Make a Warhammer 40K, Baldur's gate or Diablo themed modular top-down dungeon builder set. I've chosen to make a Warhammer 40K themed dungeon.
My dungeon crawler must be:
Visually and thematically coherent,
The chosen theme must be researched,
Gothic and medieval themed,
Consistent modelling and texturing quality,
Utilize materials.
During the course of this project I need to create an online published blog (if you're reading this brief summary, Ta-Da you're on it.) This blog need to be updated weekly, must be Harvard referenced and include drawing for games sketches.
My dungeon crawler modular set must include a minimum of:
1 x Wall segment (model),
1 x Corner segment (mo),
1 x Pillar (mo),
1 x Doorway (door included) (mo),
1 x Wall tiling (material)
1 x Floor tiling (ma),
1 x Trim (ma),
1 x Shrine (Hero-asset).
Modular builder set limitations:
2048 x 2048 texture resolution,
L assets = 30k poly limit,
M assets = 15K poly limit,
S assets = 10k poly limit,
Hero-asset = 20k tri limit, 1 x material.
I will be using Unreal Engine 5.4, Maya, Zbrush, Substance Painter & designer, plus Fork.
Submission requirements (Dungeon = 70%, Blog = 20% & Drawing for games = 10%):
Use the submission requirements provided,
I must use version control,
All files must follow the naming convention (YOURNAME_STUDENTID_GAR104_WHATITIS.PNG),
All files must be in .PNG (unless specified otherwise) and the whole file must be ZIPPED,
A minimum of 8 x high resolution (HR) screenshots of (in UE5.4),
1 x HR render of modular kit laid-out out separately (UE5.4),
1 x HR render of tiling materials & trim sheets, on 3D geometry planes (UE5.4),
1 x hyper link to Git repo (Text file/.TXT),
1 Blog link + drawing for games image library (.TXT),
1 x Model sheet of shrine including texture maps (normal, albedo, roughness, metalness, etc...),
30 - 60 sec video (UE5.4) (.avi or .mp4),
1 x 360 panorama of shrine (UE5.4) (.avi or .mp4).
The world of Warhammer 40K is a nightmare for anyone currently living in it, there is no hope and everything is awful. Humanity is struggling with the half dead yet half living emperor barely being able to protect them from the Chaos Gods, the only reason he lives is that the golden throne is keeping him alive and the sacrifice of thousand pshyker to keep him alive each day, weather to kill him and let him be reborn strong again or continuing to keep him in this undead state is the conundrum for the Ultramarines primarch Guillman at the moment, because if he dies humanity looses access to the web-way (super fast space teleportation travel thingy), until he grows up again and regains his strength leaving them vulnerable to annellation during his absence. Over half the primarchs have either turned traitor, gotten lost in the web-way or died, and humanity is probably the most hated race in the entire cosmos. The tyranids are always attacking and the fear of that horrible hive mind elderidge god thing they are trying ot escape is still an unknown. Heresy is abundant. The eldar and necrons are now less of a threat but are still on the scene so still pose a threat. There is a new race on the scene called the Tau, with awesome mech suits (in all honesty they're doing alright). The chaos gods are running rampant and the orks have no idea whats going on (in all honesty mainly cuz they could not care, its quite funny as they have two god Gork and Mork who could possibly be the two most powerful in the universe if they stopped WWE fighting each other all the time).
Due to my own personal interest in the Warhammer 40 K lore, I already have a base understanding of the basic structure of the universe and major historical event, as well as some of the legions and races within the Franchise, this being said, the Warhammer 40K universe is mainly centered on the Imperium of Man, I intend to base my dungeon on a specific legion during the period of the Horus Heresy. To help me with paraphrasing the lore of warhammer 40k I will be using some youtube videos by a creator called lumeun09. The Horus Heresy is the major historical event, which led to the current. state of the 41st millennium. Essentially, the Emperor has 22 (One of the Primarchs is a twin) sons. His favourite being Horus. Horus the War master, begins exploring and believing in the heresy Surrounding the Emperor's identity. He begins to gather support between the other Primarchs that feel scorned or resentment against the Emperor for his behavior towards them, as he is their father, but is quite distant in this role and doesn't particularly act as such, some are bitter because of this. There are other reasons for certain Primarchs specific disdain towards their father, but their general gist is that some of the Primarchs are upset with their dad for various reasons, and they no longer want him in charge. The reasoning isn't really important, it's the impact and the events that happened that are. As a result, the the Primarchs split between the lead of Horus or the Emperor. The Emperor, being the current ruler of humanity, with knowledge from Age of technology that no longer exists as he lived through these times, being the most powerful psyker even produced, the uniter and savior of humanity during the age of strife, some believe he is the God of humanity, even though he himself does not believe this. Horus, believing that the emperor had lost his way and control over the empire, due to the willful ignorance towards the looting of worlds, and ignoring the pleas of his council chamber to do something about it. Despite the emperors prior accomplishments, Horus believed that the Empire needed someone new to lead it into the future, and that this person was him. The Primarchs split between these two leaders. Sadly in Horus efforts to secure allies for his cause, he ended up making an alliance with chaos, which he eventually succumbed to. The primarchs and legions under his command, also suffered this fate and eventually became severely corrupted into the Traitor legions Today that the Empire is still fighting. Each of these traitor legions are now servants to one of the four Chaos Gods. There is no longer any semblance to who they once were, and they are lost causes, that must be eradicated. By the end of the Civil War, the Emperor eventually prevailed and defeated Horus using his flaming sword, but suffered major wounds to the point that he has to be on life saving equipment constantly. This being an ancient technology called the Golden Throne, he can no longer leave this and is essentially bound to it. Many of the Primarchs on both sides were killed during this civil war, there are only a few that remain. Although their legions are still operating, many of them no longer have their primarchs and as a result are suffering consequences. An example of this would be the Blood angels who were led by a Sanguinius (headshot nine). Sanguinius was killed during the Civil War and as a result of their Primark dying and their shared DNA with said Primark, the Blood Angels now have a unique mechanic where the more they move throughout the battlefield, the more they lose their sense of self. Essentially, they become ravenous vampires. On the other hand many of the primarchs that remain are severely injured or debilitated or in a similar state to the Emperor where they are currently in stasis to recover from their wounds. By the end, the Empire's power had severely diminished, and the overall universe, making it vulnerable to the threats of other races. It is now a constant war with the other races way more severely than it ever was before, as it tries to retake the land that was lost to the traitor legions, as well as Keep control over the land it currently has with its forces spread so thin.
Due to the historical and lore importance of the actions of the Horus Heresy, I think I would like to create a scene that is based around a part of the Horus Heresy. Even though it will be with years in the future as the brief specifies Warhammer 40 K. So I can't exactly make a dungeon for around this time. As it's not part of the multiverse first millennium, but I can create something from that time. That is now set within the 41st millennium. A way to do this would be to possibly design a ship, as every legion has its own ships and vehicles to move around the ginormous expanse of the empire. If I did a ship wreck from a vehicle from the heresy that had crashed I could quite easily set it in the 41st millennium whilst basing it around some events which did not happen during this time, but started it. Before I start gathering reference for my dungeon crawlers aesthetic I need to decide on what legion I am basing my dungeon on. Almost every part of the Warhammer Imperium of Man has some kind of Roman aesthetic. This is for symbolic reasons as the Imperium of Man dominated most of the known universe. Before losing it all during the Age of Strife. This very much mirrors the history of ancient Rome, as that rise and fall of Rome isn't just the rise and the fall, it's more like the rise fall and, rise fall rise and finally the last fall. As Rome had periods of great success and then periods where it lost a lot of battles and lost lands but would eventually regain these, much like the empire its self, as is the burden of civilization. This parallel is also abundant in the actions of the Empire, as their main goal is to expand until they have the whole of the universe within it so that they can bring peace by being in complete control and revert back to the age of technology, the golden age of mankind. The Roman aesthetic is mainly defined by its classical appearance, with complex detailing and sculpture to hyper realistic standard and architectural wonders of engineering for the time. This is very strongly seen through the design of the empire as anything of any significant importance such as seals of achievements, armour detailing, important buildings and people are all covered with this design motif. It's been mirrored through multiple things throughout history especially the architecture in newer civilizations around the world. The funny thing is that the Roman aesthetic isn't really its own thing, as the Romans tend to just steal the things they like about the other cultures they conquered at the time they existed. So it's essential Just an accumulation of all the different bits of the cultures they liked that they conquered. This is also a synonym for the Empire. As if you think about this the Emperor essentially did this to create the Primarchs, and although they have his DNA, he had to combine it with other things such as animals and other races from other planets in order to create them, so that they would Having specific adaptations to make it easier for them to traverse the worlds that they needed to conquer, in a way this is exactly what the romans did but with people.
Different legions tend to have another main design influence as well as the roman one, this is to highlight their own specific adaptions and abilities that they are suited for, whilst maintaining the overall roman aesthetic of the empire to bring a sense of uniformity to all of the emperors troop essentially the roman aesthetic is the uniform the other aesthetic choice is the groups identification badge. This is the reason I need to research the different regions, as I don't know which one I'm doing yet. The one I end up picking will adjust the overall aesthetic of the ship. Modular pieces I ended up making for my dungeon. For example if I ended up making the ultramarines led by Gilman, I would end up with a more blue aesthetic without much outside influence. But if I was to use Leman Russ, I would also have a Viking aesthetic combined with the uniformity of the Roman one.
As a start I have ruled out the traitor legions. This is because there are already 20 legions to decide from I feel like if I don't introduce some rules now, I'll be stuck on struggling to pick which legion I want to make and end up just wasting time trying to decide plus I tend to play as the Imperium, and I don't like the idea of building a set for “HERESY.” Even though I like the groups of the deathcore of Krieg and the general Militia, military of the Imperium of Man. I don't think these would be good choices to make as a dungeon, because they don't particularly fit the theme of the breathe for the dungeon, which is Gothic Medieval.. As the lower down the ranks, you are in the Imperium, the less ornamental and the traditional aesthetic seems to appear in their design. So far I've narrowed it down to. Six possibilities. These being space wolves. The Dark Angels. The salamanders. The Adeptus. Custodis. And the Sisters of Battle. So far, I'm leaning a bit more towards Lionel Johnson's Dark Angels and Vulcan's salamanders, because they tend to hold the traditional light aesthetic a bit more than the other chapters. With the salamanders being based on Dragon Knights and Lionel Johnson's, Dark Angels literally being medieval knights in space. Plus, I play as the salamanders and I quite would quite like to make a set piece for them. The legion I pick won't impact the shape of the set pieces i make majorly as the ship I would make for any of these chapters would be the same, other than the colours, but it does effect the type of environmental damage the ship would be suffering from and the props within the scene. For example while the Salamander might have a scale armour cape lying around the space wolves would have a fur version, it is an acute difference but an important one no the less as it will help the viewer identify what legion it is. I think to choose the best set to make it would be more reasonable to make a pros and cons list for each of the options.
I've ended up deciding on doing the Dark angels as it gives my the opportunity to practice my organic sculpting, as I am doing character art next year any chance to practice should be exploited, plus I can't go wrong with the aesthetic as their look is literally the definition of the brief.
This is the cathedral like spaceship, I want to base my dungeon on. Obviously there is no way I will ever make the whole thing. So if you look at the picture the little circle highlighted in blue is the bit I intend to create, ONLY this floor though. From this picture I can identify that there are two large towers at the front along with an arch in the middle. Curved roofs, at least four of them, varying in size. Large windows. Large circular columns. Along with some small guns. And a courtyard out the front with a large arch to walk underneath That is square with a large eagle on it. It looks like there may also be some towers at the back. But due to the size of the ship, the dungeon I would have to create to recreate this would be comically large, with mainly empty rooms. So it makes sense just to make a few small rooms that emulate the feel and the aesthetic of the room, whilst trying to keep as much to the original shape of it as possible. By imagining it as a long hallway type control room. I can create a section of it instead of trying to populate a whole room with multiple gadgets control panels and props that I don't have time to make. The bowel of the ship seems to be a big part of of the design. It is clearly there to smash its way through other ships like a massive battering ram, and it's a very key part of the design. I feel like mirroring this at one end of my control corridor would be a nice reference to it, and it would mean that I don't just have an open hole at either end of my dungeon. This would also mirror the shape of the STC miniature chamber, I would like to place inside my control room. I must think this part through though, as circular parts take much longer to make than anything else because they don't snap to grid points or lines, so there's no way to easily arrange them in unreal on a grid. Let alone the higher poly count they require to get the curved shape, as well as the details needed to be included, and the fact that all props and objects within them, like control panels and doors and everything else will need to be curved to fit the shape. For this reason, I need to be very careful and open to the idea that I may need to rearrange my dungeon to lose these parts, as I have no idea currently how much time it would take to make them And all their respective parts. I need to keep an open mind about the idea of removing them, if I start running out of time.
The textures I can see are mainly metals and glass. And the colour is primarily gold. Not surprising considering this is one of the Emperor's ships. And he is known for wearing only gold armour and. being surrounded by only gold. There is also a little bit of red on the domes. Due to my ship being dedicated to the Dark Angels, I would like to have a bit of green and silver in my scene, and possibly a touch of red as this is the colours of the Legion. Although still keeping the ship primarily gold as the Primarchs serve the Emperor as does all of humanity and they so religiously worship him gold, that it would be very strange to get rid of the maximalist gold aesthetic. The ship itself does seem to be a little bit worse for wear at the front, with some flaking gold with like a silvery beige magnolia, possibly underneath. This may be something I can use as inspiration for my own textures..
On this merit board, there is a collection of images from Truro Cathedral. Which I gathered through a virtual tour of the site and using the snipping tool built into my PC. I also gathered some images of cathedrals on the web. I then had a look on the internet for images regarding the Space Marine Legions. I and am specifically looking at that being Dark Angels and Night Lords, So that I could use their symbols and armour and helmets as props and inspirations for little Easter eggs in my scene. I also gathered some images of holy Terra, Including some from fan art and some official, so that I have a range of inspiration Because if I only used official fan art, it would be likely I'd end up repeating someone else's work. I also gathered some images from the Warhammer 41st Millennium tabletop, war game As this is the media of Warhammer that the public is most familiar with. Obviously different sets can be personalised to the person who paints them or makes them as part of the Warhammer game is that you can make your own legion to play as, and not use any of the ones that already exist. But I tried to stick to the official sources for the legitimacy of my dungeon's aesthetic. And environmental storytelling. I also included some vehicles because the architecture of Warhammer 40 K sets aren't exactly built by the Imperium most of the time. As they're often fighting heresy off world, they may not yet have set up a colony with their own aesthetic. As a result I thought that using some of their vehicle designs for architectural inspiration. Would work better, as they tend to be universal, more abundant. And A better representation of the 41st millennium s aesthetic than the architecture, as the architecture of the sets tends to be that From the era of expansion.
My dungeon is set on the world of Caliban, a dense and deadly jungle planet, so naturally I have decided to use the Amazon Rain forest as my main inspiration. The reason I decided to use the Amazon as my main inspiration is because Caliban is an alien world and I wanted a reference for plant life that the average man isn't used to seeing, so I thought that using exotic plants as reference would be best and where are some of the most exotic plants located, the Amazon Rain forest. This will be the basic of my environment that forms around my dungeons walls, as it isn't going to just be sat out in a middle of a colorless void of nothingness and to help with the immersion of the idea that the ship has been there for ages I will add some vines and shrubbery to make it appear as if the vines are creeping in. To help with the realism of this I have included some images of ruins being engulfed with shrubbery, I found Horizon Zero Dawn a very useful reference for this. Finally, I'v included some images of rock faces, a crater and broken up ground to make a more authentic scene of a crash site around the ship.
Because my cathedral is set on a massive warship that's built for space travel there is no way any part of it is going to be made out of stone because it would just disintegrate whilst going through the warp. As a result most of my textures are going to be industrial and mostly metal. So I'm going to try and incorporate some of the medieval patterns and prints from tiles and wood flooring into metal versions. Regarding texturing, the metal that I need the most is metal panelling. Tiles and decorative effects would mostly be for the floors and trim. Using patterns and shapes for every part of it would make it difficult to read that it's made of metal, as the viewer would become accustomed to the texture. That's why I want to create metal panelling. So you have a base for the viewer to get an idea that the ship is fully made of metal. Then use the patterns and shapes to fill in the gaps and make it a little bit more interesting. Although the amount I make will severely vary on time. As making all of these will take at least five hours or more each, As I'm not very accustomed to the software and have to follow tutorials which makes it a much longer process than it would be for someone with a little bit more experience. I have included some images of traditional cathedral medieval church like tile patterns and wood patterns and stone patterns that I can use as inspiration for my metal versions. I am not going to design my own tiling designs as this would take too much time. So I'm going to pick a pattern from an image I like and think would fit my scene the best out of my images (Yet to be selected) and model a metal version directly off of that.
Currently I am focusing more on hard surface textures as I kind of already know what I am going for visually for this part of the design. I know that I desperately want a metal paneling material somewhat layered but not overly as I don't want the ship to look like it has been thrown together as that is more of an orc aesthetic and not from the imperium of man, but I don't want it to look to clean either. This ship has been downed for a while and will have undoubtable sustained damage in the Horus heresy as well as corrosion from being sat in the element for so long without being maintained.
