Sunday, 30 October 2011

PPGI - Week 5

I'm going to research a little into becoming an environment artist and what I need to know to be successful in the role, and, basically, get a job.

Good advice on becoming an environment artist.

A lot of the advice from industry professional environment artists is to just keep going at it, practice more and more until you can do everything. Although some points I never thought about was learning about architecture as a whole, not to the standard of someone who has done an architecture degree, but know enough to know how certain building, such as the Notre Dame, were built. This gives the motivation to start photographing interesting building, and building I see on the internet, and starting a collection so that when I do enter the industry I will have loads of references.

I do need to know certain pieces of software, such as Maya (of which I'm using continuously), but other pieces of software include 3DS Max, although more studios use Maya more, and Photoshop, which I know the basics to, but there's still a lot for me to learn. I should also start using engines more, which I enjoy using UDK a lot at the moment for its playability and lighting, but other engines such as the cryengine might be a good idea as its a far superior engine to UDK, so I've been told.

Year by year, technology is continuously changing, and for the better. Here are a few points about how they are affecting the games engine. Mobile platforms are continuously getting better, not as powerful as computers, but quite close. This will mean, as an environment artist, I will have to limit the amount of polys on the screen so that the mobile device can run the game smoothly, so I have to be ever aware of how much detail I can have on the screen at one time. Another change in technology, although not specific to being an environment artist, is that streaming games services are becoming available, and again I have to ensure that there is enough detail for the audience to still believe the environment whilst being able to stream the game successfully.

Level Design.

Above is a link about level design and how everything should have a purpose, this is the sort of articles I should be looking for to become an environment artist.

Monday, 24 October 2011

PPGI - Week 4

This week I've been tasked to look at some of my previous work and evaluate it as to why it wouldn't be good to display in a showreel.

Above is a video of the level I did for Real Time Rendering in my second year. Looking at it again I  realise that not a lot of the work is actually mine. Most of the items outside of the level wasn't created by me and could be found in the UDK engine, whilst the models created by me were not to the highest of quality.

Above is some of the casino games I made back in my second year. I probably wouldn't be able to use them about as they're done in a sort of steam punk way, but at the same time, they were modelled to a good standard, however nowadays I would spend more time getting some higher detail into them. Although these models were placed in a top down casino game.

Above is some work from my first year, as you can tell the scale is completely wrong and the lighting is terrible, so I would never use these models in my showreel as its not my best work, but hopefully you can see that I have improved from my first year.

At the moment I don't have any work to use in a showreel, and that is why I'm spending a lot of time on modelling so I will have something to show by the end of the first semester (December).

Sunday, 23 October 2011

AMA - Week 4

I started to enjoy the Advanced Rendering Techniques module, and the whole creating a level, so I thought about what can I do while easily being able to get references, and I believe recreating a flat from a university residential site has the potential.

Here's some screenshots on how it has progressed over the past few weeks, and as I hadn't done enough to my liking I didn't attend the Week 4 tutorials.

The room is completely modelled and I have reference images available to view, I also took it in to UDK to ensure that it was to the correct. This was not the case, so created a reference height scale using my modelled door and upscaled the room and other items to make it match the scale.

Other rooms in the flat are basically the same, just with some of the models mirrored.

I just need to get reference images of the flat bathrooms and kitchens and start modelling them and then I will be able to start UVing and texturing.

I want to be able for a finished video, showing people a tour of the flats in a 3D environment.

Sunday, 16 October 2011

PPGI - Week 3

Even though I said that I would like to become an illustrator, I'm also looking into a 3D modelling career. I like the idea of working freelance in both professions although it might be a good idea to get a good steady wage by working for a company first, making a name for myself and then becoming a freelancer.

It's a lot harder to find information on freelance modelling as I suppose there aren't as many 3D artists compared to illustrators in the world. However, the link below, although American, states the prices of doing 3D models as a freelance 3D modeller, and if they are correct, there can be a good amount of money in it for a freelancer.

Freelance Modelling

As Dave mentioned in PPGI - Week 2, companies are more likely to go for a freelance modeller as they may charge more overall for what is being done, compared to an in-house modeller, but at the end of the modelling or game, they can be easily gotten rid of as its a sort of temporary contract that is set up between company and freelance 3D modeller.

