Sunday 31 March 2013

BA6 | Specialism #05

Progress Update

I’m struggling to keep to my, admittedly, unrealistic timetable over the past week due to life getting in the way and working the Easter bank holidays. Regardless, I am trying to maintain a decent level of motivation, which I’m finding hard, but I feel that I finally have a clear(ish) idea in my mind for the assets I plan to create for my small environment area. I want to do a bit more in game visual research before I dive in and I’m certainly a few research posts/concept designs away from modeling just yet but now that I am on the right track I can keep moving forward rather than feeling like I’m hitting my head repeatedly against a brick wall.

Uncharted 3

I am starting with another selection of screen caps I have taken from a video walkthrough of Naughty Dog’s latest masterpieces, Uncharted 3. Whilst this game is primarily focused within the desert, there are a couple of chapters at the beginning of the game where Nate and Sully find themselves in a jungle deep in France. I thought this would be good to study for influences and inspirations for my semi jungle/temple/mysterious environment that I’m trying to narrow down! 

Here is the video that I used to take the screen shots below...

I really like the different levels of terrain, how the rocks are mounted upwards and vegetation covers them. I also need to remember to consider these images when doing texture studies. 

I think the way the tree forms an archway for the player is effective environment creation. It creates a frame for the games pathway bridging the environment and the game together for the player. 

Similarly here, the trees and rock formations create a pathway so that the player can read the environment in terms of gameplay and understand where they must progress to.

 More inspiration for possible monuments I could build and how they would react to weathering within a jungle environment, how they would deteriorate and break down and how they would appear visually. This is also inspiration for composition and structure. 

I love the way the tree roots are hanging down over the rock cave just ahead of drake.

More visual influences for how structures are broken, weathered and aged within a jungle environment, very similar to that within my imagination of how structures (if any) would appear in my environment.   
 
Inspirations!!

As I am struggling a bit to decide on the core assets that I want to create within my jungle-esque environment I thought I would do some basic research into what people have already created in 3D in the hope it would inspire me. Here are some inspirational pieces of work that I have found which I know are going to help influence and inspire me.

Firstly, I started by searching tags such as “3D jungle assets” to see what came up. After a while I came across a websitehttp://www.minifloppy.it/, which belongs to Francesco Camarlinghi (or “minifloppy as he’s known on the internet). On here, minifloppy shows his UDK jungle model that he has created in the form of a video (which I think is really impressive). 

 
 >> video reference, UDK jungle by minifloppy <<
 
I found this video incredibly helpful and inspirational because it contains just the type of elements I would like to model in my work. Obviously I can’t build something on this scale, it’s the assets I am focusing on but yeah, totally inspirational. There are also a couple of screen caps where minifloppy has shown un-textured renders of some of the smaller assets within this environment which I am finding incredibly helpful to look at. 
 
I then came across Daniel McGowan's blogger where he showcases some 3D art from the game Hunted: The Demons Forge (which I haven't played, but I have heard of) which is reminiscent of the ideas I have for my 3D environment. 
 
 
I mentioned earlier that I really liked the way that the tree roots draped down over a large rock formation in Uncharted 3. Well, I also found another blogger from 3D artist/modeler Christine Snelling who shows a model where some tree roots do just that. It’s really helpful to see this created as an actual 3D model.


Another render she shows is helpful to me as she has textured the rocky roof and showed how the moss and vegetation would have overtaken and grown upon the tiles.


I also found artist Tom Schillinger's BlogSpot which contained a small variety of Vietnam jungle inspired assets which I am finding really inspiring to study.  I really like the idea of creating a bridge, and keeping in them with the idea of it being a mysterious/magical area maybe it could be floating similar to Martin Teichmann’s floating world project I studied earlier. I also want to have a crack at building a tree/tree trunk. I think its really helpful to have examples of both 3D created models photograph references so these will help me greatly.  

 
From a basic Google image search for 3D jungle assets I was able to find a website which offered these stock models that people could buy/download to use within their environments. I have absolutely no intention of doing this for my project; whats the point? But I do find them very helpful in terms of inspiration and influences.

 
To finish up this long, image heavy influence/inspirations blog post I am going to show the image I found posted up on http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=47 where Rob Adams, a previous lead level designer at Naughty Dog, was being interviewed and was discussing Uncharted Drakes Fortune. When asked about the challenges faced for level design he talks about player cues, direction and hints that the environment can give. He states that lighting, composition, mood colours, lead-in lines and audio cues that work alongside the environment are incredibly important.   