My dungeon is primarily going to be made out of metal and currently I don't know what other textures I might want to include without building my set piece first, I know what colours I want but I don't know what material I want them to be yet, so I think for this I am just going to have to place the metal textures and see what is left untextured and then go from there. You will notice that currently there is no soft surface materials included in my mood-board, this is because other than some fabric for a banner I currently have no Idea what I want them to be or how many I will need, so for the minute I am going to leave these out until I have designed and built my models that way i can visually imagine where they could go, what they could be and how they should look.
At the moment im not quite sure what i want to use as inspiration for my shrine as and as i have other elements of my shrine to make I would rather make them first and then focus on the shrine. Once i have created my other set pieces i think i will get a better idea of how i want my shrine to look as i don't want to over use element but what them top have an element of cohesion. My most basic ideas at the moment involve either a statue of an important artifact from 40k like the flaming sword of the emperor as making a figure like the statue of a specific character would take to long to make. I think a dulled down of the golden throne might be an interesting choice to make (fig. 4)
Before making my dungeon I wanted to draw out some concept art for how I wanted the modular set pieces to look, such as the walls arches my shrine and some other big parts of the layout As I very much struggle to go straight into modelling a concept without anything to base it off of or arrange my various inspirational ideas without actually Drawing out a definitive design. That's why I decided to make a little concept sheet of how I wanted the big pieces of my set to look, so that I wouldn't End up procrastinating and finding it overwhelming to start working because I there was too many ideas in my head to be able to go straight into modelling, but with no definitive idea of how I wanted anything to look. There are only very basic illustrations just with enough detail to show off the parts of the design that really matter to me And then once I have an idea that I liked, I would go in and make it a bit more detailed to see how I'd want it to look, and try out some small other ideas. And some other bits were just illustrating some things from Warhammer lore that already exists For example the STC chamber that I just found it easier to draw out a little representation of it than trying to find the image every time. It was essentially just a way for me to organize all of my ideas in one place, instead of having them across various mood boards and images. And text.
To start with my concept sheet I decided to draw a small sketch of the outline of the shape of the part of the dungeon I'm creating for my initial inspirational image, as it's so zoomed out to focus on the whole design of the ship that it's quite hard to see the actual shape Of the part I wanted to make. So I thought it would be best to decide on a definitive shape that I would be using for the outline of my dungeon before going any further. I didn't need to be particularly detailed so I mainly just drew some construction lines and some main JR architectural features and went from there. This would allow me to plan out the inside of my dungeon and use some of the exterior architectural design traits to inform the interior, so that my own designs would fit in aesthetically with the original Warhammer aesthetic. The first thing I decided to create was an arch, because to me, one of the most important architectural features of a cathedral with a medieval Gothic look is the large, imposing arches. It's the first thing you see when you walk up to a church, or any kind of extravagant ancient building tends to be columns and arches, as they are quite hard to actually pull off. I started by sketching out some very basic line illustrations of the shape that I wanted, although I do have to apologise for the order I wrote them in from right to left instead of left to right Like any normal person. Because I'm dyslexic and forgot that was a thing. So I knew that I wanted to have the massive traditional arch shape in the centre,But I felt that using the same shape on the outer sides of these large supporting ceiling beams would be a bit too much to look at. So I thought I'd simplify it down to a more modern, streamlined look. This was also inspired by the aesthetic of the vehicles from the Warhammer model kits, as they tend to be a lot more modern in appearance than most of the other assets within the Imperium, with a lot more flat panelling and few details. I suppose it's because they're more Expendable Than the larger, more ornamental things like Gigantic warships and the buildings on Terra for example. I also wanted to incorporate the two headed eagle in my arch somewhere, as this is crucially important important to the Symbolism of the Imperium. Wherever you look in any official art, you'll see that two headed eagle everywhere, with its one weird beady eye staring at you. I knew I had to include it so I ended up deciding to make it a part of the arch itself. This way it's very large and very clearly illustrates to anyone looking at my work that even though this is my own design based on the Warhammer universe, it's clearly meant to be set in that universe. I also thought they'd make quite interesting light holders. As my arches are going to be quite dominant in the scene, and it will be quite hard to actually get the main directional light of the scene to go through them as their shadow will most likely make the room quite dark. So I thought that if I was to put a spotlight as if the eagle was holding it in its claws. That was facing downwards It would help to lighten up my scene, as well as give it quite a clinical feel, like an office being very well lit, which helps add to that idea of it being very technologically advanced. The next thing I decided to design was the front of the ship. As I needed a way to end my infinite corridor dungeon as the way it's designed makes it seem like one large room instead of a proper dungeon layout. So I thought that I would need some kind of end point instead of half of it being open to the world As a clean break in the ship would not be very realistic. And I don't want the corridor to go on forever with nothing in it So it's best to keep it small with the parts I'm going to make so it feels full instead of a large, sprawling area with nothing in it. I decided to make the Front of the corridor. Some kind of command center with a rectangular hexagon shape, but with large arching windows that reach up to the ceiling. The most important part for this part of the dungeon for me, was to make sure that it mirrored the shape of the bottom half of the ship seen in figure ??? This is going to be quite a large set piece to build, and quite honestly, if I get stuck for time I may have to choose between it and the STC chamber. On the second half of this page, as they're both quite large things to build and I'm limited on time, so I may have to pick one or the other. Curved elements take a lot longer to build than anything else, because they are so hard to line up properly in the game engine. Once they're being made as well as making sure that the models that are curved line up perfectly. So I may not have enough time to make both. Out of the two, I'd say this part is the more time consuming as it every monitor would need to be different because the curve isn't exactly the same on every side. So if I have to ditch one, it was probably going to be this half of the ship But this is more like an extension task than anything else. The control panels are probably the biggest thing within my scene that I may have to drop because they take so long to make. You need to make so many little modular elements to make sure that they're different from each other, as well as make altering their shape so that they fit in specific areas areas. So this is probably the thing that I'm dreading the most out of all of them but I included some concepts for them in case I do end up making some.
This is a tree I designed for my set. I wanted it To look alien like. So I decided to pick some of my favourite weird things about Earth and combine them into a tree. This resulted in a Venus fly trap on the tree trunk of an weeping willow, and big palm like leaves and some leaves that very much mimic peacock feathers. I liked the idea of using a palm tree because it felt exotic, and considering this would be on an alien world it felt right to use something that would be a little bit different. The trees on this planet are supposed to look incredibly dangerous, so I wanted the tree to have quite a scary silhouette with lots of spikes and sharp bits and very shaggy looking. Give it a very grungy and dark aesthetic. To me, it kind of reminds me of the Grim Reaper with all the shaggy black cloak and everything. I also hoped to repurpose the leaves as modular pieces so I could use them as unique pieces within the grass to place my own touch on the grass generator I intend to use in Unreal Engine, on my plateau. As much as I love the design I can see that it's going to be a pain to make. Especially when it comes to unwrapping, because in ZBrush I've only ever used Polypaint and that isn't easily transferable to game engines or anything else really. So I'm going to have to either retopologize it or decimate it So that I can unwrap it and add a texture. Though, due to the complexity of the shape I don't think the trim sheets will be an option for this I'm probably going to have to go into Substance Painter and texture it manually. The leaves Of palm three will be a horrible thing to make, as they're so spindly. They're going to be very difficult to separate, and the curvature of organic objects is incredibly hard to make. In a modelling engine As ZBrush hates planes, so it's best to make leaves in Maya or something similar, and then take it over to ZBrush to make a high poly version of it. But because leaves tend to be made out of planes it doesn't always work out and it tends to go terribly. Due to the complexity of the leaves, at the very minimum, I would like to get the tree and the Venus fly palm heads made as without the leaves tree does still work It's just not as complete as I'd like it to be. I'm not sure how this part of the project will go yet. Personally I enjoy the project of digitally sculpting, but I hate ZBrush, so depending on how I get on with it I may end up ditching this. I will have to see how it goes before I make a decision.
To figure out the layout of my dungeon, I decided to start on paper because it's a lot faster making big scale changes on paper than rearranging a whole set, rearranging models can take hours whilst drawing them out only takes 15 minutes each. I already had a pretty strong idea of what I wanted my dungeon to look like, as I am using my reference image of the commanding warship as the basic of the over all shape of the dungeon. I can also use the location of some of its features like the door and front towers to inform the layout of the inside, an example being that there will be two small box like rooms at the front of the ship as the base of the pillars extend to down onto the floor level I am trying to recreate, I can the design the rest of the rooms to my own preference as long as the fit around the preexisting features I know have to be there. I am intending to make some control panel props otherwise my dungeon will just be a collection of empty rooms as I won't have enough models to fill it. I'd never be able to make enough props to fill it. So originally, I was going to leave either end of the corridor open so that you could continue expanding on the set, but I was curious about putting a U-shaped part on the front of it just to close off one end so it didn't feel so unfinished. I wasn't going to do any side rooms originally, but I thought for a dungeon it was a bit linear in its level design, so I thought to show off the usability of my modular pieces, I should create some side rooms. I started by looking at how I could continue the shape around the STC chamber, One way was to to make the dugout control panels to encircle the STC chamber and to create a sense of flow to the environment So it's like the outer side Quests would always lead you back to the linear quest of going through the central control corridor. I still thought this was a little bare though, so I decided to add the towers, at the front of the bow In front of it. This removed the awkward gap between the side rooms and the front of the ship. I also decided to add a plateau where I could display my Venus fly palm. As this floor level is at the very top of the body of the ship it would be a bit weird if a tree grew up through the floor. After adding the towers I thought they seemed a bit too clunky for the scene and clogged up the view of the player. So I thought I would shrink the towers down and added an extra side room a bit further up the corridor. This also mirrored the shape of the STC chambers circular body. This was also when I looked for the placement of my shrine. I ended up deciding right at the front of the ship, because the captain should be able to be right at the top and head of the ship so they can direct it and its crew. Symmetry was a very important aspect of the ship for me As it should feel aerodynamic as it's part of a warship in space. Eventually, I decided on a layout that had large enough rooms for combat and small enough rooms That would be perfect to hide little items in for the player to pick up. It also had a sense of symmetry, even though both sides are different and practical layout aesthetics, for the idea behind the ship.
The next step is testing the layout on my dungeon this step requires a process known as grey boxing (aka block out or block mesh). This process is used in multiple 3D digital art mediums, such as film, games, and digital/traditional art, despite use in a multitude of industries its purpose remains the same. Greyboxing is essentially a way of drafting in 3D, you use simple shapes mainly the standard 3D perimetries in modelling software to create a very simple representation of the layout of the final piece this allows (in the games industry profession) game developers to test the layout and make sure its usable it also allows them to add in all of the code and physics for the finished artist product whilst it is in construction this saves time on the having to wait for the artist to build and give them the finished product, saving money and time a very crucial thing in an multi-million dollar industry. A block out is often modular so that as individual set pieces are completed they can replace the block out representation. It is necessary as you can't play test a sketch.
According to the level design book Blockout | The Level Design Book when making a block out you need to consider the masses of the objects the block out is representing are they, wide or thin, weighty or light, how large is it, the environmental design and how it informs the players navigation, and is it possible to complete the level.
After starting out with making planes as directed by this week's mural, I needed to define a thickness for my 3D assets. I knew that I wanted the pillars to fit perfectly into a grid square. This was for a few reasons, to start with it will make it easier for me to line up my set pieces to the grid, it makes it easier for me to hide the joins and as I have decorative trim on my on my walls I need the pillars thick enough to be able to hide the end edges of the beams within the pillars. This has resulted in my wall being almost skeleton like thin, for the minute this will work for a block out, but I’ll explore different wall widths when I finish the block out, as I’ll be able to visually see what width the walls should actually be so that they don’t look silly, plus realistically they should be thicker as medieval building walls are typically made out of thick stone walls. The pillars also need to be wider than that of the people in the set, otherwise it sets an odd scale preset and detracts from the realism of the scene, which will reduce the immersion for the player. Immersion is the most important thing in games as if a player can’t be immersed in the game they are playing they will not be able play it. Immersion typically corresponds with fun as a game can be terrible and riddled with bug but as long as it’s fun to play people will become immersed, but as this is a rendered set piece the thematic and aesthetic accurate is the most important thing here as fans of the Warhammer universe will want to be able to see the universe they love seen in a way that accurately represents it.
The layout I planned from my 2D sketches transferred over to 3D very nicely but the problem I thought I might have with my curved walls did actually happen along with another I didn’t think of initially. The circular walls have the problem of not being able to properly snap to the grid and another problem I didn’t see coming is that the circular walls need to be longer as the length between the points diagonally isn’t the same as when they align to the grid points when they are straight and the tighter the curve the more out of scale the wall is. I may change out some of the curved walls just to cut down on modelling time as different angles will need each of the walls to be modelled separately and quite frankly I don’t have the time or patience to do that. I also added Scale Man at the size of a regular human being and at the size of the tallest Primark to help me with the scale of the rooms and corridors to make sure that they could actually fit through the body pf their own ship. I may change the angle of the joining to the curvature of the wall around the STC chamber as I don't like the odd shape of the corner, it feels out of place and makes the doorway in that vicinity feel small.
Pose is very much what it says on the tin it is about the positioning of the figure and that's it. As pose is about the positioning of the figure and not the final piece, it can be as simple or complicated as you want it to be. Typically people tend to go simpler as poses are more often used as a guide to correctly position the limbs of the body properly before adding on all of the details and rendering. Personally I prefer to go simple the 3 main sections of the body (being the head, rib cage and pelvis, as these are the main areas of weight and balance in the body and their position dictates what the rest of the body can do) and the line of action (directly correlate to the shape of the spine but is often exaggerated). I also do the hands and feet, but this is more of a personal preference. If the figure you are trying to pose is clothed then it is often a good practice to block out the large shapes of the clothes as well, it often improves the silhouette, makes it more interesting and is often more accurate than trying to draw the pose without the clothes as the drapery of them will inform you of where the limbs sit, instead of trying to guess.
Todays lesson was an interesting one to say the least we had to pair up and pose for our partner in a pose of their choosing, we could then use this to inform our characters pose in our Splash art project for this year in GAR102. We had to do two poses each that were timed up to around 5 minutes each, I struggled with this. Todays guided activity was not easy for my as I don't draw well when timed 3 minutes is not enough for me to draw a pose correctly partially because I'm a perfectionist the other is that I just draw slowly. Proportions are my friend on a good day, today was not a good day. My first sketch is probably the best representation of pose that I made for the day. It show the basic anatomy of the head, rib cage and pelvis whiles using the volume of the clothes to block out the figure. The proportions are also pretty accurate, the hands sit in the right place, the lower half is proportionate, but the top half is a little long, I think my proportions is a little long, I think the length of my models shirt confused my a bit when it came to the proportions. The biggest problem with this one is the head is to small. Just by looking at my second sketch is enough said. The proportions are completely out. Why are the hands so big, the arms so long and the legs so short. Why is the body just a giant block.
My third sketch was for the second activity of the class. This activity involved selecting an image off of the internet or out of our own photo albums and trying to recreate its pose and although my 3rd picture is good, other than the front leg being a little short the image itself isn't a good representation of the days content as its far to detailed for pose. This is more like a detail, impressionistic sketch. The easiest way you can tell this is not a good representation of pose is to look at how long it took and the amount I sketched as I should have made multiple simple sketch of the pose in the 45mins not kept refining the same one into a finished piece, I especially should not have crosshatched or drawn the folds of the clothes in so much detail, I should have blocked them out more.
These were the designs that I first started to use to refine my block out, it included a wall segment, an open door segment and closed door segment. I ended up pausing my progress though because if this type of ship I'm making is the type of ship that the emperor and primarchs travel in, then the rooms are going to need to need to have a much larger scale as the Primarchs and the emperor are massive compared to the height of a normal human, and that without factoring in the size of the space marines themselves, who are also larger than the average human. My dungeon is going to have to be larger than I was planning originally. To start with I needed to work out the ratio of the height of the (180cm) scale man is comparison to the height of the (400cm) wall I was told to create, so that I can make sure the the new height of the wall has the same height ratio of extra height compared to the height of the tallest Primarch.
To start with I duplicated the scale man and change the scale of the pink one to the height of the tallest Primarch, this being Magnus the Red standing at a whopping 457cm tall (he is taller than the emperors 426cm hence why I am using him as a height guide). I worked out that the wall is 55% taller than the average man, which I'm working out to be around 923cm, but don't trust me my math is atrocious, its roughly right. This excessive height to the walls works out to my favor because it helps me to emulate the height of actual cathedral wall towering over you.
I've had a few problems since starting this project, with having the worst flu I've ever had for a week straight plus Nora virus at the same time, I have been playing catch up since week 2. This week I decided to catch by starting to refine my block outs with alignment with my designs, since I last worked on them I have built the center arch design (minus the eagle) the outer arch design, the windows, columns and fixed the scale of the walls and door, doorway and the combined versions. I did end up changing the design of the columns slightly because it isn't easy to properly scale my designs on paper to the actual size to the grid and figure I need in my scene in the end I removed the row of smaller columns on either side of the larger column because it would make side hallways feel two claustrophobic and a Primarch wouldn't be able to wall sown the two sided of the center arches without having to crawl their way through. I will be making the eagle later as it it a separate object to the arch. and not important to laying out the dungeon peicese in accordance with the grid at this time.