Other ways for a freelance modeller to make money on the side is by creating models in their spare time and putting them up for sale on such websites like the one below. If its of high quality, and is wanted by people, then that could be a sort of steady wage at the end of the day.

Selling Models

Wednesday, 12 October 2011

AMA - Week 3

I spoke to Phil in my last lecture and mentioned how I was going to do a spaceship similar to a Viper from Battlestar Galactica TV series, but this week I've been thinking how generic that is and how I may lose interest in the project; of which happened in my second year, so I need to think of something I can do and will enjoy.

This left me with a blank slate to start on, luckily only at the end of week 2 and not any further on.

Then this advert came on TV and made me think.

I liked the idea of using animals and making them into a steampunked artistic style. So this means I just have to think of 3 different animals to do, and I believe a tiger, bumblebee and a sort of fish (mixing land, air and water), and if I have time, a fourth one as I will know what I'm doing and do something different, perhaps a small about of animation.

Wednesday, 5 October 2011

PPGI - Week 2

Good and Bad Modelling Showreels

A good google search later, its possible to bring up loads of websites explaining how to make a good showreel, one such website is this.

Few points to note include:

Concentrate on your chosen profession, so if you're good at animating then make sure that's prominent on the showreel, even if the modelling isn't great, make some generic models and animate then. On the other side, don't animate a model if it looks good on its own, unless its necessary.

Don't waste time on creating fillers between models or on the beginning/end credits as this is meant to be a showreel of your best work, and in a sense make the employer want to see more of your work.

Make sure the pacing of the video is correct; if you want to show of a model as its your best work then spend enough time showing it while if its not your best work don't spend as much time on it. Furthermore, if you're going to include a soundtrack, try get the music to match the pace of the video so it feels like its flowing through your work.

Credits at the beginning and end should have your name and contact details, and the middle if you're showing group work so as the employer knows what work was done by you.

Bad Showreel Example

This showreel started off alright, but I feel it kind of went down hill from there.

The continuous camera movement is brilliant throughout the whole video, and its always good to show 360 degree views of the models. However, the constant change to the skeletal meshes is just another way to extend the length of this short showreel (which only shows 5 pieces of work).

The addition of average animation skills will confuse the employer as to if they're applying for a modelling position or animating position.

The train, with animation, was good but there was no 360 degree view of it, and then it changed to a sketetal mesh.

The victorian town modelling was once again good, but looked unfinished as it wasn't textured and that would have been a good addition to a showreel.

The female model wasn't a great piece of modelling, so the addition of it makes me assume that the creator of the showreel doesn't have any more good pieces of modelling to show and that he shouldn't be a character artist as the model was unclothed and looked unfinished because of that.

Good Showreel Example

A good clear example of work on this showreel, specifically to character and vehicle modelling, with some animation to make the models look more realistic.

Sunday, 2 October 2011

A Few Summer Works

NoNukes Graphic Competition Entry

Inspiration from 'Jamestown Story' Album cover

PPGI - Week 1

My future aspects for me is to become an illustrator, connecting to a concept artist in the games industry. As of yet, I'm not sure if I want to be a freelance illustrator or work in the games industry as a concept artist, it all depends on if I get on to a master's degree and what I do.

I have already started to look into doing a master's degree in illustration, and looking into ways I could enter that industry. Although a very crude way of looking into it is through the FRONT website, if you ignore the images and other links, they post numerous illustrators profiles on their website each month, and are asked the same questions such as what/who inspires them and how they achieve what they do. Through this I started looking into illustration agencies, so just like any other type of freelance work, the agency keeps the best images you supply (if they want you) and then recommend you for certain projects to customers.

The issue with being an illustrator is that you have to have loads of inspiration and have a unique style, don't get me wrong, I can gain inspiration from a lot of things including real world events, Art, etc. However, it's hard to create your own style and thats what i'm striving to do over the next year.

Over this past summer I've been trying to familiarise myself with Adobe Photoshop, and have entered a graphic design competition in Japan, of which i'll provide a link.

No Nukes Graphic Competition.

FRONT illustrator profile.

Folio Art Illustration Agency.

A few illustrators have made a sort of guide to getting into the industry, which are available on the internet. These prove to be quite useful as the illustrator even say that trying to contact an illustrator in the industry is hard as most will not reply with any information that could help the next generation of illustrators.

Illustration Help