Monday, 7 May 2012

Economy


This is a shot showing how I reduced the polygon count (how economical the asset is) from 118 tris on the right, to 41 tris on the left. There is no noticeable difference in the rendered geometry, the shapes look almost exactly the same in-game, as it were.

Maya Viewport Shots


These are some screenshots from the Maya viewport, showing the wireframe and realtime process of constructing the environment.


Environment Renders


These are some renders of the work in progress on the final environment. As it is being constructed in a modular manner, there is more of an emphasis on creating good quality assets, then duplicating and changing them to flesh out the world.


Practice-Research




This is sketchbook work done as practice-based research for the environments, informed by the investigations and case studies.


Wednesday, 14 March 2012

I Am Alive




This game displays a pretty good example of a method I wish to use in my Riot Street scene - a washed out, desaturated colour pallet to give a pessimistic, oppressive tone to the environment. This game gives a great sense of the theme from these screenshots alone, making it a good piece of reference for my project, even if it only has one theme as opposed to my collection.


I played this game on Xbox360 and have once again found that not having universal screenshot options is a big oversight for console makers. It is basically free advertising for their platform, could not be too hard to implement and would help out students and reviewers by not making them use PCs and external software/hardware.

Monday, 12 March 2012

3D Scene Development













Some screenshots documenting the development of 3D assets made for the final environment scene.

Colour Concepts






The first decent colour concept art for the environment along with moodboards, as requested at the Semester 2 pitch meeting. Concept art is not my strong point, but after some tutorials and practice, this is fairly presentable and definitely helps get across the ideas for the visuals of the final piece. Included is a moodboard for the Crystal Cave and Riot Street concepts, as well as a digital painting for each and an extra variant for the street, experimenting with lighting from a streetlamp.