During this week's practical we were introduced to Substance Designer, a program used to make tileable materials. It's a very complicated program but it's quite fun. But it's definitely going to take me some time to learn it. During the practical we had to follow along with an instructional tutorial presented by one of our lecturers. Our task was to create a standard brick tiling material. I struggled following along due to the pace of the lecture And ended up losing my place. So I decided to switch to the mural and just follow along at my own pace. This worked out pretty well I had one small issue with blending modes As the details in my grout between the bricks would not come through with the little gritty texture, as seen on (fig. 14:) turns out the blending mode was selected wrong and it wasn't overlaying over the texture of the bricks, but I spoke to the lecturer at the time and they were able to help me figure out which blending mode I would need to get it to work. The biggest issue I have with this software is that there are a lot of nodes with the same name, but the suffix on the end is different, so you quite often end up picking the wrong node and then wondering why it's not working when everything's set right, when it's actually you've picked the wrong blend node or something. With this material, I wasn't too worried with how nicely it came out, as nothing in my scene requires this texture, so I just followed the tutorial to the best of my abilities and went to see how it would come out. It came out okay, but it's not something I would actually use in a project since there's a few rough bits with the blending in of the white of the colour on the bricks. But it was useful tutorial to learn what the nodes do. I'm not going to put any more effort into improving this as I'm not using it so it'd just be a waste of time. But it was useful and I intend to have a look at YouTube to find some tutorials that would make similar or close metal panelling to what I want to make, so that I can use that as my tiling material instead. And hopefully learn a bit more about Substance Designer. In the meantime..
Fig. 15: Hann 2025. Master studies perspective [photography]
Fig. 16: Hann 2025. Perspective [photography]
This week in enduring drawing for games we were focusing on perspective. Our task was to go out and explore the university campus for 20 minutes and take some photos of some interesting compositions that we would like to recreate in our sketchbooks, whether that was exactly to the photo we took, including a bit of our imagination or just reusing the perspective and making up something completely new within the perspective of one of the photos we took. Our teacher decided to skip teaching us the basics on drawing perspective, as everyone in the class had already had prior knowledge of the basics, of drawing perspective, this being how to draw a one point two point and three point perspective. I ended up doing two exact replications of the images I took, as I'm not very good, at identifying perspective points within a pre-established picture. But I am fine at drawing my own. So I thought this would be good practice for me. By the end of the lesson I decided to make a perspective points grid of my own but design something for my project this time. I ended up designing part of my dungeon where my shrine would sit. This included a large throne, sat upon a giant pyramid base and multiple floor tiles and floor grates surrounding it. This turned out quite well, and it's a good start for the concept of how I want my throne to look.
During week for I decided to finish off a feature of my arch and to take sometime focusing on one of my other projects due in 2 weeks, as I hadn't done much to that one up until that point and I need to spend some time on it. As i was sick over week 2 I am slightly behind the others in my class I have almost caught up at this point but I need to finish off my arch with the large eagle emblem that need to sit in the middle as a lower supporting beam. As without it it seems visually implausible that it would be able to hold the weight of the roof that the size of this structure gives off. It also need to intersect and join up with the center 'Y' shaped support. To make the construction of this center arch plausible the eagle needs to be quite thick and connect to either side of the arch. Obviously I am not an architect but I like to think that I can fake it enough to a realistic enough standard that with some tweaks and mathematics I could never do, you could actually make this. This accuracy of this iconic symbol is crucial as if there are any inaccuracies like the number of feathers or the eye being on the wrong side people will very quickly notice. So to try and get it to look as accurate as possible I am using a trick that Michael Boylan taught us for zbrush sculpting, where you use PureRef with the setting set so that it will cover the screen but transparently, so you can work on another application underneath the image, I know that you can use image planes to do this within maya but this way it doesn't take as long to set up. I ended up using Fig. 1: as a guide, as I already had the image.
This was my submission for our first peer-review session, sadly at the time I forgot that it was actually due and had to do this 30minuetes before the deadline on my phone and as my updated set pieces were saved to my computers hard drive at the time I didn't have access to the most up to date photos of my set pieces, despite this my overall submission was well received and I didn't seem very far behind the other students at all despite my sickness in week 2. I didn't get a huge amount of comments in comparisons to some but the comments I did receive focused mainly on the layout most people liked it, one comment was very realistic in terms of my scale and pointed out the risk of over scope, this is a valid concern of mine and I'm glad that they pointed it out I often suffer from realistically realizing what I can make in the time and if i can fill the rooms otherwise their existence is pointless. Someone also pointed out the dangers of the curved walls but from a design aspect as they associate warhammer with having large blocky shapes not so many curved elements.
As I'm a game art student and not a game development student I didn't need to start with the introduction to zbrush, so I started by following the mural and putting on of the outer parts of the large I created into zbrush, so the I could create a high poly yo smooth out the top and bottom ridges of the arch and add the excessive and intriquite detailing that Warhammer is known for. My first problem was trying to import the exported selection file as an FBX, I didn't previously know that zbrush hates FBX, so I then had to reexport the file as an OBJ. Once I finally got the object into zbrush it would not let me edit the shape turns out I needed to press T then N to make the mesh intractable. After setting up the file as the mural instructed I very quickly realized that my current model wasn't going to work as my model includes tris and zbrush can't work out how to add extra geometry to them when subdivided, so I switched my model to a column instead the included no tris, but then I had an issue with this where if you used dynamic subdivision and then dynamesh it was not adding enough geometry to the middle of the column to make it remotely sculpt-able, so I had to use SDiv under geometry to add this in, this solved my issue. Due to my dalema of my models not being able to be used in zbrush for sculpting due to my workflow of using tri, I need to do some editing work on them before I can import them into zbrush to create my high poly versions. My geometry currently is perfect for the use of a Low Poly model, but as a base for making my High Poly in zbrush it doesn't work, to fix this I need to duplicate my models with tris and make the base of a High Poly version to export to zbrush, as long as I don't change the overall positioning of any of the sections of the object and only edit the poly structure so that there are no tri and turn them all into polys, the High and Low Poly will still line up, which I can then bake onto it in Substance Painter. As I was already asking for help on how to get my geometry to work in zbrush I decided to ask a question I have had about Unreal for a while regarding the material glass, as I remember reading somewhere before that Unreal doesn't like object with glass materials on it attached to other objects, and that you should always leave glass separate, since there are multiple windows in my arches I wasn't quite sure what to do with it. The answer is to duplicate the object and delete all of it except one of the glass plane (as long as they are all the same), then create a trim sheet for the plane and duplicate it onto all of the other glass planes, as a result I would need to texture in substance painter, I'm guessing as a result I will need two texture inputs on the one object in unreal as they will be combined, I know this isn't the optimal result but as long as it works for now I can find a better solution later. I intend to finish doing this by the end of next week as I have a deadline for concept art next week this project is going to have to take a bit of a back seat for a few day, but I will try to dedicate a few hours a day to it each day so that I don't fall behind.
Due to the fact that I couldn't work on mesh detailing today, I decided to work on some of the foliage I have designed for my dungeon instead, as I can't create this in Maya to this quality and can't use zbrush at home so this was the best use of my time today. During class today we learned that when using zbrush to create texture on objects like stone, I can use a function under zplugins called ..% of decimation to drastically reduce the poly count ready to be imported back into Maya, as work in zbrush can easily reach over a million polys very quickly, and Maya can't cope with that many. I realized the since trying to remake the Low Poly version of the mesh for my tree, which is a huge pain that takes ages, I could duplicate the mesh and use this function to create the Low Poly version of them mesh that I could bake the high poly onto, but if this doesn't work I can always duplicate it, and create a history point for the High Poly (mouse click on the history timeline for the version of the model you want to keep) and the use Project history and zremesher to also dramatically drop the poly count and create a low poly version for my tree. Honestly I've been having a pretty hard time with zbrush recently but today has given me some confidence in realizing that I know more than I realize. To make the shape I have so far I create the basic shape of the trunk and then duplicated it and shrunk the second version o that I just fit inside the larger version, so that I could use the brush tool SnakeHock on it to get neater looking branches, bark and roots, when I am happy with how it look I will dynamesh them together. Trying to use SnakeHook on the original model without duplicating it limits what I can do to it as the geometry and bend into as many new forms or structures while retaining its original shape to a decent quality. I still need to detail the larger mesh on-top though to create more dips in the mesh and give me the effect of layered bark, as I'm going for a slightly more stylized look for this tree, although I will up noise at the end to create a more realistic feel to it so that it is cohesive with the rest of the objects in my scene. Next, task is to create the leaves and fly-trap heads for it. Unlike most peoples dungeon mine is set on a giant space ship which obviously isn't going to have any stonework in it, mainly metals and more industrial materials and textures, as shown in my research, so I won't likely get to use the zbrush noise function other than on this object.
This week during drawing for games we looked at ature. The Simplified anatomical representation of the human body, which allows you to pose and position it without worrying about drawing in the minor details and complex costuming. It's all about the line of action in humans this typically correlates to the curvature of the spine. When drawing if you imagine the spine as a line that extends from the head to the feet. The weight of the whole body will follow this line of action. The curvature of the line of action follows the direction of the three main structure of the body, these are the skull, rib cage and pelvis, this is because this is the three main locations of weight on the body and this dictates where everything else sits so that the body is balanced and isn't going to tip over. A good way to measure this it to make sure that the feet and head always relatively inline as if the feet extend to far out from the head the body becomes off balance and you will likely fall back/forwards. The purpose of Ide is to figure out the posing and proportions of the body without going into to much detail in some ways you could say it is the 2D version of a block out for an anatomical figure, or possible a rigging skeleton. We were given a series of images to replicate in our sketchbooks to see how accurately we could display the anatomy of a person in these positions. This is known as master studies. When you are replicating someone else's work as a way of practice (but obviously not profiting from it). I ended up doing ten figures from the two sheets I selected I manage to complete 3 in class as they were a little more complicated than the others and continued with the rest at home as I found a second sheet of poses that I liked and wanted to replicate to practice. Many were action poses and some were standing poses. Anatomy drawing is not one of my specialties, but I wanted to practice it and I saw this as a good opportunity to. This week's work doesn't specifically relate to this project at all, so I wasn't able to interlink the two the two at all this week. As this is an environment portfolio project and doesn't include any kind of character creation so it was kind of pointless to try and combine the two, it would feel very forced. Needless to say, I had fun doing it anyway. This whole page of sketch probably took me around 3 hours to draw, this went much better than my attempt at pose as I had learn from my mistakes and managed to keep things simple.
Personally my favourite is number 6, I just get more of a sence of feeling from it, than I do from the others. Not to say that I dislike the others, I can't see any major flaws with any of my other sketch. I'd say that the weakest of the bunch is number 1. This is pretty normal as your first attempt at something is often the worst, whilst you get warmed up. The only problem with it is the front leg sticking out it is to short and looks dislocated. I knew this was a problem area when I was drawing it at the time, but I had tried to fix it at least 4 times by that point and thought that it was better to move on than get stuck on the same pose, as I could always come back and fix it later. I must say though I didn't intend for it to look like number 8 had belly flopped onto number 9 and got punched in the stomach, but I started running out of room on the page and began to overlap drawing. It did make me laugh when I was drawing it though.
This week our task was to start creating a trim sheet. Since I had not been able to create a tiling material that would fit my scene in week three, as mines all metal and they were teaching us how to make bricks. I thought it would be a better idea for my time to make a tiling material this week as I hadn't had time in the previous and start planning out my trim sheet, between this week's practical and next week's. I also have a deadline for another project due this week on Friday, so I'm not going to have as much time to spend on this project this week as I would like but I'll try and get a few bits done when I get the chance.
I decided to make a floor tiling material this week, but realizing that the design that I want wouldn't work in Substance Designer, I decided to implement a different method for creating a tiling material. I created a plane that was 4X4. I ended up deciding on a pattern that was a lot like the polystyrene ceiling tiles you see in offices, I chose this because I think it lends to the industrial look that I am going for. I also included some Gothic medieval architecture into the panels by including a cross in the center and across extending outwards to the edge of the tile. I had to do a little bit of engineering for this as I only created the quarter of a cross in each corner and I needed the to line up when the tiles were lined up together. I chose a cross because of its strong connection to that of the Christian church and the fact that in my mood-board for architecture I was able to spot the symbolism of the cross multiple times within the architecture of 40k, this help to create a link between my project and the gothic medieval theme of the brief, but also links with the more modern aesthetic of 40k with the more industrial look.
The one on the left is the standard floor tile, and the one on the right will have a floor grate embedded in it but I have not yet got round to making that. The floor grate on the left was relatively easy to make. It was a series of offset in extrudes. That allowed me to create the shapes that I wanted. The biggest issue I had was the symmetry of the shape as when I first made it the crosses on the corners that should match up when multiple tiles are placed down did not line up. They were all different, so I had to delete three quarters of the shape and mirror it in several ways in order to make the shape completely symmetrical, so that the crosses would always properly connect when more tiles would be added. This was a bit of a silly mistake, because I could have done this from the start and saved myself a lot more time than making the whole grid myself. Lesson learned, this is something I struggle with I take a lot longer to realize thing than most people do, I need to think of a way to remind myself of quicker way I have learnt to do things before I start doing it the long way. I very happy with how this tiling material turned out but I think that I want to do something a bit more unusual for the gridded plane as I think a simple square grate will be a bit boring and over used, I quite like the idea of introducing some kind of diagonal element to it so that it has some resemblance to hazard tape create a consistent thematical aesthetic between it and that hazard tape like strips on the walls and doors.
During my week five peer review, I received a comment about how I should try to include some iconography relating to the Adeptus Mechanicus faction of the Imperium of Man. This is because they are responsible for the majority of the creation of all mechanisms within the Empire. So I can understand why it'd be a good idea to include them, as the symbol is way too complicated to include on very small models like control panel switches. I thought a good idea to incorporate it would be to make it a massive floor tile, as you would very clearly see it. It would be a very clear Easter egg, and it adds impact and breaks up the repetitive nature of my flooring. I had no idea how to make this floor tile, because there is no way I could model something this detailed in a time that I had without wasting bucketloads of time So I remembered a method in ZBrush where you can project a 3D model onto another 3D Models Flat surface. For example, if you had a coin and you had a model of a head in front of it, you can project the model of the head onto the coin so that you don't have to sculpt it on their. I was wondering if you could do this with pictures. Turns out there are multiple ways One is an alpha brush, but it's not detailed enough to create a logo of . This Detail. So I had to ask another one of my lecturers, Michael, on another way I could do this, he said that I would first need to create my own alpha for this image. So I went into ZBrush and traced the outlines of the image. The black is the parts of the image that will sink into the flat surface, and the white is the parts that will be extruded. . I got an image off the internet and began tracing and block colour filling in Photoshop. Exported as a PNG and an imported into ZBrush as an alpha. Due to and alpha brush not being powerful enough to put this logo onto a flat circular plane. Michael showed me a way where you could access the brush settings for an alpha and use something called mask mesh modifiers to up the resolution, smoothness, and the bevel of the alpha you were trying to place on the shape. This allows you to use much more complex alphas when sculpting. This resulted in a shape with over 700,000 thousand tris. Obviously way too much for anything to use as a modular set piece, but considering it is a floor tile, I could quite easily bake it onto a plane. To make sure that the detail of the design showed up I had to smooth out the design so that the edges would bevel and were straight. If the edges of the tile were trying to bake a vertically 90 Degree straight edge, then the detail will not be shown in the bake as there is no edge Shadow/definition data for it to bake onto the plane so that it is visible. A bevel was required. Now that I've made this I need to export it as an FBX so that I can import it into Maya later So I can create a perfectly sized so circular plane to bake this onto, which I can then both export into substance painter to texture. Due to what this is and being baked onto a plane, there is no data to attach a trim sheet to the geometry of the high poly object, so I will need to create a smart material for this object as well..
To create the texturing of the adepteus mechanicus logo floor tile I decided to stick with the iconic alternating half white half black tha the symbol is known for. I didn't want to overcomplicate the colours or the attributes of the texture to much as the resty of my scene has a lot of green, silver and gold in it and I feel like if I add in another colour that it will become overwhelming, so to keep it simple I went for black and white with a paint pealing effect. This was a pretty simple texture to make as I just had to use on of the prebuilt metal texture below it edit it a little bit so it didn't look so much like a stock image texture. I then just create a simple fill layer on top with a colour, roughness and height channel with a mask and a generator. The trickiest bit of this to make was the opacity map as on the original high poly sculpt the gaps between the skull and the gear are filled in, but when I first out the model into maya it sat just below the grid and as a result my floor tiling material cam up through this gap. I liked this a lot and decided to make a stylistic choice on making this actually possible, the way to do this was through an opacity map. I ended up having to paint it on as there was no way I could add an identifier material to a flat plane for where I wanted the opacity map sections to be as the shape was far to complicated. Overall though I think this piece turned out pretty well as there were no baking errors and I would consider the texture on it to be pretty realistic. This is officially my first completed piece.
As this week I wanted to make sure that I got my tiling material done. I decided that . I should at least start planning out what I want on my trim sheet and the proportions of the different sections. The list of textures I decided that I wanted are:
Decorative arches,
Hazard tape, but with a 3D element,
Decorative crosses,
Stained glass,
Plastic,
Rubber,
Bolts/ Rivets,
Fabric.