Next, there is an image shown of a heavily vegetated jungle environment which I found really helpful and inspiring because it shows the model with the wire frame over the top showing how some of the structures and formations were modelled. I think this is incredibly helpful!

Friday 29 March 2013

BA6 | Specialism #04


How Can Uncharted 2 Help Me?

Possible Spoilers 

Well other than the game being amazing, Uncharted 2 can help me a lot visually. When I decided to take on a jungle-esque,  mysterious environment I thought of this game straight away. During the later chapters of the game Drake, Elena and Chloe find themselves in the ancient, lost city of Shambala. Shambala is a mythical hidden kingdom supposedly located somewhere in Inner Asia. Throughout these final few chapters, the team must battle their way through the ancient city ruins of Shambala, fighting their way through waves of creatures who inhabit the lost city as well as a number of main villain, Zoran Lazarevic’s, henchmen.  

The environments in these chapters are stunning and just the kind of inspiration I needed. I am currently struggling to determine the actual assets that I want to create which is why I have extended my research period for the project to ensure I can properly determine my asset list for my project. I can’t begin modeling until I know so I need to step my game up and push on >:) 

Here are some screen caps I took whilst watching an Uncharted 2 walkthrough on YouTube by Joanastic. As Uncharted 2 is only on PS3 I was unfortunately unable to take my own screen caps. I will write up a list at the end of key assets and environmental elements that I find inspiring and that I could use to influence my environment. 

 
What Influences me from the Shambala Chapters of Uncharted 2?
 
  How the vegetation isn’t only shown through 3D models, it also takes over textures too.
Consider how texture patterns can be used to replicate that mysterious atmosphere and correctly portray an environment.
Rocks of different sizes, be creative!
Broken rubble from where ancient ruins have aged and deteriorated left lying on the floor.
Large tree roots growing up what would have once been beautiful flooring.
Delicate architecture in contrast to where it has broken and aged.
Large scale of structures such as statues and architecture.
Consider how natural plant life would react to the ruins, for example how vines are wrapped around structures.

BA6 | Specialism #03

Researching Ancient Ruins of Thailand

A large part of TR: Underworld is based in Thailand therefore I thought it would be a good idea, before I research any other games, to look into the ancient ruins of Thailand and see if I can get any inspirations and influences from there.  I began simply by typing in “ancient ruins in Thailand” into YouTube to see what would come up and this is the first video I watched.

 
>> video reference, credit goes to michaelpluznick << 
 
I thought this was actually really helpful. I could see a lot of connections between the architecture being shown on the video to that which I saw in TR:U. The only main difference was that these were primarily inhabited, obviously maintained for tourists and natives. So whilst the architecture is definitely influential, some of the shots are too maintained. I need more jungle like exteriors for proper visual references. 

Reading through the comments on the previous video I saw a lot of people stating that the images were from a place called Chiang Mai. Chang Mai is the largest city in northern Thailand and is the capital of Chaiang Mai Province. When I typed in “Thailand jungle temple” into YouTube I was presented with a video named “Wat Umong Temple in Chiang Mai, Thailand”. Whilst there is still a clear effort to preserve these temples and areas, probably for tourism and religious purposes, this video shows more natural growth to the area. There is more evidence of luscious vegetation and natural surroundings similar to that of the TR:U game. However, they still weren’t showing me enough ruins or areas which looked mysterious enough and uninhabitated. Still very useful though.


I went back to searching for temple ruins within jungle environments so that my search wasn’t limited to Chaiang only. Although still preserved for tourists and local visitors, these videos portray more of the style I am debating attempting for my 3D environment. The rock and stone formations that build up the temples and ruins are truly organic, not rebuilt or worked on, they are totally natural. Many of the walls you can see have dense vegetation growing over them too which is a feature I would like to consider within my environment.  This is definitely along the right lines inspiration wise, videos like this will prove incredibly helpful when I need to pull my visual stimulus and references together to help back up my designs and ideas :D  

 
>> video reference, credit goes to earthmagictours << 
 
 
>> video reference, credit goes to earthmagictours << 

Friday 22 March 2013

BA6 | Specialism #02


Initial Research, Ideas, Themes and Inspirations

It’s time to start putting my ideas and influences down on my blog so that I can begin to narrow down the possibilities for my 3D environment design. As I mentioned briefly in my previous specialism post, my plan for this project is to build a small concentrated area of a 3D environment focussing on a few key assets. I have already set myself the challenge of creating an exterior environment as for my previous project (BA5) I created an interior. I want to focus on ensuring my textures are organic and show “wear and tear” so to speak. This is something I will go into more detail in a little further down the project road though. For now I need to gather as much visual stimulus as I can to help me gain a better understanding of the type of 3D environment I want to create. 

