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Modular Modelling & Art Bible Review

5/10/2016

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Modularity is a very useful thing to know when becoming a 3D artist. It is a way to reproduce assets very quickly, and most games use this technique.  Modular modelling can be in the form of models, textures and materials. 

Simon also talked about draw calls/culling/batching, which is a technique used in games to load & render data. The example scene Simon showed us was a camera-based draw call where parts of the level was not rendered if the camera was not facing it. This optimises performance and can only work when it is pieced together using modular modelling. To create variety in the levels, creators would create overlays/decals which is placed on top of models.

We looked at two different scenes in Unity that show examples of two different modelling methods. One optimal, the other not-so-much.  It is advised to model using the grid in Maya, snapping to the grid make it cleaner. 

In the afternoon, I spoke to Simon about my Art Bible idea and received some useful feedback. I wasn't quite sure on how ambitious I should be considering the amount of time I had but Simon advised I can add more to my scene as most of it is modular so it shouldn't take too long. Simon didn't really like my hotel corridor concept but suggested I start the scene in the tunnel area of the tube as my whole level is basically a big corridor. I agreed with most of what Simon said.  I want to focus on the lighting for my project as I feel that different lights can create and accentuate the atmosphere I want to portray.  
Some of the points mentioned about my art bible was:
-70s-90s bit of a stretch. Maybe focus on 1970s and think of possible posters/set dressings/assets that would appear during that period. 
-Possible starting point - In the tunnels. In front of a train. (crash) Whats the narrative. Why was it abandoned.  
-Expand on the play area, tunnel leading to the platform. Will be modular so shouldn't take too long to create.  Find a way for player to access the platform. (Stairs/objects)
-Bigger images to show a better idea of what the area looks like as a whole. Textures to use in final version. 
-Flashlight attached to first person controller. Explore lights and different effects. Area lights. Wall lights, overhead tube lights. 
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