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

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