as if I have achieved a lot because the materials that I have chosen to use have been used as textures to create a realistic room that has small errors within the landscape but for my first attempt I believe that these errors can help me advance to understand all of the procedures and applications that 3ds max has to offer.


 This is a screenshot of part of my room, as you see I have used various textures to create a dark atmosphere,
 I feel that the  door has a realistic style with the light upon the normal map showing depth within the  texture.

The appendages upon the door give a 3d reality feel to the room with textures such as frosted glass for the  windows and gold for the handle with the appropriate normal maps.

The floor has been reused because of the  great effect that it created for my initial box creation, which therefore the specular and the normal giving realistic perspective.

I have chosen this style of wallpaper to others because of theunique style and the oppotunity to create an attmosphericto create an atmospheric pressure as well as to create a wall that will look photo realistic and believable to be a hotel room.

This week overall, I have learnt the proper way of producing professional and realistic looking texture depending on the various specular levels or normal maps for any art asset that I will create throughout the course and the future.

I aknowledge the current deadline of the  28th October, I will use my time wisely in fully pulling
together the required componets to show my comprehension and knowledge of 3ds max.

                                                                                                                                    



                                                            

            


Wednesday, 9 October 2013

Entry 1

Entry 1


The first 3 weeks of  this course have been an eye opener to the gaming industry with the use of a variety of skills and programmes that are vital in the production of a professional standard.

Modeling for game art


An introduction to 3ds max was through creating a simple box that would be manipulated to make it appear real, I found this to be a great way to learn and adapt to the new style that is widely used within the industry.

In my opinion, I find that the harshness of the light has made the render look unprofessional, due to being new to the programme.

The points I like about this art asset is that the texture, specular and the indentations give a feel of a realistic box , which are showing were the lighting gives a shadow. Improvements that  I could have made are that I could have chamfered the box to give a realistic style, but I will use this as a way to learn the basics in simple 3d modeling.

This tutorial to 3ds max has been vital in terms of learning important procedures to produce arts assets like a box that will be incorparated in the next project, which is to create a room.


The room that I intend to use is a hotel room, but I will use a dark atmosphere with the items that are on display therefore in my research, I have made sure that I can make an interesting experience for the viewer with complex items or assets that can be juxtuposed into diverse ways to create a unique perspective.

Wednesday, 2 October 2013

My first post

Hello and welcome to my first blog, I am going to document my progress throughout my BA Arts course.