L09
This project started off quite slowly for me as I was
spending a lot of my time working on CS rather than modelling. Once I started modelling
the studies though, my understanding of the software increased dramatically and
I was well set for modelling the folly; our final piece.
One skill I learnt whilst working in the studies was how to
bake normal maps from high-res models onto low-res ones. This allowed me to
create a very low poly scene for my folly, as I was able to bake normal for
most of the models. I overlaid the normal maps I’d made in Crazybump on top of
the baked normal to create the normal maps you can see applied to the asset.
I also applied ambient occlusion to everything in the scene
as well as colour maps and specular maps.
Having so many maps did lead to quite a large file size
though.
L10
After deciding on my folly idea I did a lot of research into
the kitchen appliances around my accommodation as well as the overall layout of
some kitchens. I made sure to include knowledge I’d learned from this research,
such as consistent handles and lots of surface room to the way that appliances
tend to rust and walls tend to degrade.
I kept to a fairly consistent schedule for updating my blog
but It is quite rushed towards the end as I was working hard on the folly.
I left working on the folly far too late into the project. I
made most of it all in the last week. It certainly could have been more polished
if I’d started work on it earlier. However, this did allow me to do much more
work for my CS project.
L11
My journal is well annotated and includes various stages of
development with both negative and positive critique on my own work. I talk
about what I like and which areas need improving and how. I could have done
more research into material and how to make a building structurally sound.
My CS presentation includes playboards and various
iterations on character designs
L12
Everything is in the correct format as far as I’m aware
(other than the specular maps for some early studies)
Like I said previously, normal maps, colour maps, specular
maps and ambient occlusion have been applied to all 8 objects in the scene. I
used my knowledge of topology to create low poly assets which are suitable for
a game environment. I UV mapped everything in the scene as well as using
drawovers as a way to brainstorm layouts. I also used maya to quickly model the
scenes beforehand using primitives to get an idea of what would work best.