This is how my trim sheet sectioning looks so far. The red, yellow and grey are bits that are going to need to be modelled. The rest are currently textures, so I don't need to model any of these parts. I just need to create a flat plane to sit on the top which I can then export to Substance Painter to texture and then bake down on top of the low poly plane below. The colours are going to be material identifiers, so that in unreal, I can apply the trim sheet material to the colour identifier it sat on which I can then colour code my modular pieces so that I can use tiling and trim on the same object, a bit like in marmoset. By doing this it means I can create large models that don't require the bits that need to be trim and the bit that need to be tiled seperately, this save me time as it would be hard to arrange all of these pieces at the right height in unreal engine 5. It also save on the call count as unreal only has to call up one model and not multiple and then arrange them, so its a more efficient way of planning this out.
After finishing the planning phase and doing a few other bits that I need to do in class I managed to get enough time at the end of the week to be able to start making the first modelled component on my trim sheet. I decided to start with the arches as I thought that this would be relatively quick to make.
This piece took me about 40 mins to make a lot longer than it should have as I was struggling with the mirror tool, I dont know what I have done to it but it took about 8 tries to get it to work and mirror the other side of the arch. It just kept overlapping and not joining the vertices, in the end I just got it to mirror properly then used verge vertices withing a certain distance of each other. I intend to mirror this several times next to each other until it extends past the length of the plane so that there are no weird baking artifacts on the edges. I am currently thinking of putting a simple skull in the center of the arch bit and an eagle in the top section. This way I can reuse some of the pieces already in my scene as I can shrink down my large eagle beam model from week 4 and remove the back, this will save me so much time.
As we had a deadline the following Monday for another project our teacher decided that us doing game art should focus on this during the lesson, so during this session I continued to work on my concept art deadline, but I did take some picture of this weeks content for me to complete before my next drawing for games session in the following week which I will submit with that lesson then. The images below were my finished products from this drawing for games session.
This week's theoretical lecture was on the environmental storytelling within a game and how this relates to level design. This lecture mainly consisted of telling us how we can use props, textures, decals, and shapes within our scene to tell the viewer a story without directly implying it through a monologue or epilogue or writing it out. Essentially, as I would call it, Easter egg culture. Every fan of any fandom loves finding an Easter egg. I already have a few of these planned out within my scene, these being the reference to the Golden Throne and the symbolism of the Dark Angels Legion within the scene, as theoretically this ship could belong to any one of the Primark legions But because of all of the representation Of the Legion I want to use it is telling a story of what has happened to this ship. An example of how I've done this that within my textures there are a lot of scratches and damage and overgrown foliage. This suggests that this ship has been here for a while and has been damaged in some sort of battle, all the references to the Dark Angels clearly make it appear as a Dark Angels ship. I also intend to include some decals of the logo for the Night Lords, as this is who they fought during the Horus Heresy and I want to leave some Easter eggs to show that a battle between these two factions took place on this ship and that is why it is now crashed on this alien forest planet and has been for a while and is starting to be overtaken by foliage.
The video above is a "Detailed diatribe" by the Overly Sarcastic Productions crew on You tube, I used this as my main inspiration for how to use environmental storytelling in my scene. During the video they pointed out that a season Zelda fan would be able to tell that some of the locations within the game that are not explicitly pointed out are still references to past games and the lore of BOTW an example being that lanayru's promenade (a location on the map in the game) has the same architectural features as the temples in Skyward sword, there are also illustrations of the loftwing on it, even though they are mentioned and do not appear at all or on any other architecture in the region of Hyrule. This is an amazing example of good environmental story telling and it is something that I want to mimic in my own scene with the symbolism of the dark angel being obscured by that of the night lords.
Due to the nature of the lecture this week there is no practical, So this week we were given free reign to do whatever we needed to do during the lesson, I decided that I was going to do some unwrapping. Unwrapping is my least favorite part of making models As a result, I tend to leave it till last Probably not the best idea, but I can never get motivated to do it unless I'm under time pressure and have to get it done. It is boring It takes ages and I always have problems with it. One of my most common problems is when I delete an the automatic unwrap and create a camera based one and begin creating UV shells and unfolding it. It breaks all the geometry into separate polys and I have to go and refuse all of the vertices. This takes absolutely ages trying to find them and fusing them and I hate it. Although during this project I have found a quick fix. This being a button that merges vertices within a certain distance of each other (which you can set, or just select the vertices that you want to join and it will merge them at the center point between both vertices) this is called the merge vertices button, Pretty obvious right? But I'd never noticed it before. How dense is that?. I wish I had found this out before. It would have saved me so much time on my previous projects.
These are the models so far that I'm looking at unwrapping Obviously not the floor tiling bits as they will be baked onto planes and don't require unwrapping or the tree because I'm not happy with how it has been ZRemeshed. It doesn't show all the detail that I need it to, and it's too rough for the smoothness of the shape. I need to speak to a lecturer in class about how I can properly Make a lower poly version of this without retopolgising because to put it simply I don't have the time. Foliage artists are some of the most well paid and most skilled people within the game art world. As a result, their skills are very well sought after and it's a very difficult profession to learn. Me trying to do this with my first ever model is pretty much unthinkable. The pieces I'm going to be unwrapping today include all the walls, doors, arches and pillars.
Unwrapping the arch was pretty simple It mainly consisted of breaking up all of the Trim like pieces of the object into as little pieces as possible with the checkered squares staying as square as they can and then breaking up the parts that could not be kept together.
I tried to create as little seams as possible for this without breaking the squares of the UV checker pattern. This is quite an easy shape to unwrap It just took a little while because of all the little pieces. One thing I did want to keep in mind whilst unwrapping this though, was try to keep all of the seams on the underside of the shape because this is a top down dungeon crawler, you are going to be looking at all of these objects from above above, as a result you don't want any seams on the top sides of the object as the player will instantly notice them, so I tried to keep all seams in edges that are either inside pillars or underneath the object so you wouldn't see any seams on the texturing.
The center arch wasn't especially hard to unwrap just a little more time consuming due to all of the parts and little fiddley bits, mainly from around the eagle. The main problem I had was trying to get all of the pieces to fit in the uv editor whilst using the set and get functions to keep the scaling consistent for tiling. The pack function never works for me it only ever fills a 1/3 of the uv editor so I tend to do it myself instead as I get better results, the image above was my work in progress of the unwrapping. The bits I struggled with most are on the left as they were so small compared to the rest of the shape that when i broke the faces apart and unfolded the you couldn't actually see where they were. Eventually with a bit of time and patience I managed to properly unwrap these to.
The generic all I made was pretty simple to unwrap. Most of it is squares or slightly stilted. Oblongs. The only trouble I had was with the curved arches, as I tried to make as little seams in them as possible, but it's kind of hard to keep the hard edged seams together on a circular object because if you cut them apart you just end up with more Or they squish or stretch because of the shape not being straight. To try and find the best possible fit for this, I tried a few different options. One was breaking the shape apart as if it was a straight line at the part where it intersect the pillar. It did turn out a bit okay, but the edges that wrap around were very distorted on the UV checker, so I had to think of another way. I then tried cutting the two arch parts separately but keeping the wrapped around edges attached. This didn't really work either . At correcting the checker pattern. So in the end, after a few different tries, I ended up just doing the standard hard edge. Seam bit where I cut all the wrap around edges off into straight sections where there would be a small seam on the top But at this point it's unavoidable. Otherwise the texture is just going to look very stretched and distorted When you looked at. I tried to unwrap the shapes as best as I could, as nets, so they were less hard edged separation and more together as much as they could be, and just strategic cuts where I needed them to limit the amount of seams you would see whilst looking down at it. This worked pretty well. There's a few areas that can't really be helped or changed or even if I unwrapped the standard way of cutting all the hard edges, you'd still see them So I thought it was best to leave it like this where I could limit the amount as best as I could. Due to the nature of a trim sheet, I'm pretty sure that eventually I'll end up changing these unwraps a little bit in case they don't fit on the sections, but I'm hoping just to do set and get the scale to get them to fit. But I'll have to see how it works out. Our lecturer said that once you start using trim sheets you're unwrapping techniques will change forever. But obviously since I haven't used one yet I have no idea, so I probably end up changing later. But for now this is it.
Due to my deadline being last week and my drawing for games teacher wanting to help us with it I ended up complete head, hands and feet in my own time at home over week 7, so that it was completed before my DFG session on Friday. It focused on a three parts of anatomy that people tend to get wrong the most, this being heads hands and feet. People often get the anatomy of a face and the scale completely wrong, and the anatomy of hands and feet are the some of the most difficult parts of the body to draw. So our teacher thought it was a good idea for us to focus specifically on these areas and refine our skills at drawing them. Again this doesn't relate at all to the theme of my portfolio project so I am not going to try and force a connection. I didn't see the point in practicing hands and feet as I would say that I am decent enough at feet that I don't need to practice them regularly, hands im a little more dicey on but I still wouldn't say that this was a weak spot for me, so i decided to focus on the face, as I struggle greatly with head and facial proportions. I ended up making 19 master study sketch of head with varying detail and positions. I started with a more simple practive of just head positioning and then moved on to more complex studies with facial feature as this would provide me with a warm up period and not make me try to refine two things at once, making the task more managable. I think this is one of the best practice sheet I have ever produce in DFG there is not a single head on the page that I'm disappointed with. My personal favourites is 1, 9 and 15.
This weeks lesson plan was a continuation of the previous as this week we are looking at the value of the face. Value refers to light structure, but the most basic way to interperate it is shadow and light direction. This being that depending on how a light is positioned around an object the value structure will be different with the side opposite the light being in shadow and the side facing the light being brighter and to some extent washed out.
In order to practice this our lecturer gave use a 3D printed head simplified to planes, so that we could easily tell which parts of the bust were darker or lighter in value, this also made iot easier for us to reconstruct when drawing. He then positioned a light in the direction of the head and we had to mirror this in our sketchbooks. I think that my own version of this turn out remarkable well considering I don't usually do this sort of thing. I say that most of the planes are correctly values other than the left side of the top of the head as they are a little dark. It would have been better if I had pencils ranging from B6 to H6 as its very hard to get the range of tone that I needed using just a HB pencil and a rubber. My only other critique is with the ear on the right side as it stick out to far from the head from its viewing angle and the bottom of the nose is to visible from the position I was sitting at the table. It looks like I have given them a bit of a snooty nose.
This week we have peer Review, an online theoretical lecture and an in-person practical On Thursday. On Thursday, we're going to be learning about decals and how we can use them to enhance our scene without having to expand our texture budget or Polycount count budget poly, which will increase the efficiency of the loading time in the game engine. Decals are essentially finding image PNGs that you can use. Like sticker alphas in Substance Painter, but you have a bit more control over them. They seem quite easy to use, but referencing their origin seems like it's going to be horrendous, as there's no way I'm going to get enough time to make my own decals so I probably just find some Creative COMMON licensed decals (copy right free). Currently I wouldn't say I'm at the point where I'd be able to import decals into my scene as much to my own detriment I'm trying to avoid avoid Unreal Engine for as long as possible because quite frankly, I despise it and it frightens me. I struggle with learning new software, it takes me much longer than most people would, because I just cannot remember what any of the functions are. It took me over a year to learn ZBrush and two years to learn 3ds Max. I would need a much more detailed in-person tutorial on how to use it than the murals are able to give me. So im trying to do as much of the work outside of it before I have to bring it in to unreal. My plan is to obviously use the repository as that as part of the brief, do the decals and import into unreal so I can learn it as I go. But I won't be importing my model in to for a while yet, as I intend to make the scene in Maya in my rough block out and just keep replacing it and then import it into unreal as one large asset because I don't really fancy laying my whole scene out again in unreal, especially with my curved walls that I can't snap to anything. I know in game studios I would be cursed out for this, but for what I am doing next year, being character art, this isn't something I really need to go into to as much depth as other people would, it also give me more time at my own pace instead of being rushed to be able to learn the software.
This week is peer review, I submitted the work that I have done so far and got a few comments. I got several compliments about my tree, this greatly improved my opinion on my project as currently I don't have the time in my life to spend on it as much as I would like and as a result I am starting to realize that I have over scoped and am going to need to drop somethings in my design, this has greatly decreased my moral and enthusiasm for the project, so it is nice to have some positive feedback about something I am passionate about. I did receive a constructive comment about my tiling material, but as I submitted the bricks, to show that I had made one even if I am not going to use it, I didn't see the point in acting on it as it's only a placeholder thing really. I was currently working on building my new tiling material to replace this, but I didn't see the point in including it as it wasn't really much to show, plus when I was making my tiling material the first time round, I was on the GA computer and it crashed and it hadn't saved before it crashed, so I lost all my work and now I have to remake it. I was going to submit it for this but at that point I didn't have any thing tangible to put on here so I just put the bricks one in for filler. The only other constructive comment I got was about the topology of the low poly tree, and I could understand that because I wasn't happy with it either. I used Zremesher to try and get it below 20,000 for the large object poly count restriction, but I just couldn't get it low enough, only within about 5000 over the limit, but it was still an improvement form the high poly tree being over a million. I need to find a way of making a low poly for this tree without topologizing (as it will take far to long to do) that isn't going to have such bad topology as zremesher. It just not usable. It has not got enough resolution and the polys are too uniform to match the odd shapes of the tree, and can't get the resolution for the really spindly twigs.
During Thursday's Practical we were required to import and use decals in our unreal scene. This is the first time I've used my unreal scene because I had set up the repository on week three and started trying to create my landscape with the landscape tool and build the. Plateaus that I need around my set. But after doing so, I seem to have completely corrupted my unreal scene so it wouldn't open on any computer I used and had to remake it and put it back into the repository But a new file. So I haven't really touched it since then. Unreal was quite scary to me, really. So this week I decided to import my wall into unreal just to see how it would look. Originally, I imported it as an OBJ. The black model. I had a lot of problems with this. It would come in the wrong size. The wrong rotation and the wrong colour. So I spoke to the lecturer about it and it turns out it has to be FBX for unreal. And after I did that it turned out fine White walls. Once I had imported my own wall into unreal, I followed the decals tutorial and instructional practical from my lecturer to set the decal up on my own own set the graffiti thing. It turned out all right I found decals quite easy to use. They're much like stickers in Substance Painter, but I found them easier to put into the scene. I just don't like the content drawer in unreal because it's so hard to organise and and the folders just do not work.
As the practical didn't really relate to me this week I decided that I should probably catch up on my trim sheet as it's kind of taken a back seat up to this point, as the practical's don't leave much time to do anything else. my plan is to use retrotopoly and the high poly of my adepteus mechanicus tile to to create a low poly of the human half of the skull and the mirror it as it will take far less time than making one in zbrush or retopologising my skull from my still life project from character art last term. This will be the skull that sits in the center of my decorative arches. The trim sheet doesn't need a full blown skull sat on it, this would be more than enough, as you wont see the back or sides of it. I think this is something that a game studio would do, as sometimes they even just use a PNG images to texture thing like a flat plane for a door. as not only does it save time and polycount resources, it's just a more efficient way of working as it saves a lot more time than having to retopologies a whole skull, and just focuses on a little icon that clearly represents what it is it doesn't need to be anything more than that, maybe in a triple a game but for this it's more than fine.
This week I also started to make some of the panelling and props I would need to sit on my control panel. I started by making the base shape of the control panel. The reason the centre section is so much higher than the other sections is because I've tried to make it practical and inclusive for the personnel that would be on my ship, as the centre bit is for a Primark. That's why it's so high and in the lower bits are for a standard soldiers. That's why it's built lower. This centre monitor is an extra little bit of height for the Primark and helps you realise that this is the centrepiece of this control panel and that it's for the most important person because it's the most detailed. I wanted to make all of the control panels Switches, lights, keyboards Screens. Modular because I could reuse them as different things as well. If I was to take this little screen cube box I've built, for example, off of this, I could quite easily make it the control panel for a door. If I sat on a little column, and then I've got a modular piece that can be reused in multiple places, and a keyboard can be moved around for the different parts. The control panels and switches can obviously be reused on well, everything, and the panelling to show that the control panels access panels for construction and repairs can be reused on the walls to make them a bit more unique than each other Considering I have so many rooms, if all the walls were the same, it would be a bit boring after a while. Modularity is key in any set, as it allows you to save time and money on building more resources, and you reusability is amazing because it means you don't have to import multiple new assets You can just copy and clone the same ones and use them in different places without adding more of a loading budget to your game.
This weeks drawing for games lesson is all about portrait. Portrait has many meaning but in this context it relates the human portrait of the face. We started off with an spontaneous life drawing session focusing on the face of our model. For my drawing I started with a starting reference sketch that took me 15 minute to make. The reason I chose to do this is because no matter how hard a life model tries to stay still they will end up moving in some way, by creating a basic simple reference sketch as a guide I can use it as a constant still, unchanging reference that I can refer, so that if the model does move I still have a record. My second sketch was an enlarged and more detailed version of the first. In all honesty I didn't really like how this turned out as I don't really like doing charcoal myself on the best of day, but my reason for disliking it is that the image lacks depth ,the lines are to thin and the images value is to light. It fells like I haven't fully committed to making it and as a result it lacks impact. Our life drawing session this week only lasted for half of the session, so for the second half we were given the task of portrait master studies, as we were short on time there was an understanding that this work would not be completed in class. I only managed to get the ature in for my piece but I think that the piece i managed to create was effective enough as a guide that if I had the time I could finish it at home. I actually quite like how this looks and I still have the reference for the master study so when I have some time I might come back and finish this.
