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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