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Working to a Brief

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

Concept Art Analysis


I have to get as close I can to the Concept Art as I can.
There is a Polygon Limit of 2500
The detail of the Textures I will need to make myself
The chests legs will be very hard to make
The Jewel on the chest lid will be hard to get right and
may be hard texture correctly
I would have to Individually texture the suckers on the
chest

How I plan to model the key parts of


the chest
The Big jewel in the middle I will have to use most of a
sphere to keep it to a good standard however for other two
smaller jewels I may be able to use just half of a sphere.
Depending on how restrained I am on the polygon limit
during the production stage.
The legs - I will have to extrude the top part which connects
to the box but for the actual tentacles I will have to create a
line and thicken and extrude it.
However when I do try to model these parts I may have to
find another way to model it or put more polygons to it to
make it as best as I can.

Time Management (modelling)


2 sessions main body
4-6 sessions Leg Modelling
4 5 sessions Texturing
2 session modelling Jewel + Lock
Any other sessions left will be for texturing and finishing
up

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 .

Limitations of the Brief


Polygon Count with it being 2500 polygons it means that I may not be able to
make it as good as I could with a higher limit
Software software may not be able to handle the level of detail in the layers
which may make it crash or the files may corrupt
Hardware hardware may not be up to date so may be harder to for the
software to run
Time Period short time period for the level of work may cause lack of quality
in certain areas of work
Amount of Work reduces the ability to create a level of work that may not be
up to an industry standard if time is not managed properly
Texturing Seeing as I have to Create my own textures this means that I
would have to give more time to texturing than I would normally would to
make sure I can texture it correctly and to an industry standard.

Chest and Lid Basic


To get the basic shape of the box I will use a cube for
the centre and I would use a cylinder for the Lid.
I will also use cylinders for the legs by rotating them to
an angle to help get the size across. Unfortunately I will
not be able to delete a majority of the Polys on the legs
which will create problems further down the line
However a cylinder will dramatically increase the
polygon count so I will Delete certain areas to try to
reduce that problem. This won't fix the problem but it
would reduce the poly count by half

Making the tentacle


I am making the tentacle at the moment at the bottom
you can see that it is a bit flat so I plan to extrude it
back to make it look like a curve.
To finish it I will need to bring the tentacle back on itself
and to scale it down enough to make it smaller and
thinner too.
however i have to remake the tentacles as
it doesn't look right and it could look better.

Making the lid


I have got as close as I can with the lid for the basic
outline.
I have used spheres for the gems and I have scaled
each sphere to the size it needs to be and I have
deleted the polygons that people can't see to save
polys

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.

how close am i to finish?


I have done most of the modelling and it is under 2500
polygons.
however i was unable to model the handles due to the
fact i couldn't keep it all under the poly limit.
I have fixed the legs for the client
I just have to Texture everything before the 10th
december

Problems I have Encountered


One problem I encountered was getting the Legs curved
and to make them also look good too. I have completed
the legs close to the Concept Art and under 2500
polygons however they dont look as good as the could
do with a higher poly limit.
Another problem was to keep the chest under 2500
polygons. I had to minimise the polygon count in
everything, keep a very close eye on the polygons in
everything so i didnt go over.
I also missed 2 sessions due to a doctor's appointment
which meant I lost time for texturing.

Actual Gantt Chart

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

Legal and Ethical


there could be big copyright problems if the chest looked similar
to another chest from any games which could lead to massive
repercussions.
generally this sort of product modeling would be outsourced to
another company which means we would have to consider their
rate of pay and working conditions.
not reaching the deadline for the modelling could mean less pay
or a lawsuit but if the deadline is met then we could get a higher
rate of pay etc.
it also depends on the type of contract as if it's an informal it
could not be as strict as a formal contract.
.

Final Renders

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