This weeks lecture and practical was about the importance of lighting within a scene and what lighting options/setting we have within unreal to make these effects. We were taught that lighting creates ambience and atmosphere. Lighting can be just as important to a scene as the subjects within a scene, as if an object is not rendered well or given any sort of mood, then viewers will just not want to interact with it because it's a still object. Still objects in a blank space are boring. Lighting can tell us the time of day, the mood of the scene Is it happy? Dark, Sad, Moody? The lighting makes a scene. Without it not only can you not see anything, But you won't feel anything towards scene either. And what are we bit? Emotional wrecks? If we don't emotionally engage with a scene, then it doesn't mean anything to us and we won't remember it. We won't engage with it. That's why lighting is so important.
We were taught three main ways on how to incorporate lighting in Unreal Engine (excluding emmisive textures/materials). One is directional light. This means the main light of the scene in the real world, it would essentially be the sun or the moon, and it's the main lighting of the scene. There are several settings that you can change for this, The most important being colour, position and warmth.
I didn't geta chance to to do much else this week. As I had a final deadline for concept I was mainly focusing on getting that complete. I do have to say, the most tedious thing I've ever done in my entire life. I hate splash art, and I am so glad I don't have to do it again.
This week lesson was master studies (I think I've explained enough in previous DFG entries to not have to give a definition here). We were given a image to recreate in our sketchbook, we could do anything we wanted with it and create it in anyway we wanted to, as long as it was a recognizable iteration of the source material. I prefer to work in pencil and biro, so that's what I did. Other than not finishing I have no issues with this piece, it just took so long to properly outline and cross hatch the image as the clothing folds were so complicated, that I didn't have enough time to finish the biro.
This weeks lesson is all about the presentation of our scene in unreal as I am still playing catch-up and not yet ready or wanting to go in unreal this week I am intending on making the main tiling material of my scene, I i did start making it last week but the computer crashed before i could save, so no I have to remake the whole thing over from scratch again. Hopefully it will be faster this time.
Due to the fact that I have an an extension Added to my regular deadline. I am not currently at the same point as other people in my class, as this week would currently be. The clinch for most people. I don't have that. So during these lessons I have been doing the bits that I've been struggling on or need a bit of extra help on. So this week I decided to focus on making my main texturing tiling material. This being my metal panelling, trim sheet. Although we had the tutorial on how to use Substance Designer in our Thursday practical weeks back. Personally I didn't understand in any way how I could use any of those skills to Make this type of material as I didn't understand enough of what all the Different nodes did. So I decided the best course of action would be to find a tutorial on YouTube as an Instructional manual for making this.
Although I like the finished product of this video, I do want my own metal panels to be a little bit bigger than the ones on here. Due to the size of my walls If I use very minute panels, it will come across as very busy. Considering all the other stuff within my scene. So I want to make the panels a bit bigger so they're not as overwhelming to the viewer. I am also going to make mine gold to fit the theme Of the ship I am making.
The next step was to make the bolts that would join the panels together. This is for aesthetic reasons obviously, because if they were just flat squares, you wouldn't get a very good illusion of them being metal and it wouldn't be very realistic, as metal just doesn't stick together. Neither needs to be welded or riveted together. So this was a necessary aesthetic choice that the video instructed me to make. I had some trouble making the. Rivets line up with the edges of the metal plates because they would quite often overlap where the gaps were between the plates and it would cut the rivet shape in half, and it just looked awful. The way I fixed this was using offset and offsetting the rivets slightly to the shape of the panels. The video didn't instruct me to do this but It bothered me too much to leave. I looked in the settings and used my prior knowledge of other texturing software to find the settings that I would need to do this.
Now I need to add some detailing to the panelling, mainly scratches as this is a ship that is in constant use has been in a battle and a crash, and in the middle of a civil war. It's only understandable that it would have damage. Using the tutorial, I followed the instructions on how to add the scratches though. Again, I decided to edit it a little bit to my own personal preference and make the scratches a bit thinner and change the pattern on which they appeared on the panelling. This was relatively easy to do. The only problem I had was some of the scratches didn't carry across on the panel gaps very well, but with changing the blending mode on the blend mode this easily and quickly fixed.
The last step for this tutorial was adding colour to the tiling material. This is quite easy as it's just a various collection of colour nodes. When it comes to the panels and the grout is the same except you have to plug it into the grout mask so that it doesn't overlap with other parts of the shape. At this point, my material is looking really nice. The only problem I have is that there are these very dark circles on it, where the. Tessellation factor hasn't blended properly. I've tried every blending mode there is on all of the blend nodes and nothing seems to get rid of it. So I'm going to have to ask for some instruction in Thursday's practical for help on how to fix it. I cheated a little bit on the colours because I colour dropped some of the icon colours within the application Instead of using a. Image from the internet. I was originally just going to use as a placeholders, but I ended up quite liking the blue bronze and gold colours as It gave it an aged look and it reminded me of welding as well. And that metal ultimately changes colour due to the heat of the Torch.
To start with, I had to use a node that would allow me to create my own pattern, And then use the off set setting to . Cause the squares to overlap in a mosaic type appearance. Using height and bevel. On this created the basic shape of the panels. The reason I needed a bevel Node Is so that when the material is baked down onto a plane, you can still get the illusion of height. For the same reasoning as my other tiling floor material, if the edges are straight regarding the height of the material, then they will not bake the shadows onto the plane and there will be no illusion of height to the material. This was quite an easy part to make. The only thing that took Time was exploring the different ways I could get the panels to overlap.
The next step was to. Break up the uniformity of the edges of the panelling. Not only would this add some character to the texture instead of being it being very pristine and clean, almost like it was just made, but it also helped for the baking to identify the shading for the height node when it's flattened. This helps present the illusion that the panels are a 3D mesh instead of a PNG baked on texture. I did encounter a problem with this, as initially I made the gaps between my metal panelling smaller than the instructor did in the video. This was because I wasn't happy with the size of the gaps between his version of this tiling material and wanted my own to be smaller. It makes it feel a bit more of a refined build than more of a hodgepodge Together ship that's been slapped together. I feel like the tighter lines between the panels makes it feel more like an imperium build instead of something the orcs would mash together. As a result I suffered from the bevel on the panel panel edging It was very hard to find the correct scaling to stop this from overlapping with other things. This wasn't an especially hard thing to correct it just took some time to find the right scale.
The final step for creating the texture of metal panelling was to add the difference in the surface height of the panels. This is the last step I need to do before adding colour. Arguably though, one of the most difficult steps I've had to do. The instructional video itself was quite helpful on how to do this but it seemed to have missed out a step on how to get the Tessellation factor, which created the height Variation across the panelling surface To blend properly. As a result, I ended up with these very jagged edges between the varying height. I tried for hours to fix this. Different blending modes blends different nodes And rearranging how the nodes linked together Nothing worked. After about three hours of trying to fix this, I decided it Was best to wait for Thursday's lecture to get some assistance on how to fix this, as I don't have the current knowledge to know how.
I have tried indipendantly for hours to try and get rid of the dark rings cause by the blend of the tessilation factor. I've tried adding blend nodes changing the input and oput locations and the types of blend from normal to multiple, to subtrtact and so on but I can't fix it. I struggle to infer instructions from text I find it easier to speak to someone in person and to be able to visually see what they are doing, so i am going to wait for Thursdays lecture to get some help on how to fix this. In the meantime I am going to complete the next part of the new tutorial on how to add moss to my texture, so that I if I have issues with joining these two tutorials togther I can ask for help for this ass well on thursday. This tutorial was quite hard compared to the other one, as there were many more steps involved with more complicated node set ups, plus i had to try and infer how to attach this node group to my previous work.
To start with. Making the moss nodes was quite similar to that of the metal panels, as I had to start out with a tile sampler and change the shapes into oblong leaf shapes.This require a surprising amount of nodes to complete as i needed so many node to alter the shape of the squad so they resemble med that of a leaf.
Next, i had to create a mandala like shape using the leaf shape I had just create in order to create the bushy apperance of a moss bush. This involved a series of generators that not only varied the size of the moss bushes but the positioning and density of the clusters as well. In order to arrange the moss in a way that it would appear as if it was browning out of the cracks, I had to introduce a new blend node that would blend the mask of the grout lines and the clusters of moss. By this point I had complete the tutorial for making the moss, but couldn’t join the node array together with the previous one I made for the metal panelling background, I need to wait for this Thursdays lesson in order to get some help on how to fix it, as I had tried various forums and ai search summaries by this point and nothing seemed to help.
During this Thursdays lesson I was an le to get some assistance for the combination of my metal panelling material and the moss, as I had not been able to join them together on my own. The solution was a blend node in the end a I suspected, but where it was needed was surprising as the very first node for making the metal panelling material needed to be joined together inorder to get the moss to inter grate properly with the rest of the mesh.
in order to add colour to the moss, I had to pretty much completely deconstruct the nodes that I had made for my metal panelling and introduce a series of masking and blending nodes in order to stop the rest of the material from turning a shade of green. I had no idea how to put these two parts of the nodes together, so I ended up having to get some helpful instruction for this as well. In all honesty I’m not even sure how he fixed it, but it was definitely more difficult than I thought it would be.
I did however notice a problem with the new colour node structure just before I was to submit for the peer review this week as the colour of the spaces between the panel had clipped up and over the colour of the moss. This was a pretty simple problem to fix as it was just that two nodes going into a blend were the put in the wrong input lanes
I think my finished product is amazing and I don't see anyway I could make it better. If I added anything else to it now I think it would be two much. I don't know hat else to say about it other than i think its perfect. I'm a lost for words.
This weeks lesson is a continuation of drapery but this time we are working from a real life model not an image. The main body of the subject of my image is nice it is well defined and has clear mark making and shape, but the face and bottom of the blanket is were things get a little smudged. At the bottom of the blanket I think it works as it is more of a pile of fabric and less of a fold and give the piece a sence of lightness compared to the hard lines of the bodice and despite its less defined nature you can still clearly see the folds and get a sense of the weight and volume of the fabric. The smudging in the face is bad though as to me the face of this figure look quite masculine when in person the model had quite a feminine and anime looking face the jaw looks like it is dislocated, the nose is in the wrong place and the ear is massive.
Once again, I'm behind in lessons as usual. Optimisation was that as I had finished one of my main modular set pieces being these massive arches going through the corridor, I wanted to see if they obstructed the viewer's view of the playing area at all. As is a top down dungeon crawl it's important that the player can see where they're going,Due to the top down perspective, ceilings and beams are an obstacle prepared to see around and can quite easily agitate them into not wanting to play the game anymore. Obviously, if people don't play a game then what's the point in making it? So I decided to try three different possible layouts for my pillars. One was one every four squares. The whole arch, not just the side bits. Then I tried every eight steps and then a set of every 12 steps. The red line is for the pillars separated by four steps. The yellow line is for the pillars separated by eight steps, and the green circle is for the pillars separated by 12 steps. My personal favourite was the 12 step gap because with the other two The arches are just too close together for you to see through. It's not feasible to have. If you were playing and looking straight down, you would not be able to see your character Most of the sides. It's a combat game. You wouldn't be able to see any enemies coming at you, or loot or possible interactable items because the beams and the ceiling have been away. So as a result I'm going to use the 12 step gap between the center pillars for my own dungeon.
The second image with the yellow circles are the pieces that I still need to build. At this point in the game. It's odd that I'm still building bits, but considering that they're not part of the main modular must have set to be able to submit the assignment, I'm not too bothered about doing them now. Although looking at it now there are quite a lot to do. The Yellow circles highlight problem areas and things that I still have to build. That's for yellow circles up the middle a bit that I still need to build as there is a massive circular dome that's supposed to sit in the middle of my dungeon so I've not yet got round to building along the circular walls to encase it Search. The second circle in the line is the represent that I still need to build the components for the control panels. The next circle in the line is to represent that I need to build my shrine. The fourth circle is to show that I still need to build the ramming head of the ship at the front and all of the control panels That needs to go in It.
Long story short there is still a lot to do and I am starting to panic now, I think I am going to confine my dungeon to just the center corridor with just the STC chamber in it and not the curved control room at the front, as there is just to much to make. What I have made so far looks good and I am proud of what the pieces I have currently made, but it feels unfinished and I would not in anyway consider this near completion.
As the shrine is something I must have to submit for this project I thought that the best thing for me would be to work on this next. I hadn’t really put much thought into the concept of this only that I wanted it in some way to remind people of the golden throne and that I would like to incorporate the logo of the dark angel into its design. I though the best place to start would be by creating the main body of the chair the most reoccurring version that I have found is fig. : as it appears in more that one of my references. The overall design of this reoccurring 3d modelled throne that I have found is pretty basic and simple and not to my liking so like fig. : I am going to use its shape as a base and build onto it from there, but not to the same extreme as the scale of fig. : is large and I feel like if I made something this size for my set it would be hard to see around.
I really like the shape of the eagle wings in Fig. : it a version I haven't seen before and is a little bit more interesting and unique that the standard two headed eagle symbol it also cuts down on the amount of room it takes up. It would also be much easier to see around that than if the wings protruded from the body. I would like to incorperate the egyptian look seat bit from fig. : as well. Its the design feature that I like most in that image and is a little different from all of the other reference materail I have gathered. I especially like how the wings have been made into part of the arms of the chair as by zigzag the shape of the feather backwards to create the arm makes the come across as less in your face.
This is the design of my shrine so far, I didn't really go into this with a plan, just to make the basic shape of the golden throne and see what ideas pop into my mind and try them out until I find something that I like. I think that this technique turned out pretty well, the chair itself is pretty basic but I think it has impact. It feels large and imposing, like a captains chair should. I love the continuing motif of the eagle heads it is an iconic symbol of the Warhammer 40K universe and lets you know that the person who sits here is in charge. I have also repeated a simpler floor tiling design in some small steps up to the chair this gets the shrine to thematically fit with in the scene better as this design so far is a little more modern than the more cathedral like modular pieces. It still needs some other details though just to push it that little bit further though I'm not quite sure what I should do for that yet.
This week is all about practice and getting to grips with the medium of gouache. I have never used this before. It is a kind of weird medium, because when it is mixed with water it behaves like watercolour (which i hate painting with) and when it on its own its much more like a really thick acrylic paint. It took me quite a while to get a hang of. We were given some simple image to impressionistically recreate with gouache. I chose a rather dark alleyway image. I made two iterations which I work on simultaneously to try out different mark making techniques with it. The second version is definitely the better out of the two as the perspective and scale were completely wrong on my first attempt and I was using to much water so the colour looked washed out and kept blending, when my image had quite sharp outlines on the shape. The second image is much better I manage to remove all of the issues that I had with the previous version but and the shape silhouettes are much more defined so you can actually tell what the objects are, but I think the purple is a little to saturated compare to the other colours, I feel like I should have put a darker orange wash over the top of the shaded areas just to darken it up a little bit.
During week 12 I had a very limited amount of time that I could spend on my project as I already had other deadline needing hand-in that week, so wasn’t apply to make massive progress with the project, this week. You have been warned.
The main challenge I set myself this week was to make the Venus fly trap heads for tree and get the low poly version sorted. Making the heads of the Venus fly palms were quite a welcome break for me as up until this point I had been making very technical and it was a welcome break to do something a bit more creatively inclined this week. Over the past few weeks I have began to experience burnout, because as much as I like 3D modelling after a while it can get a little tedious. Making the heads of the plant was much easier than you might think, I used the same process I used for the tree trunk and but with a sphere I had previously hollowed out. I then just cloned the same head and placed it at different rotations and scales around the tree so that they all looked unique even though they are all the same model.
decimated to a state that I could use it as a LP version of the high poly ZBrush sculpt. I spoke to a lecturer on whether decimation or Zremesher was the better option they advised that since it’s an organic shape, decimation is not only recommended but is often used in industry for organic objects as tri curve much better than polys do.
Some of my branches were a little rough from where I had used the snake hook brush on them so I used the flatten brush and the smoothing tool to tidy them up a bit.
Once I had created a decimated version that got my tree down to 14000 tri, I decided to see how well the high poly version would bake on top, obviously ignoring baking errors as it is not currently unwrapped. The result was nigh on perfect, except some of the really spindle twigs were to narrow on the ends for a lower poly count to mimic. To fix this I went back into ZBrush overlapped the high and low poly and cut of the ends of the twigs (using the knife lasso tool) that were longer than what could be baked onto the low poly. This remedied my problem. There were still some very slight baking errors but I believe that these are due to the fact that it is not currently unwrapped. I then repeated this series of steps for the Venus fly palm heads.
I then placed some very basic bark textures on the tree in substance painter to test to see if it would highlight any problems in the baking that I had missed. the textures ended up applying perfectly I just need to unwrap the decimated version now.
I then had to repeat all of the decimation steps for the tree on the head of the plant. This went a lot quicker as I knew what I was doing this time around. I will have to texture these heads individually in painter as no tiling material or trim sheet will properly map to the object. I've decided that I am not going to make the leaves for the tree this time around as I'm getting pressed for time now.
