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Assignment 2
Brief
You are tasked by Blitz Studios to create a chest for an
upcoming game. You have a Polygon count of 2500. You
have to keep it a close to the Concept Art as possible
which is provided in a previous PowerPoint. You have
until December 3rd 2015 to create the chest.
The date was later changed to December 10th
Brief Response
I will be Start by Creating a mind map of many things I
will need to consider during the production. I will also
Designate a length of time for each area when
modelling the chest. I will also self assess my model and
have my colleagues peer assess my work. I will also ask
the client how they would like my model to be improved
so I can meet their standards.
Mind map
Chests from games
like Skyrim
Limitations of
contract
Limitations of poly
count
Software may crash
many times
Hardware may need
to be updated
Gantt chart
Key Phases
Modelling legs, lock and handles
Texturing Chest and legs
This Brief will hard due to the limitation of Poly count
and how they would like the chest styled. Creating
Textures will also be difficult since the style in the
concept art is very specific .
Client Feedback
the client liked how the main body of the chest looked
for the basic design.
the client was unhappy about how the legs looked and
said that it should be remade which i have now done.
the client was also unhappy about the fact there was no
handles on the chest but i replied that i would make the
handles if there is enough polygons left over that i could
use.
Final Analysis
overall I have made a chest under 2500 polygons which
looks pretty good. however I was unable to model the
handles due to the polygon limit and when I tried to
texture it more problems started to arise which made it
very difficult to texture the chest to a high enough
standard therefore making the final product look god
awful compared to some other examples.
I think that if i could spend more time texturing the box
it would have worked better but i did find it very hard to
balance modelling and texturing meaning that I ended
up spending more time modelling than texturing than i
would have liked. When I started to texture I also faced
moments when photoshop froze and crashed which
Final Renders