Model Development Sketchs & Feedback
Armor Design :
Information : With my Developed Armor Design , I looked into what colours to use for my Armor piece and was considering how to design the bubble wrap section of the Armor when it came to creating the final 3D asset as I had the two different options of either modelling the bubbles themselves or just drawing the bubbles on a texture whilst I'm texturing the model which can link back to how when models had to be created low poly , any detail that wanted to be on the model would have had to be painted due to the limitations there was back then.
Axe Design :
Information : From the Original Sketch's , I took my Base Cardboard Axe Design and applied some colours to create a colour palette to looking into and using a more dull palette when it came to looking into colour testing for my assets and by utilising a Hue Tool inside of the Procreate program , I was able to shift the colour palette of the original Cardboard Axe easier to test different colours however I preferred the original colours I was going with as the other 2 sets of colours wasn't corelating with what I wanted as a final piece and the completely separate design was researching how using different materials would have looked if the game was set in a different environment.
Rat Design :
Heal Machine Design :
Information : With my Heal Machine design , the only things I wanted to develop was connecting the two separate pieces into one whole piece ready for when I was going to take the piece into maya and comparing the beginning test designs I went and matched different sketches together to see which ones would work and this became my final product and I used a more grey colour palette to showcase that the model would be old machinery that could be found in a warehouse where our main character would analyse any samples they find on their travels.
Barrel Design :
Information : Whilst developing how I wanted the barrel to function , originally I wanted the barrel to become an unlockable puzzle piece that u would have to turn certain pieces around the barrel to unlock it however after feedback from peers in my class , I altered the design to be made as just a simplistic barrel that u could find on regular travels around the abandoned map and sticking to a variations of brown colour scheme helped keep the simplistic style and not use a random blend of colours at once.
Final Scene Design :
Information : With the Final Scene development , I changed some of my original sketch designs and just tested with some colours to see what ideas I could use for when I take the final model into Substance to texture the different assets that were planned to be built on the scene such as the different bush designs or how the gate would function if I was designing the zoo before all the destruction or after so I created a broken gate to see how it would fit and I preferred the design I went with ready for the final model.
Door Design :
Information : Whilst working on the doors development it took the least amount of time to develop as once I alternated through the designs of the original sketch , I already had a rough idea of what I wanted my final model design to look like so I created similar designs with what I had wrote down and by combining the two developed designs is what was then made into my final piece.
Character Design :
Information : Developing the start of the main protagonist of our game , I developed the face sculpt of the character from the original sketch and applied the facial hair which was something I don't normally draw so it was an experience trying to make the design look right and having to chose a style that suited the characters face then started working on simple hand block outs since out character if placed in a 3D aspect would be low poly the hands would just be little blocks so that's what I considered when making the smaller hand blocks and finally the colour scheme I worked with from a guide given by my director and applied it too the character to understand the look and feel of the character and once i finished the first character , I used the Hue Tool in procreate the change the hue of the character and create a more greyed style of suit and hair making the protagonist seem older and wiser.
Feedback :
After gaining feedback from our presentation , I took that to my advantage and applied the feedback I was given on my beginning concept sketch's and utilise them to create my developed design such as when it came to designing my axe concepts instead of sticking to my original cardboard axe design due to the practicality of the weapon if it would be placed into a real environment consider what other types of materials that would be more effective and consider how the weapon is the main blade was made of cardboard how that do in a physical sense and how its functionality would not make much sense.
Another piece of feedback I took into consideration was when I was preparing my Bubble wrap Armor to be imported into Maya to start working onto the 3D process , whilst at the time I was using the development as a reference however after a few modelling attempts I couldn't design the right shape design for the Armor to stay in a low poly aspect but works inside of the 3D software so I had to change plans with my original development and work towards a different approach which ended up working in my favour and allowed me to create my final Armor asset without any issues.
After receiving feedback from our first formative as well , I worked towards fleshing out my research portion of my blog and talking about how different features from the different games I was referencing would work in our favour for our game ideas and research more areas of how the games enemies would function in their environment changes and how to make that work towards our game instead with our assets.








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