My final piece of DFG work this year is a master study that we will be making in two parts. This week is all about sketching out the scene so that we can paint it with gouache next week. We were given a gridded image over the image I chose to replicate. It took me an hour to sketch out and other that one horn of the Aztec mythical crocodile being out of perspective slightly that I can change at the painting stage I thought it was pretty much perfect. I don't have anything negative to say about my version, although I did find the dog a little hard to draw accurately as I'm not used to its anatomy, but by the end of the lesson I had it down.
This week i am working on the center piece for my dungeon, a large mosque like inspired dome. To make this I used an interesting cloning and mathematical tutorial I found only. The only downside was that I had to make this in 3Ds max, I find exporting between maya and max can be overly complicated at times as they don’t seem to like each other even though they are made by the same company. To make this I had to create a curve which I then added 3D parameter to to create a 3D arch. By making this mosque lime dome by using 3Ds max and its modifier list I found it much quicker than it would have been to be in maya.
I used this tutorial, by 3DS Max Tricks, to make this dome structure in 3DS Max which I can then transfer over into maya and unreal. I t details how to use a curve and make it into a 3D primitive that you can clone and offset as a way to make an architectural and mathematically symmetrical dome.
Originally I did have an issue where the curve would not become a 3D primitive and I couldn't figure out why, but it turns out I was editing the size and positioning of the curve and not the primitives menu that would make it a 3D object once I figured this out it was easy going. I ended up trying a few different versions to try and get the descending part of the pillars to line up with the axis of the grid, I also changed the offset of the starting curve to create a circular opening at the top of the done so that the player would be able to properly see down through the top down perspective.
Next I started making the circular walls for my stc chamber. I didn't want to extend them all the way up to the ceiling or they would obscure the view for the play since the hole at the top is not big enough when looking straight down into it to look all the way around the room. and having walls that high would also obscure the view of the other rooms as well. The walls themselves don't need to be that complicated only curved as I am going to use a use a tiling material on the that doesn't match the rest of the ship as I don't want to fell like it was built in the ship it is supposed to be something that they picked up and installed in the ship it doesn't actually belong.
I decided to tidy up the bottoms of the dome pillars so that they were attached instead of a bunch of overlapping shape as it would make it easier for me to line the bottoms of the dome pillars up with the tops of my wall pillars. I also deleted the parts of the dome pillars that extended out and through my center arches, so that they looked like their interlocking beams were connected to improve the realism of the scene.
As I haven't currently finished my trim sheet this desperately need to be done as it is something I must submit according to the brief, so this week I am setting my sights to completing this. I need to add the eagles to the arches and the skull, I then need to model the hazard tape and the crosses and finally texture. Quite a long task for just one week.
To start with I added the skull emblem that I had made through retrotopolgy of my adpteous emchanicus tile from zbrush. Once this is inplace I can use the combine tool to make it one object with the arch so that when I mirror it it mirrors the skull as well, so I don't have to add them all individually. To me this looks really good the quality is consistant and fits the lore of the universe well as the skull is a very frequently used symbol in warhammer 40k and it works increasingly well with the halo of spike I made above it. Another lore reference as this is a very common emblem on the back of space marine backpacks.
Next, I added the eagle on top. I love this its so lore accurate and simple but effective. I wanted a way to add some detailed trim to my model but nothing so overpowering that it clashed with my tiling material as it is so much more complicated than any other the other textures in my scene. now I just need to mirror it all the way across the plane.
This modelled section will be my hazardous sign. This was pretty simple and quick to make. I hoping that by making all of the edges angled there will be more definition between the black and yellow strips.
My crosses are an extension of the design parameter on the floor this is a continuation of my attempt to continue design element through different parts of the scene to create cohesion.
This is my final plan for when I move this into substance painter for baking this will allow know which sections are going to be which textures.
Before exporting these meshes I decided to check the uv's as last time i didn't all of the sectioning on the plane had been auto-unwrapped and caused the to all break apart and I didn't want that happening again.
When I was texturing my trim sheet I realized that I would have to change some of the material mainly the stained glass one from stained glass to a fabric for the banner as I had to take the window panels out of my arches, because when I set the settings in substance painter to allow me to have an opacity channel the channel wouldn't allow me to select it and after spending about an hour trying to get it to work I just gave up and decided to do a different material there instead. Currently these are the finished textures for the top, but are more like place holders for the bottom 3 that I can build on as I had some trouble with masks as I didn't realize that since each material the trim sheet has its own material pathway I need to chose the layer I am working on on the side to be able to work on that section of the model. This part of the trim sheet isn't going great for me as I struggle with making material in substance painter anyway, they always look like they are wet for some reason. I need to add colours to the hazard sign, arches and crosses so that the shapes have some definition, but \i think overall they baked quite well.
These are the finished textures for the bottom I ended up sticking to the gold and silver colour scheme, otherwise I think that the overall colour palette of the scene will be to complicated. It will begin to class and hurt the viewers eyes to look at it. I did rearrange the trim section slightly when i modeled a texture plane that they are on to create a band running around the room of trim. having the two smaller section next to each other seems out of place and they were being dominated by the size of the crosses trim. I don't think my textures are that great the look a little to rocky for what I was going for I was trying to add blotches of corrosion but I just looks more like a weirdly painted rock. I am pressed for time at the moment so I will leave it as it is for now but if I get enough time I will go back and fix it.
I currently have a problem with my trim sheet where even though it is set up properly to appear in the uv editor it just won't, assigning the blin texture doesn't work and pressing 6 doesn't work either, so I am kind of at a loss for now. My trim sheet is only half working, which is a huge disappointment for me and quite frankly it is making me want to rip my hair out and my body tries to have a panic attack every time I look at it (seriously, I AM NOT KIDDING), so for the minute I think it is best I take a break from it. I'm not particularly happy with my trim sheet isn't that good but I need a finished product to tick the boxes on the brief so for the minute this will have to do.
My plan for the floor tiling texturing was to keep things pretty simple and keep to my colour palette of green, gold, silver, black & white. Creating the textures themselves was a pretty simple affair but making the masks was a long and tedious process. As my geometry is baked onto a plane I can't use the poly paint function that I have come to love so much and had to paint in the masks for every material by hand. This took ages, it didn't help that at the time my version of substance painter was corrupted and anytime I made several paint strokes without letting it compute it, it would crash and close the application, but eventually I managed to get this finished.
Sadly, by the time it came to texturing my grated version of the floor tiling, that I had started at university to create the opacity mask my version of substance painter had pretty much become unusable. Just by opening the file it would crash and since I am so close to my deadline I just decided to leave it as I didn't have enough time to figure out what was wrong with substance painter and fix it.
This is my last drawing for games session this weeks task is to use gouache paint to start paint my sketch from master studies last week. This image is to complex to finish in one sitting so I decided on just working on it at my own pace and finish it in my own time. This went surprisingly better than I expected as I am not a great painter and I was half expecting to ruin it, but it actually turn out pretty well and I almost manage to fix it in the allotted time I even managed to fix that perspective error I had in the sketch on the left horn. I'd say the only problem my version of the image has is that the colour are to saturated. Once the painting is completed I might go over it with a wash the colour of tea bag stained paper, just to desaturate the colours a bit, so that it better matches the image reference.
This week I am unwrapping all of my must have modular set pieces ready to be exported to unreal so that materials can be applied. The fact that I am doing this now shows just how far behind I am, but I have currently applied for an EC deadline and am waiting to hear back, otherwise I will just have to wait for the referal verdict and continue on then. My time management skills are terrible I should be at the stage of rendering by this point. My problem is that when it comes down to situations like these I don't think work to a pass, I think just rush to get everything you had planned do so your not a disappointment people, so they don't think less of me and as I have no concept of time I always think I can get it all done in time. The worst thing is that I am self aware in the fact that I know I am doing this to myself, but not at the moment it happening. As you can probably tell I am currently entering panic mode and just trying to get the bare minimum done in time so that I don't fail. I need to work on this as this can't keep happening especially next year when i will be in a group and if i do this we will all fail and that is not fair on my other team member. I think for next year I am going to strive to contact my study skills tutor as soon as I am given a brief to help me create a Gannt chart for the whole project that they can help hold me to so this doesn't happen again, esspecially that now I will have the learning support that I will need for next year.
To start unwrapping I have decided to begin with pillars. I have 4 different variations, but as the are just a variation of the cylindrical unwrap I thought that it would be a good way for me to get in the mood for unwrapping, as I don't enjoy this part of the modelling process this is a good warm up exercise to get me started. It should be quick to complete and easy.
I didn't have any issues with unwrapping these object as the are all very straight forward the only change that I made was to the semi-circle and the square pillar as the banding around the top and bottom of the cylinder can be joined together as the is a flat edge, this will reduce the amount of seams in the piece. The other two were just your standard basic cylindrical unwraps with no issues. I tried to maximize my use of space within the uv editor as these will not be using the trim sheet I don't need to worry about their placement, Although I wasn't fully able to utilise the full uv editr due to the lack of geometry in these pieces. This cylindrical unwraping technique also work perfectly on the pipe.
My next object to unwrap was the whole in one door. This again was quite simple to unwrap I just took a little bit of time to complete due to all of the pieces i had to separate. The only thing that I struggled with was the arches as the unfold tool kept trying to straightened them so i ended up have to unfold each poly on it own to properly unfold the section to the shape of the curve. Packing this shape was a little tricky, due to the shape of some of the pieces they took up a lot of space that most other pats of the shape couldn't fit around, so I had to try a few different variations of packing layout before I was able to find the right one that used up the uv editor space ethe most efficiently.
This UV unwrap went much quicker than the previous version of the whole in one door and frame as I already had a guide on how to do it just with a few extra polygons that wrapped around the edges of the door. It was also a lot quicker because the door is in two pieces i was able to just copy and paste the first door I unwrapped rotate it 180 degree and I had the other door fully unwrapped and ready to go. The only difference this time round is that when i had the section of the uv selected that I wanted areas of trim applied to I added their identifiers so that I could assign the textures in unreal and decrease the amount of time I would have to spend afterwards re-selecting the same areas to apply the correct identifiers. I also found the by doing this in the uv editor it was much easier to select the smaller more hidden piece of geometry that would have been hard to locate on the modelling view.
This week I am continuing with unwrapping as I didn't quite get it all finished last week due to personal circumstances.
I have three variations of wall a wall light, a wall banner and just a wall. They all have the same basic standard shape but the light and banner have the added feathers of a light strip and a banner railing. As a result the uv's for these object were all virtually the same, plus or minus a few polys. This drastically sped up unwrapping time as once i know how to unwrap one I knew how to do the others. I didn't really encounter any problems with this just some slight inconveniences again in the curved arch which I expected from last week as I encountered the same problem with the curved arch on my doorways with the piece not unfolding properly and the inability to fully use up the uv editor.
Again it was hard to effectively organize the uv's in the editor due to the set and get of the scaling so the tiling would all be the same size and the lack of geometry in these pieces.
To create the corner piece I just combined a pillar and two wall pieces so that I wouldn't have to unwrap them all again, I just had to rescale and layout the pieces in the uv editor although as the wall pieces are the same I was able to stack some to save on room and full utilize the resolution of the uv editor.
I kept the banner separate form the actual model of the wall as I saw it as a prop for the wall not a part of the wall itself.
Unwrapping my shrine was another matter this had to be the most difficult thing that I unwrapped out of everything that I made. One because there were some many small thin and spindly pieces that couldn't remain attached to any other pieces of geometry and two because when I was unwrapping this the first time round I had almost finished when maya crashed and didn't save so I had to unwrap the whole thing all over again. I think this took me around 5 hour in total to do as I had to unwrap it twice. I also had trouble finding all of the little faces between the floor tiles as it was hard to tell if I had selected the all or not. The other issue I had was that I struggled to identify which bits of the sides of the chair needed to be split as the shape is so complicated I wasn't sure if I split the side into one piece off of the rest of the model it would unfold like a Cortina or not turn out it didn't and I had to find a way to separate the pieces whilst hiding the seams. Not easy. overall I think I did a pretty good job, I don't see myself unwrapping this shape better than I have and I don't think there are any more seams that I could remove. The uv editor usage is doesn't and the checker pattern isn't stretched or distorted, so good job.
Now that all of my pieces are unwrapped the next task is to add material identifiers to them all. The yellow is silver, the green is tiling, the pink is stained glass and the red (in the background) is gold. I had to do this for every shape I had unwrapped over the last two weeks. This took me around an hour to do in total, but it will save me time as I won't have to do this in unreal engine now, as I am unfamiliar with the software, this would just add more delays.
This week is all about finishing off those last little bits. The main things I want to get done this week are setting up my scene in unreal engine and getting ready to render. Unreal is going to take a while to set up because I need to arrange all of the pieces, set up the lighting and apply all of the textures.
When building my trim sheet I used material identifiers on the plane as a way of texturing parts of a model in UE5 that needed specific parts of the trim but not the whole thing. The reason I did this was because of the way I modelled my starter modular kit. When I started modelling I did not know that trim sheets were a thing, I had never heard of them before. As a result when I first modelled my walls, I did a lot more detail than most other people as they were doing more bricks and stone textures that just needed a flat box like plane to attach tiling material to. Whilst mine were much more complicated, I added in a bunch of arches and decals that could have been trim, but as I didn't know this was a thing that existed, I already modelled these on. As I'd spent so much time joining and connecting them so that they fit properly I didn't want to have to go back and remove them all just to add a modelled trim plane over the top to replace them. As a result, during a lecture on Thursday I asked one of the student lecturers to let me know if there was any way that I could identify these areas of trim without having to make them out of trim and start all over again. They mentioned about material identifiers on the plane that I could use as a way of colour coding, the specific parts of the model I wanted as that part of the trim, so that in unreal it would create a material for that section of trim that I could then just universally apply across any parts of any object that had that material on it due to the fact that these had material identifiers it also presented me with a bunch of other opportunities to modify their properties as by having a material assigned to each it made the material editable within unreal material editor.
One idea I had to fix the trim sheet was to sort of treat it like a tiling material as they each had their own material for the sections, but. This had the issue of me not knowing how to mask parts of a UV in unreal. The reason I thought that this would work is that I assumed that by tiling the material, it would extend out past the UV one by zero square, so that it would cover the whole thing like it does in UV editor but more of a like a universal left right up down thing by masking off the other elements. Plus because my UV sections didn't sit on top of the specific parts of the trim sheet by forcing them to sit on top of the parts of the object I wanted them to. By using materials meant to them out of shape and ended up stretching all the other materials that they were attached to in order to texture it. I thought that by masking these sections off and tiling it, I would be able to fix this. It didn't work at all. There was also the problem that I have absolutely no idea how to mask materials so I ended up using a tutorial that I found on YouTube as a source of reference on how to do this as well as some instructions I found on the epic Developer community platform as a way of figuring out how to do. My own process couldn't align entirely with the problems and solutions of the people on the developer community, as the issues were slightly different as well as the material layout, but I was able to use their instructions enough that I could manufacture my own fix for this. The way I ended up managing to fix it was using the material identified that was causing the problem as a way of identifying the one area of that specific material that I didn't want masked off on the UV. Essentially kind of like an opacity mask. Black and white are identifier if you can think of it that way. But a little more complicated. The tiling issue made my textures much more palatable across the larger parts of the object, as it fixed the scaling problems across them, but it didn't solve the initial problem I was trying to fix of the trim sheet, not properly sitting on the sections That I wanted it to.
As a result, I could tile the sections of my trim sheet. For example, if I wanted to use the gold section on a very large object it would be very hard to get the required amount of texture detail. It would would look very out of scale compared to the size of the shape but because Each section had a material identifier on it I could adjust the nodes to tile it so that I could fix any inaccuracies to do with the scaling. It also meant that within the UV editor, because there was no trim sheet in it I could increase the resolution of my shapes to the full size of the UV editor, since they didn't need to fit within the sections of the trim sheet. Or so I thought. This technique would allow me to use a tiling material, as well as sections of the trim sheet on the same shape, with consistent scale, rotation, and pattern, When I first moved this into unreal, it worked quite well for what it needed to be but I soon discovered an issue and that was that even though the trim sheets had their own materials, I could tile, the tiling didn't expand the size of the section, it just increased the amount of times it was repeated in that section. As a result I needed to line up all of the UVs with the specific sections in the UV editor, but I wasn't able to get the UV editor to display the trim sheet textures. I followed the murals on how to set the trim sheet up in Maya with the material editor, and the use of a blend material, which you can then assign to the UV editor to get it to appear. I did all of this, but it didn't work. I also had the issue of where the textures were assigned to the trim plane in the modelling space, but were not showing any of them, so I had to contact Louise about what was going wrong. Turns out you need to press the number six on your keyboard to enable images within the Maya modelling tool space. I hadn't seen this tip anywhere within any of the murals so I had no idea how to fix it myself and spent hours trying to find out what was wrong. If I had known it was just a simple press of the six key, I would have saved so much wasted time. Sadly, the 6 key did not fix my other problem of the Trim sheet not appearing in UV editor. So I was still stuck just slightly less than before. There had been an improvement to the problem, but there was still a problem.