During my feedback session a couple of weeks ago Lothar showed me various websites from 3D artists who’s roles varied from junior artist through to senior artist. We discussed the level of standards I should be working towards and the type of portfolio I could possibly create. One of these artist was Martin Teichmann. Martin Teichmann currently works as an artists at Crytek in Frankfurt and has worked on games such as Crysis 2 and 3. Lothar showed me the gallery on his website which included a lot of exterior environments. Here are a series of his images that I found really inspiring, they are from Teichmann’s “Floating Island Scene” which was a private project.

 
Seeing his work I was immediately inspired. I love the over grown vegetation and mysterious setting/atmosphere.  Now obviously this is incredibly advanced modeling and I doubt I could create something this big, in fact I wouldn’t want to give myself such an unrealistic project to do in little remaining time we have. What Lothar did suggest to me was to take a small part of an environment. So, using Teichmann’s work as an example, I could create the bridge and connecting sides with some rock/plant/tree assets to bring the small concentrated area to life. 

Tomb Raider: Anniversary

With this in mind I thought it would be a good idea to gather some visual stimulus from games that I know have a similar vibe, atmosphere, environments and setting. So I started with some Tomb Raider >:D I played Tomb Raider Anniversary which is a 2007 remake of the original game in the series (Tomb Raider, 1996). This was great because it has just the kind of environments I am considering but instead of having 1996 graphics from the original TR, it makes use of the engine that TR: Legend used so the graphics are better meaning I could get some decent visual stimulus.  
 
For now I have screen captured random areas of the game that inspire me or that I think would be fun to re create that also link in with Teichmann’s work too. (Obviously I'm aiming for current gen graphics and quality but you can never have enough visual references and visual stimulus ;)

  
Tomb Raider: Underworld

Tomb Raider: Underworld is the 8th game in the Tomb Raider series and was developed by Crystal Dynamics. Similarly to TR: Anniversary, there are mysterious environments, supposedly based in Thailand, where there are ancient ruins and thick, luscious vegetation everywhere. 

 
What is it about these screen shots that I find inspiring?

Similarly to Teichmann’s work, I find the exterior scene s in the TR games inspiring because they’re unlike anything I have tried to model before. I am daunted by the idea of doing an exterior scene but I love al the little details and options the mysterious/other-worldly jungle ruin themed environments can offer. I wont be short for ideas of assets to model within my environment. 

 What elements would I consider taking through to my 3D concept and why?

I'm going to go into more detail with textures in this project, or at least try! But one thing I noticed was how the textures applied to the TR games, especially in TR: Underworld where textures were more highly defined, screamed abandonment and age. The way old tree roots and vines wrapped around monuments and other parts of original buildings were now crumbled away really emphasised that the environment was untouched/uninhabitated. 

Looking at the TR screen caps, what possible assets could I re-create within my 3D environment?

Organic models
Dense, heavy vegetation.
Over grown tree roots.
Crumbled walls/rocks/statues/monuments.
Wooden structures held together with ropes.
Large rocky areas, caves, caverns, tombs.
Areas where delicate but aged ancient ruins stick out of rock formations.
Ancient style ruins, pillars, monuments (would need more research).
Paved floor with organic vegetation growing over the top/through the cracks, moss, weeds, plant life etc.

What’s Next?

Well, now I realises there is an area/theme that inspires me I am closer to narrowing down my area of focus for my 3D environment; a mysterious, almost other worldly, ancient jungle scene. I will need to research the same influences that the TR teams researched when they were creating their games. I will also look into the Uncharted games for influences as they also use ancient ruins, temples, ruins and jungle environments for their environments. I will also research these places on the internet and gather as much visual stimulus as I possibly can so that my scene is well, and correctly, informed. Yaaaay, I finally have a direction :D