Friday, 7 December 2012

Pieces of the Puzzle

The scene is coming together. Here are some renders.

Entering the Room

A Different Perspective

A Different Perspective 2

Monday, 3 December 2012

And So it Begins

The modelling has begun!

Basic Structure of Room (modeled by Melody Cuthbertson)

Building the pillars, second floor and part of ceilng

Placeholders to give the depth of the level

With the building blocks that we have been given from UDK, the production of the level can properly begin.

The construction has been given form, along with assets that have been created by others.

The model is in place, so the assets can be accurately built within. Since this was created with the measurements given from UDK, the assets will also be accurate along with this too.

Place holder of an Asset - Scaffolding (modeled by Rocio Gutierrez)

Adding detail and understanding mesh flow

Creating Texture

Attention to detail

Final result of first asset


Sunday, 2 December 2012

Discovering the Possibilities.

The modelling is now underway.

The software that are to be of use are as listed.

  • UDK
  • 3Ds Max
  • Zbrush
  • Sculptrix
  • Mudbox


Our Technical Artist, Matt Overbury, who has previous knowledge in UDK, was given the task to get the roughly correct scale and size of which we can use to model in max.    Since the final outcome is to be produced via UDK, it was ideal to get the basic proportions in UDK then give the measurements to the asset builders for a result that clicks into place.


  •   The first step was getting the general cylindrical shape of the visitor center.


As UDK uses a heavy grid snapping base, getting a round world into UDK was a struggle. Matt Overbury first tried to make the cylindrical base but was not effective as it was difficult to manipulate. In the end he resorted to blocking the cylindrical base into chunks, from the walls. He then used pillars to cover up the seams of the walls and to identify the location of the pillars themselves as shown in the reference.
Matt Overbury -  Identifying the structure.
·        
"Getting the general scale of the visitor centre was a struggle.  As everything had to snap to the UDK grid and it was hard to model everything into proportion." - Matt Overbury
 Matt first used UDK BSP to block out the general size of the visitor centre, and then he gave the unit sizes to the asset builders so they can model the assets into the correct size.

First Steps

Never neglect the power of research and reference.

By having research and reference at your side, your outcome will undoubtedly have more structure, become all the more believable and increased appealing factors since you were able to understand what worked and what did not simply by looking at other works.

Some professional environmental artists which are worth having a look at for this project and just in general;

Research collected by the Art Director - Kelly Kynoch and annotated by myself - Melody Cuthbertson

With this gathered, an asset list was created so the production could begin of this level could begin.
Asset list "A" being of high importance and "B" being of secondary importance.


With this set... Let the modelling begin!

The Beginning

Hello and welcome to the page of Team: Jurassic.

We are a group of students studying Computer and Video Games in Southampton University, and we are to re - create a scene from a movie of our choosing.

We decided to opt for the famous film that is highly recognized and appreciated due to its breathtaking scenery, believable realism and with gripping narrative - Jurassic Park.
Specifically speaking we are going to re build the iconic scene of the visitor center where the dinosaur bellows his voice at the end.

Not only are we going to create the scene, we are going to update this so you can see how we got to where we achieved, along with the bumps in the road of which we were (hopefully) able to overcome.  This page will be updated regularly so you can get all the back stage access to this project without being missed a single detail.

The team involved each have their own quality and styles in their work so we can create something that is professional and similar to the film, but with a refreshing twist to it.

Producer -            Melody Cuthbertson
Technical Artist - Matt Overbury
Art Director -       Kelly Kynoch
Asset builders -    Velislav Andreev
                               Rocio Gutierrez