After trying for over four days to get this to work, I ended up deciding to take a break and work on something else as at this point, this trim sheet is becoming the bane of my existence and every time I see it, I want to smash it into tiny little pieces like the Hulk. I need a reset and a way of recharging, so I'm going to focus on something a bit more simple for the rest of the week. This being texturing and rendering my shrine as there should be a pretty straightforward process.
Texturing my shrine was a pretty simple affair, as I'm trying to keep a sense of cohesion between my set colours I have been able to create a basic smart material without the masks that I need on of my reusable metal textures and materials such as rubbers and fabrics and paint textures. So I was able to just import these into Substance Painter and then use the Poly paint brush. In order to paint these back onto the areas of the shape that I wanted them to be on. This severely cut down on the amount of time this took to do, as I only had to make two textures in order to finish this. I just had to make all the masks again. The two textures I had to make was the silver rusted metal and the green fabric. I used a pre-built material for the fabric as they're far too complicated for me at my current level to ever be able to construct and just added some dirt and grunge modifiers on top of it to age the fabric a little bit. As otherwise it all seemed too clean for the setting of my ship. The metal material I made from scratch as they're pretty quick to make. I just created a bunch of fill layers including roughness and metallic and generators with rough . Patterns on them and coloured them a few different shades of brown, and changed the tiling slightly to create a more realistic feeling to the rust. I didn't particularly like how large the tiling of the metal. Texture on the wings was but I kind of understand what caused it, with the wings having to be so small in order to fit on the UV editor. There's not really much I can do to fix this as I don't really have enough room in UV editor to make them any bigger, so I just upped tiling to the highest amount that I could so that it would look more realistic than it was before. It didn't turn out too bad, but it is a little bit noticeable.
As I finished texturing my shrine this week in substance painter, I thought that it was only fitting that I render it in substance painter whilst I had it all set up and ready to go. I used painters renderer to create some images of my shrine showing it off at multiple angle of view from the right front, to the right back and a front facing view just for good measure. I wanted to make sure that I showed off what I had made for my shrine as it is one of the modular pieces I am most happy with. The textures are reasonable and the modelling is a good quality and there are no baking artifacts. I like the colour palette and the use of gold really makes it stand out as well as continuing on with my reference to the golden throne as one of my main inspirations. I would say the only thing on the entire model that I am a little upset about is the rusty texture on the wings, its tiling is a little large, but this isn't something I can easily fix as it is to do with the size of the unwrap section on the uv's and its resolution. I can't make the wings any bigger or they will not fit into the uv editor and I can't make the other pieces any smaller. This is the highest tiling amount setting you can have in painter and although it look better than it did its still a little bit oversized, I wouldn't say that it completely ruins the texture for me though its more of a pet peeve at this point. I don't see any issues with my unwrapping or texture maps they all look pretty good to me. I'd say that my biggest let down with the set piece is that there is no high poly baked onto it, but this is the same for all of my model, so I will go into further reasoning in my main conclusion about why this happened.
This week is my deadline week so I'm very pressed for time I'm just going to try and get the bare minimum of the modular kit set ready, and try to fix my trim sheet beforehand Again, it's going to be a big push, but I'm really starting to get drained and emotionally exhausted by this project and by this point. So I just really want to get it submitted. I'm going to attempt to fix my trim sheet but if it doesn't work out I'll just leave it as it is and submit as I have made it and it is half working. It's just not great.
the problem with my trim sheet is that I created a whole load of problems for myself that i didn't need to if I had just gone back removed the sections that should have been trim and just modelled the off from the trim sheet. After speaking to my brother for advice as he has a amassed master's degree in game art. We did a teams screen shared meeting where he had a look at my trim sheet to see what was wrong with it. He even he struggled to figure out what the issue was until he realised that the issue wasn't that the term sheet had been set up incorrectly, or that Maya's settings were incorrectly set up but that because my models had all of these material identifiers on them to match them up with the trim sheet when the trim sheet has one main one in order to texture it in the Maya platform being the blend texture my, my models didn't have the identifying material to actually put the trim sheet image on them, so I could line it up in the UV. Once we had managed to reset all of my props to the same material as the trim sheet. We actually got it to start working. The only issue now was is that I was so short on time that there was no way for me to ever feasibly rearrange all of the stuff enough to be able to get it to work. I had almost two days to get it fixed, along with rendering and tidying up and finishing my blog and the citation list. Another piece of evidence for my atrocious time management skills.
I was intending to spend all night going through all of my models and rearranging their UVs, so they sat properly on the trim sheet, but when I loaded up the Maya file again later in order to start working on it, the trim sheet had broken again so that only the trim sheets textures would appear in the UV for the trim sheet itself. It wouldn't appear on any of the objects or any of the trim sections that I had pulled out and modelled even though the proper material identifier was applied. I tried redoing the steps that I had done previously to fix it but nothing worked, and as I was some short on time and had to work on other things, I decided the best use of my time would just be to leave it and work on getting all of my must have submission elements ready instead, because although my trim sheet only half worked, it is fully built and it does work to an extent. So it's not like I don't have anything. It's just nowhere near as developed as I would want it to be. I had to make a strategic decision decision, minding time So I made my choice. As I believe I have done enough elsewhere in order to receive at least a passing grade. Since I am capped. There is no point spending time on something that would just push my grade above the pass mark When I can't, I receive it. I might as well spend my time finishing off the bits I must have for submission. So not a bit. That is good enough to submit but nowhere near the quality that I'd want it to be. I suppose that's the curse of being a perfectionist.
This week I am rendering my unreal scene ready for submission. I hate Unreal and rendering so this is going to be fun. Joking its going to be my worst and most stressful nightmare. I found the learning material for rendering difficult to follow as we were not show where any of the rendering buttons were and I struggled to follow it, so I found a tutorial on You tube on how to properly render in Unreal Engine as I had no idea where to start. I had to use the capture high resolution screen shot to capture the images I wanted. They didn't turn out too badly in all fairness and I don't mind them all that much. I just wish the other end of the dungeon was closed but I don't have enough time to set up all the pieces I only have an hour till this deadline is due, and I already haven't done my references sheet or anything else for that matter And I'm not gonna have enough time to write a conclusion. Honestly at this point, I'm having a bit of a panic attack but I'm trying to get the must have submission bits ready.
The deadline has passed. It's been a disaster this week. I'm not quite sure where to go from here, so I'll have to contact Student Services on what my next steps are. I've missed the deadline, and I don't know if I'll be offered a referral. I'm hoping I will as I haven't found anyone else and I really don't I have to reach out for one module. I don't think I've ever been more disappointed in myself than I have today, and I'm not quite sure what to do with myself. Thinking that if I offer a referral, the break between now and being given one would be beneficial for me to restart doing this project as I'm suffering from so much emotional exhaustion and just panic and stress that I can't think. And I'm working on it now. And just by looking at it, I'm causing myself to have panic attack. I've never had a project get to this state before, have me react like to it like this. Emotionally and quite frankly I just need some recharge time. My time management skills and planning skills have ruined this project, as well as having so many unforeseen events occur during this time has made it almost impossible to complete to the standard that I wanted to, and as a result, I can't complete my original design that I had in mind. My morale for completing this module is just going down and down and down because, I don't like what I'm making. I think if I'm offered a referral, the main thing is to just power through and I should be able to get it done within a week as long as nothing else unforeseen comes up.
Due to personal circumstance I don't have enough time to finish this project to the standard I want to, plus now it is capped there is no reason to do much more than I already have. It would just be a waste of time and energy. The reason i missed my deadline to begin with is that my computer got stuck on rendering and ran over the deadline as I already believe my portfolio submission is at 40% the only thing I wanted to do is fix the timesheet, This proved more complicated than I thought, so I focused on enhancing the rest of my scene to the best of my ability, and just showing off the fact that only one spot is broken. And managed to do everything. This week I just want to focus on finishing up Tied up my mouthscene.
Before doing my lighting, I decided to change the layout of my scene slightly as I didn't like the fact that in my first attempt to submit that half of my dungeon was just an open space to the world. So I decided to replicate the dungeon on the opposite side just to close it off and then create a little alleyway that I could use as a photographic opportunity to frame the shrine. This way that although there was still an opening, you Couldn't see it from the angles I was rendering at This took me about two hours to rearrange as I had to reset up my modular shots as well since for some reason they hadn't saved last I made them. This was a bit time consuming and I probably could have done this earlier Say that today wasn't so much stretch for time but it's a consequence of me just being exhausted from stress and quite frankly I haven't got any patience for this project anymore and it's very hard to get into a headspace a, where I want to work on it. Now I just want it over with.
To set up the lighting in my unreal scene I started with setting the directional light so that it was at its lowest point, as I didn't really want it interfering with the lights in my scene otherwise you wouldn't see them. But if I turned off the skybox, then the scene became too dark to actually see what was happening in it So I found this was the best way of making sure you could see what was happening in the suit, but without the sky drawing any focus to it. I used rectangular box lights as a way of lighting the wall lights within my scene I place them over the top and used a dark blue lighting colour and limited luminescence to light the either ends of my dungeon layout. I also added lights to the beams that the eagles are holding in the scene, as they are supposed to be large overhead lights like you would see in an industrial complex. This wasn't a very hard task to complete complete, or it didn't take very long. I simply just created one rectangular light and duplicated it eight times and just modified the size slightly for the overhead lights as they are thinner and longer than the wall lights. Other than that I didn't have any other lights in my scene as I didn't want it to seem like it was in too good working order Considering the environmental storytelling and the narrative that I had created around my scene. But I knew that it had to have lights, even if it was a little implausible. Otherwise it would be pitch black. This took me around an hour on average to do, mainly just because it was fiddly, lining everything up.
Overall, I have mixed feelings about how this project turned out because I understand that there was no way I was going to be able to do what I was planning due to all the events that had happened to me during the time of creation of this submission., but I'm still disappointed in the fact that I couldn't get the trim sheet working, and I wasn't able to do the things that I was planning to do. I understand that this has been a very difficult time for myself and as a result I've been very limited in the amount of time I've been able to spend on this, but I'm also distressed with how badly I feel like I've done. I feel like I've done enough to pass, but I'm still incredibly disappointed in myself from how it turned out. I personally believe that if I had had better time planning and management skills at the beginning of the project, maybe by creating a Gantt chart, even if I wasn't able to completely stick to it, I would have gotten more done than what I managed to. It is a massive regret at this point that I didn't. This project has a lot of problems, but the overall problem that they all stem from is just the fact that my time management is incredibly poor. Out of my project I'd say that the things that went well were definitely the shrine and my planning stages as well as I'm quite happy with how the overall renders turned out and there are a few other bits that I'm incredibly happy with, such as my tiling material and floor circular disc. These are the parts that you can tell that I was able to actually spend the time on as I didn't have anything else going on at the time, and you can see my actual quality and abilities on these pieces. On the other hand, you can definitely see the pieces that were impacted by my personal life as well as my poor planning during the project. These being the fact that I have no high poly materials for my modular pieces, I only have high polys for my floor tiling materials and my trim sheet. At least it does show that I know how to use these skills, I just haven't had the chance to use them. The quality of my work during this project is inconsistent and I think that's what bothers me the most. If it was all bad or all good I would have a strong feeling towards it either negative or positive. But because there are some really good bits but also some really bad bits, I'm struggling to understand how I feel about my outcomes of this project.
In my project I believe that the things that went well were my tiling materials, my shrine, my lighting and my extensive planning. My tiling materials specifically my metal panelling One was amazing, in all honesty, in my opinion, I think that that tiling material is good enough to be used in a professional standard on a properly published title. I didn't have any problems with it once it was completed, and I have no criticism to say that. It turned out perfectly, and I don't think I'd do anything different if I was to redo that material again. The only thing I will remember to do for next time is save the project every 20 minutes using control S, so that I don't have to restart the whole thing again in case the application crashes. My shrine had a few errors and although it didn't have a high poly sculpt on the top I feel like it doesn't suffer from it. It still reflective piece of my modular and I think it's probably my favourite modelled asset so far a, as even though it has a couple issues with the texture scaling and as I mentioned before, the lack of a high poly I wouldn't say these issues are especially noticeable and it doesn't detract from its presence at all. It has an effective colour combination that blends thematically with the rest of my set, and the intricate but in-your-face design details of Easter eggs from the lore of Warhammer 40 K was quite the triumph for me. I especially like the fact that I managed to incorporate the symbol for the Dark angels in the back of the frame. If you look closely enough, you'll see a long extending pointed stripe with the two wings extending out of the back. With a little bit of imagination. This is clearly symbol of the dark angels. My throne also very clearly conveys that it is inspired by the Golden Throne, Although maybe not as intensely massive as the Golden Throne takes up a whole room. If I was to redo this asset again I'd probably spend more time on the textures and create a high poly for it. As although the main shape of the chair doesn't really need anything doing to it I would have liked to have sculpted a more poofy cushion to sit on as the one that's currently on. It looks a little bit flat It doesn't really have any texture volume, and I'd say that's my only major thing that I'd change about the project if I could. . My lighting was a surprising triumph because personally I do not like working in unreal. I don't get on with it and I find the user interface impossible to navigate because there is just too many things to get through to find the thing you're looking for, and I was expecting my lighting to come out as, quite frankly, awful. But I was pleasantly surprised as it actually came out quite effective. It's got a nice light blue glow, which gives my scene a much more sci fi feel as balancing the themes of the cathedral like yet sci fi fandom was quite a difficult challenge A sci fi tends to be more modern and curved and sleek edges, whilst Gothic medieval architecture is a lot more extravagant and gauche and overly detailed, and combining these was always a problem. So the way I tried to invoke it mostly was through arches and large shapes, whilst keeping the overall theme of the dungeon simple to keep with the sci fi feel of the 40 K universe. I think the lighting really helped to emphasize this as typically when you look at sci fi genre, there's a lot of what I would describe as internal lighting in the designs There's lots of little streaks or strips of lights and they're often neon colours as it gives them a sense of a techno logical feel, and it just elevates them to that little bit more And I feel like my lighting in unreal does this incredibly well. If I had had more time, I may have tried to remove the sky from the background, as I feel like it detracts a little bit, but I just didn't have the time to sort out the lighting direction. If I removed the skybox. So sadly that was a time decision I had to make. But if I have some time in future, I would like To experiment with lighting a little bit more, as I do tend to avoid rendering, although I may try this in a different game engine than unreal, as I really struggle with it and it just stresses me out too much to able to use it. My extensive planning during this project definitely helped to improve its effectiveness in it in its overall outcome. For this project I did incredibly thorough research into the history of the legions and who they were, as well as trying to create a narrative for my saying that a true Warhammer fan would be able to pick out from the Easter eggs I've left around the scene. Sadly, I didn't actually get to do much of th. Project. The project as I just ran out of time and these are more finishing pieces and embellishments than necessary parts of the design, as there's enough symbolism within the modelling for people to be able to tell that it is Warhammer related. Just that I didn't get to put enough in to explain the narrative of my scene. As a result, I would say that my environmental storytelling did fail. But the planning itself is incredibly extensive. I think I did a good balance of research to practical, as I only researched the bits that were relevant to me. I did like a general search for the Warhammer 40 K universe to get an understanding of its history and lore, and then focussed in on the parts that I wanted to make this way, I didn't waste time looking at things that I didn't need, and focussed on the bits that I was going to use. As a result I think this is probably the most effectively planned part of my project, time wise, that I managed to make. I don't think if I was making this project again, I would change anything about my research, As I believe it is extensive enough to properly inform the design choices and decisions that I made.
