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!

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