Friday, 18 October 2013

Week 4 - Texture maps

Although our inspiration models will essentially be modeled and created within a 3D software, such as 3DS max, it is important to understand textures, how they are applied to models and what effect they have on the model itself.

When a model is left un-textured it takes away any life and emotion from it. Designers will spend roughly 40% on the model and 60% within a texturing software, such as Photoshop or Zbrush; this is why it is important to home your skills with texturing and understanding color pallets, what works and what doesn't.

The third session with our tutor was all about understanding and setting the foundations for the texturing side of 3D modeling and designing.
Websites such as 'Mayong.com' and 'CG textures' were used for us to collect a:
- Brick texture
- Nature texture
- Metal texture

The task set by the tutor was to collect these textures and create a 'tile map' from each one; this gave us a better understanding of how tiling textures work, it also helped with further familiarizing ourselves with Photoshop.

To begin 'tiling' the textures an offset had to be placed which sort of loops the image round revealing a 'seam' where the texture connects back to itself. In order to remove this seam we had to use the clone tool within Photoshop and manually remove it.
After the seam had be successfully removed we now had to shrink the canvas size down to '512 by 512 pixels'.



Blogged by Adam Place on 18th October 2013

Wednesday, 9 October 2013

Week 3 - Lighting solution of my inspirational model

Lighting within a 3D environment or on any 3D model can be extremely powerful, it can display emotion and set an atmosphere; which gives a more realistic feeling to the model.

Within the second session the tutor talked about the different lighting solutions that can be used on 3D models; such as directional lighting etc.

At the end of the session he set another assignment, which involved us looking at the different lighting solution and finding one that we may use on top of your models. This isn't a fixed aspect, we are allowed to change it and develop the final piece as the year progresses, and as we grasp a better understanding of the visual studies.

This is my first idea on a possible lighting solution:




I have chosen this type of lighting solution because it is quite a diffused light source. 
The diffusion of the light will land softly on my model's skin and clothing.


Blogged by Adam Place on 09th October 2013






Week 2.5 - Critical feedback on the inspirational model

Within the second lesson the tutor instructed us to get used to giving critical feedback and receiving it. To do this he asked us to turn to the person next to use and provide this feedback and then also to get feedback on our choice of model.

This post are the notes that were taken during the feedback session:


Critical feedback

Jonathan Horner:

His view on my design: 

Thinks my design is ‘awesome’, he likes the colours and the concept of the design.
He thinks that I will struggle with the mouth section, and that I need to be careful to get the correct shape and design; as this area really shows the emotion of the character.
To possibly improve this Jonathan thinks that I could change the stance to make it more personal and tailored to me. If I were to change the stance I will experiment with change by drawing out sketches and see how they affect the overall image of the character.

My view on his design: 

Jonathan’s inspiration has come from one of his sketches. He has sketched a jester holding a cane.
The design is really nice and clean and I think it’s a clever idea.
However, the positioning of his character was in a ‘happy jump’, almost reaching to the sky with one hand. The emotion of the character is quite sinister and I told him that I believe the emotion on the face doesn’t match the current positioning and stance of the character.

Also he originally had the character’s hat off; I expressed my opinion that the hair might be difficult to cleanly and professionally model and texture to a professional level. My improvement to this issue was to keep the hat on the character and have it slanted downwards creating a drop shadow on the character’s face; this would help to support the sinister emotion.


Blogged by Adam Place on the 09th October 2013

Week 2.4 - My inspiration model

Within the first lesson of the module we met our tutor and got to know what we will be doing within this module.

Our first assignment was to find an inspiration scene, character, object or vehicle that we want to strive to model in 3DS Max by the end of the year.




The image above is my inspiration model.

By the end of the year I am wanting to model all the aspects of this character, however I may change a few elements and the positioning of the character, but that will be decided as I work through the year.

I chose this character because I think it is something unique and different; and I feel extremely determined to model this to the best of my ability. I look forward to modelling this character.


Blogged by Adam Place on the 09th October 2013

Week 2.3 - Character Design: the next step

After my talk with the teacher I have decided to move on from the spiderman model and focus on something that I believe will be more achievable with my skills; in no way did the teacher knock my confidence and put me down, he helped me to critically evaluate my drawing skills and understand more about modelling a character like that involves.

Therefore, I will look for something more my ability at this moment and keep practicing my drawing abilities throughout the year.

I began by researching images of smaller, cartoon characters; below are several images that grabbed my attention and interested me.







During the research of these types of characters, I also doodled  a design that followed this similar pattern:

I felt as though this type of design is more suitable to my skill set.

Blogged by Adam Place on 22nd October 2013

Week 2.2 - Environment design research

Although I have decided to have my inspirational model as a character, it is still extremely beneficial and educating to research into environment design, as it explores the different aspects of being a 3d modeler.

Below are just some images that I searched the internet for and for interesting:





All these images are indications as too, if I was going to do an environmental model these are what I would use as reference, inspiration and motivation.

Blogger be Adam Place on 22nd October 2013


Week 2.1 - Character Design

Originally when we got told about our inspiration model and how it can either be a character or an environment, my mind automatically jumped to character modelling, this is because I am interested in human anatomy and how the body is proportioned.

I was very passionate about modelling spiderman, as he is my favorite superhero. I began by researching on google images, the different positions of spiderman and how he is portrayed.





When it came to the tutor coming around and talking to us about our model choice, he expressed is concern as to my ability to draw well enough to capture human proportion, he then set me a drawing assignment for the next week, to choose an image of spiderman and try to sketch it as close as I possibly could. 

Below is my drawing of a spiderman:


This is a scanned image of my spiderman sketch after 1 day. 

I showed my tutor the drawing, he gave me very helpful and critical feedback then said, it is ultimately down to me, he will try to provide as much support and help as possible within shaping and sculpting software however it is down to how confident I feel.

Blogged by Adam Place on 22nd October 2013




Week 1 - Introduction

Hi there my name is Adam Place and I am currently studying 'Computer Game Design' at the University of Huddersfield.

I have a strong passion for games and I am hoping to make it in the industry one day as a 3D modelling artist, what aspect of 3D modelling I am wanting to specialise in is unclear at this time, but I am hoping that the university course will help me to choose the best path for my career.

This blog will be an account/ personal log of my time within the module 'Visual Design (for Video Games)'.


Blogged by Adam Place on the 09th October 2013