On the other side of my project though, being the even better if the list is extensive. The things that I would do differently if I was to do this project again would be to create a high poly version for most of my modular kit, as it didn't have one, to actually have a trim sheet that works, improve my texturing capabilities, moving to unreal sooner and be less prideful about asking for help. I should have created high polys for my objects in the week that we were actually specialising on that subject, as I just got so caught up in keeping up with the lectures and trying to match the pace of everyone else. So I just completely forgot to do them. And by the time I remembered, it was too late. This issue wasn't helped by the fact that my trim sheet and tiling materials were overcomplicated in their application In unreal. For some reason I seemed to pick the most difficult and contradictive and least knowledgeable way to try and texture my objects in unreal, and it was just a mess. If I had gone with a more simpler way, I would have managed to incorporate the high polys onto my objects. As I had an issue that when I was going to create the high polys, but due to my texturing tiling issues that I mentioned previously during their construction, there was more than one material on the shape, and the shape needs to have a base material so you can apply normals, which is what the high poly is baked on. But if there's multiple textures, then you can't apply it because it will just cancel out the one underneath it. And as a trim sheet and a tiling material, both have normals. I can't have three of them on the same object at the same time, on the same sections. I did research into how I could possibly do this and the Only way to do it with the way I have constructed it seems to be through using a master material and creating a mass of nodes. To the extent of almost like you're constructing a tiling material which out of three pre-built textures and an unreal engine, which I have no prior knowledge in and without any assistance from any lecturers or outside influence, there was no way in any world or universe that I was going to be able to do this on my own in the amount of time that I had left. So I just had to ditch the high poly sculpts, as even if I had made them, I wouldn't have been able to use them anyway It would have been a waste of time. I think this is the thing that I have the biggest gripe about, because even though my trim sheet is broken, I did manage to make it. When with the high polys, I didn't even get to make them because I had so many issues with the other things that I needed to fix before I could actually use them, that I never got to make them because I never fixed the problems. And even if I had got to make them I wouldn't have been able to use them, which is just a Makes this asset completely unusable and a waste of time I could have spent on other things. This was quite a letdown for me because I'm applying for character art next year, which is exclusively ZBrush, and this would have been great practice for me Hard surface sculpting in ZBrush and because I messed up so much, there was no point in me doing it so i didn't get to practice these skills ready for next year. I'd say my other issue that has been a bane of my existence on this project was my term sheet, because I constructed it incorrectly as I misinterpreted the instructions of student lecturer, and I didn't realise that I had done it wrong until the point that we were no longer in university and that you, university staff had gone on leave, so I was unable to get any in-person help to fix it. And by trying to explain it over email is impossible because it's such a mess that you just can't make out what I've done wrong. The reason that I hate it so much is just because of how ineffective it is. The modelling was reasonable for the bits that I needed to make, but the texturing was atrocious. I hated the textures that I used on it as they were too. Unlike the materials I was going for. For example, the metal textures I used on the skull arches didn't look too bad. And then I tried to add some erosion on them from where the ship had been sat so long and it looked more like a wet rock. By the time I was finished. I feel like if my textures had been better the fact that it didn't work wouldn't bother me so much, because the bits that did work would have been more effective. It also bothers me extremely that due to my own pride I don't ask for help that much. I try to fix things on my own until I can't go any further, and then I'll ask for help, and as a result I tend to be my own worst enemy during projects like these So I didn't ask for help for my term sheet until I was almost at my several deadlines that I was given due to the and the referral, and as a result, by the time I built up the courage to ask for help, I didn't have the enough time to be able to fix it. Honestly, I think quality wise the trim sheet is the worst thing I made because although some of my modular pieces don't have high polys on them I tend to have an issue where I when I model, I tend to go somewhere in between high and low poly, and then it's sort of diminishes the reason for having a high poly but it's too detailed for the low poly. So even though this isn't a great thing that I should be doing, and I need to learn not to, and when to stop, it did save me a little bit from the fact that I don't have high polys as it's a little bit less noticeable. The trim sheets issues are abundantly clear, as there's only really one main texture in my room, and it makes it kind of hard to read at a distance. I think when I go back to university next year, I'm going to get some assistance on figuring out how to actually fix this term shape. Not because I actually need to, but for the fact that if I ever have to create one in future I want to know how to properly do it and never encounter these kind of problems again. Because quite frankly if I do, I think I would give up game art for the rest of my life. Thus, part of the project has definitely been the worst thing I've ever had to deal with. For the amount of problems it had during any of my academic time. That includes pre-school. And I have no intention of ever letting this kind of mess happening again. The other letdown of my project would be the inconsistencies in the qualities of the texture because it shows very clearly where I've been able to spend the time and where I've had to rush or where my time planning hasn't worked out at all because my tiling material was perfect. Yet. The texturing on my trim sheet was awful It was like stock images, and you can clearly see. Where I've spent the time and it's it just feels like I've been lazy on those parts. I know in my mind that I haven't, but people viewing my work. Don't. And for me, that's quite a big issue because if people look at your work and think you're lazy, they're not going to hire you. Even if you use some good quality pieces. They want consistency. You can't have a game like, I don't know, Skyrim for example, with an amazing creature sculpt like alien from the film film alien, and then have a texture on the spaceship that it's on that's just like it's been coloured in by a toddler. It doesn't matter how good the good bits are, because the bad bits will always draw the eye. And I know that I have the skills to make better textures. I just ran out of time and patience and it wrecked it for me. My other biggest mistake is that I should have moved to unreal sooner. I knew I was going to struggle with it and I knew that even if I did manage to get to a reasonable amount of grips with it, I would still try to con nect most of my pieces outside of the engine and then move it in as it just reduced the amount of work that I had to redo within the engine, that I should have spent more time trying to learn it as it didn't impact my skills massively. But it did mean that setting up rendering took a lot longer than it should have, because I hadn't spent enough time in it before that I needed to do everything to make it ready for rendering in one go, when all of this should have been pre-built, so that I could just press a button and render it. The other problem is, is that because I was so unfamiliar with the UI, this didn't exactly help. When I was trying to fix my trim sheet problem. If I had spent more time and been less prideful about trying to avoid it, I may have actually had a chance at fixing my trim sheet because I would have known what I was doing. Currently, I'd say that I am so bad at unreal that the only things I really know how to do is build a material, move around, import and export assets, and render, and that's it. Other than that I have no clue what any of the rest of the engine does I don't know how to set up cameras or anything else. I had to use the high poly screenshot to create my renders. As a result I not as good of a quality as they could have been. I have always struggled with game engines They've always been My Kryptonite. I just struggle with you your guys. The very broad because I don't have great working memory so I can never remember what any of the things are or where they are So I tend to prefer application to a smaller UIs that are a bit more organised as I don't have to remember so much and I can just find it are. I think that's where my fear of unreal comes from. But this can't keep going on because when I'm in industry I will have to use unreal at some point. Even as a character artist, I may not have to spend a lot of time in it, but I will have to import and export models for the waterfall development method, So I need to get to grips with this engine I think over the summer I'm going to just try and create some very basic shapes and unreal and try to apply game mechanics and other bits of the engine and materials and just get to grips with the UI a bit more, because quite frankly My current abilities with the engine are an embarrassment for the level of academia that I am currently at. .These issues I have identified are mainly a problems because of how poorly I managed my time And the fact that I suffer from pride, a useless emotion. I know this isn't fully on me as I had so many personal circumstances happening during this project that quite frankly, you wouldn't believe me if I wasn't in contact with some help at this point, But I still believe that if I had managed my time properly, I still wouldn't have been able to create what I initially intended but I would have had a better quality outcome than what I ended up with. Pride, on the other hand, there is no excuse as I've become my own worst enemy when it comes to projects. And if I could just get rid of this I could go so much further than I am currently working at. It's just it's very hard to drop when you're in the heat of panic mode. If I was ever to do this project again I'd definitely hope that I don't have as many personal circumstances arise as I have had. But despite that even if they did arise, I'd definitely tried to plan out my time from the start and if any circumstances like what I've experienced during this project were to ever arise again I would edit my planning for what I'm going to build, as well as my time plan to more accurately predict the amount of work that I can produce in that time, and make it so that I'm not stressing to try and complete everything at the end. My biggest problem is that when I'm short of time due to my own time management problems, I panic and just say oh no, I need to complete everything I had planned in this tiny amount of time but I don't realize it consciously enough that there's no way possible I can get the amount that I wanted to do originally done in that time, so I just keep working at something that I know is never going to be completed. And it's not just going to look shoddy, when really I should just focus on the basics I have to submit and get them perfect. This is also an example of my pride because I don't like the idea of explaining to people what I intend to make and then not delivering. I get a sense of embarrassment and my pride is too high for me to want to admit that I'm struggling. So I just try to do it. And then I inevitably fail. And then I just become depressed.
In conclusion, for next year, I need to focus on managing my time more efficiently and planning it out from the start, as well as realizing that if situations come up like they have done, I need to edit my expectations as well as my time planning to work around these issues. I also need to learn that pride is nothing and it's just creating hindrances for me that I don't need, especially when things out of my control come up. And then I think that I can still do it all and present what I intended to make, when in reality there's no hope of ever getting it done. I intend to speak to my study. Skills tutor Once I return back to uni. Throughout my project in an attempt to help myself clear out my time as well as my tasks throughout the duration of the project, as well as asking them to hold me accountable to get the things done that I need to do as I tend to suffer from lack of focus And if I spend too much time on one thing, my mind drifts and I go to work on something else. As a result I end up with a bunch of incomplete pieces of work that if I just focused on one solely,. It would have come out as possibly even a professional Lee, presentable piece of work. I think my overall opinion of my project is that it's average. It is got some incredibly good parts, but it's also got some very bad parts and not much in between. So I feel like they balance each other out and as a result . I feel like it would be something that you could maybe put on Artstation as an intermediate learner, but you wouldn't get a lot of views for it. Though, if I was to separate out the good pieces of work I've made I believe that I'd most likely get quite a lot of publicity through a portfolio Website like Artstation. As a result it's rather hard for me to discern how I feel about this project So far. I can't really tell if it was a success or a failure because in one hand it is a success because I completed it but on the other hand, in my mind it doesn't feel like a success because of how many problems I had. So I think I will leave the overall conclusion to each individual viewer, as they'll probably have their own opinions on it. One thing I will aim to do though, is throughout this project I have mentioned that I tend to move on to new things before I finish the old, and there is one part of my project that I would like to complete in my own time as a personal project for my portfolio and that is the Venus fly trap tree. I'm very pleased with how it's looking so far. I just realized I have time to complete it and I feel like it would be an amazing portfolio piece to showcase my skills, as well as practice my ZBrush abilities for next year. If I was able to get it completed.
Figure 1. Chris SWISS. n.d. Imperial Eagle [digital graphic]. Pinterest [online]. Available at: https://www.pinterest.com/pin/8725793013708885/ [accessed 29th January 2025].
Figure 2. Cubicle 7 Entertainment Ltd. 2023. Warhammer 40,000 Roleplay: Imperium Maledictum Core Rulebook - Imperial march [digital illustration]. PC Gamer [online]. Available at: https://www.pcgamer.com/the-new-warhammer-40000-tabletop-rpg-is-like-playing-dandd-in-a-horrifying-galaxy-where-everything-wants-to-kill-you/ [accessed 29th January 2025].
Figure 3. Johannes HELGESON. 2022. Warhammer 40K Horus Hersey Fanart – The Primarchs [digital illustration]. ArtStation [online]. Available at: https://www.artstation.com/artwork/yJeWO8 [accessed 5 February 2025].
Figure 4. Oliver CATES. N.d. Warhammer 40k Propaganda Poster [digital image]. Pinterest [online]. Available at: https://fr.pinterest.com/pin/7177680635299297/ [accessed 24 July 2025]
Figure 5. Holly HANN. 2025. Dungeon crawler design document. Private collection: Holly HANN.
Figure 6. Holly HANN. 2025. Venus fly palm. Private collection: Holly HANN.
Figure 7. Holly HANN. 2025. Playing with layouts. Private collection: Holly HANN.
Figure 8. Holly HANN. 2025. Making blackout pieces [photography]. Private collection: Holly HANN.
Figure 9. Holly Hann. 2025. Layout 3D [photography]. Private collection: Holly HANN.
Figure 10. Holly HANN. 2025. DFG pose [photography]. Private collection: Holly HANN.
Figure 11. Holly HANN. 2025. Block out refinement [photography]. Private collection: Holly HANN.
Figure 12. Holly HANN. 2025. Scaleman [photography]. Private collection: Holly HANN.
Figure 13. Holly HANN. 2025. Modular pieces [photography]. Private collection: Holly HANN.
Figure 14. Holly HANN 2025. Bricks [photography]. Private collection: Holly HANN.
Figure 15. Holly HANN 2025. Master studies perspective [photography]. Private collection: Holly HANN.
Figure 16. Holly HANN 2025. Perspective [photography]. Private collection: Holly HANN.
Figure 17. Holly HANN 2025. Eagle beam [photography]. Private collection: Holly HANN.
Figure 18. Holly HANN 2025. WK3 PR [photography]. Private collection: Holly HANN.
Figure 19. Holly HANN 2025. VFP side [photography]. Private collection: Holly HANN.
Figure 20. Holly HANN 2025. DFG ature [photography]. Private collection: Holly HANN.
Figure 21. Holly HANN 2025. Floor tiling [photography]. Private collection: Holly HANN.
Figure 22. Holly HANN 2025. Adeptus mechanicus alpha [photography]. Private collection: Holly HANN.
Figure 23. Holly HANN 2025. Adeptus mechanicus tile [photography]. Private collection: Holly HANN.
Figure 24. Holly HANN 2025. AM tile texturing [photography]. Private collection: Holly HANN.
Figure 25. Holly HANN 2025. TS planning [photography]. Private collection: Holly HANN.
Figure 26. Holly HANN 2025. TS arches [photography]. Private collection: Holly HANN.
Figure 27. Holly HANN 2025. GAR 102 D1 [photography]. Private collection: Holly HANN.
Figure 28. Holly HANN 2025. WIP 1 [photography]. Private collection: Holly HANN.
Figure 29. Holly HANN 2025. Outer arch UV [photography]. Private collection: Holly HANN.
Figure 30. Holly HANN 2025. Center arch checkered [photography]. Private collection: Holly HANN.
Figure 30. Holly HANN 2025. Center arch UV [photography]. Private collection: Holly HANN.
Figure 31. Holly HANN 2025. Best UV wall [photography]. Private collection: Holly HANN.
Figure 32. Holly HANN 2025. DFG value [photography]. Private collection: Holly HANN.
Figure 33. Holly HANN 2025. WK 8 PR[photography]. Private collection: Holly HANN.
Figure 34. Holly HANN 2025. Decals [photography]. Private collection: Holly HANN.
Figure 35. Holly HANN 2025. Am tile retro topology [photography]. Private collection: Holly HANN.
Figure 36. Holly HANN 2025. Control panels [photography]. Private collection: Holly HANN.
Figure 37. Holly HANN 2025. Portrait LD [photography]. Private collection: Holly HANN.
Figure 38. Holly HANN 2025. Portrait master studies [photography]. Private collection: Holly HANN.
Figure 39. Holly HANN 2025. Lighting [photography]. Private collection: Holly HANN.
Figure 40. Holly HANN 2025. Master studies drapery [photography]. Private collection: Holly HANN.
Figure 41. Holly HANN 2025. tiling colour overlap [photography]. Private collection: Holly HANN.
Figure 42. Holly HANN 2025. Tiling complete [photography]. Private collection: Holly HANN.
Figure 43. Holly HANN 2025. DFG LF drapery [photography]. Private collection: Holly HANN.
Figure 44. Holly HANN 2025. testing arches[photography]. Private collection: Holly HANN.
Figure 45. Holly HANN 2025. To do list [photography]. Private collection: Holly HANN.
Figure 46. Holly HANN 2025. throne front [photography]. Private collection: Holly HANN.
Figure 46. Holly HANN 2025. throne back [photography]. Private collection: Holly HANN.
Figure 47. Holly HANN 2025. master studies [photography]. Private collection: Holly HANN.
Figure 48. Holly HANN 2025. zremesh vs decimation [photography]. Private collection: Holly HANN.
Figure 49. Holly HANN 2025. problem areas [photography]. Private collection: Holly HANN.
Figure 50. Holly HANN 2025. baking [photography]. Private collection: Holly HANN.
Figure 51. Holly HANN 2025. textures [photography]. Private collection: Holly HANN.
Figure 52. Holly HANN 2025. master studies grid [photography]. Private collection: Holly HANN.
Figure 52. Holly HANN 2025. master studies sketches [photography]. Private collection: Holly HANN.
Figure 53. Holly HANN 2025. dome finale [photography]. Private collection: Holly HANN.
Figure 54. Holly HANN 2025. dome walls [photography]. Private collection: Holly HANN.
Figure 55. Holly HANN 2025. dome joining [photography]. Private collection: Holly HANN.
Figure 56. Holly HANN 2025. skull arch added [photography]. Private collection: Holly HANN.
Figure 57. Holly HANN 2025. eagle arch added [photography]. Private collection: Holly HANN.
Figure 58. Holly HANN 2025. hazard tape [photography]. Private collection: Holly HANN.
Figure 59. Holly HANN 2025. crosses [photography]. Private collection: Holly HANN.
Figure 60. Holly HANN 2025. planning Ts [photography]. Private collection: Holly HANN.
Figure 61. Holly HANN 2025. Unwrapping Ts [photography]. Private collection: Holly HANN.
Figure 62. Holly HANN 2025. TS texturing [photography]. Private collection: Holly HANN.
Figure 63. Holly HANN 2025. TS modelling [photography]. Private collection: Holly HANN.
Figure 64. Holly HANN 2025. TS blinn 6 [photography]. Private collection: Holly HANN.
Figure 65. Holly HANN 2025. master studies gouache [photography]. Private collection: Holly HANN.
Figure 66. Holly HANN 2025. Pillar UV [photography]. Private collection: Holly HANN.
Figure 67. Holly HANN 2025. door uv [photography]. Private collection: Holly HANN.
Figure 68. Holly HANN 2025. 1/2 door uv [photography]. Private collection: Holly HANN.
Figure 69. Holly HANN 2025. door material [photography]. Private collection: Holly HANN.
Figure 70. Holly HANN 2025. banner uv [photography]. Private collection: Holly HANN.
Figure 71. Holly HANN 2025. shrine uv [photography]. Private collection: Holly HANN.
Figure 72. Holly HANN 2025. adding materials [photography]. Private collection: Holly HANN.
Figure 73. Holly HANN 2025. TS material UE [photography]. Private collection: Holly HANN.
Figure 74. Holly HANN 2025. Tiling material UE [photography]. Private collection: Holly HANN.
Figure 75. Holly HANN 2025. Shrine texture [photography]. Private collection: Holly HANN.
Figure 76. Holly HANN 2025. shrine hero asset sheet [photography]. Private collection: Holly HANN.
Figure 77. Holly HANN 2025. TS UV display [photography]. Private collection: Holly HANN.
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