Final Major Project

Scrap yard Garlick is a blog to document my final major project, with everything from idea's to finished products

Tuesday 15 December 2009

Test 2



Anothertextureing test. this one was made from a photograph this time, but had a diffuse, bump, specular, and was playing around with specular colour. Specular colour does make a subtle difference, but not enough to warrent using all the time, but withh be useful on mettalic sufraces, and also in oil where all the  rainbowy colours and reflects, so will play with that again in these tests.

Monday 14 December 2009

Mood Boards






In essence, a summery of my reference.

First Texture Test





At the time of first making this i first thought it looked quite good, it was untill chris and the joylon analysed it that i realised it's a damn good job i'm doing tests and getting crits now.

Need to tone down the amount of wear that is on there, and think about how much wear will actually occur, and where is it more likly to occur. Also how the material is made up and how this will affect how it wears. If it's painted metal then there will be undercoats, and parts that have exposed the metal for long periods of time will have rusted. In just looking at my reference all painted metal that is outside cracks and flacks as well, need to find a way of making the normal map really give a pealing look.

To the next test!

Saturday 12 December 2009

Final Major Project Brief - Scrap Yard

 Still a draft, but a more proffesional brief, some of the technical specifications are not finalised yet, such as texture budget and triangle count.
 


Main Brief:
To create a realistic mondern day authentic looking british scrap yard. The final peice will be placed into the Unreal Development Kit Engine, and be lit in a realistic way that best shows off the assets in the scene. Consider composition of the scene, keeping in mind where the final renders will be took from, while also creating a realistic working layout for a scrap yard.
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Size/Layout:
With the time allowance of 11 weeks, the layout will be small as to be managable but have densly populated areas. The area created will act as an 'entrance' to the scrap yard as to justify it's size, and so hints to the rest of the yard should be appartant (such as closed gates, scenery in distance). To give the Yard a sense of believeabilaty and placement, outside the yard models should be placed, such as trees, pylons, distant buildings if could legiteable be seen.

See file:
Layout.jpeg

Time Scale:


2 Weeks - Main Car
2 Weeks - Other Cars
2 Weeks - Structures (includes outside props e.g. trees, pylons)
2 Weeks - Car Part Assets
2 Weeks - General Assets
1 Weeks - Lighting

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Technical Specification:


Triangle Limit of 40,000 Triangles:
All objects will be made to current gen specifics (e.g. Xbox 360). The level of detail should be constant throught out all models, and have higher polygon density where needed and justified. This will be true apart from the main car which will be a higher 10,000 triangle limit, as it will act as the 'hero' piece of the scene. All cars made will have the exterior and interior modeld.
Main Car 10,000 Triangle Limit: As the main car will be the 'Hero' Piece of the scene it will have to be done to a high detail, with interior and extrior created. On the interior the area around the steering wheel will need to have a higher polygon density (and hight texture space dedication) as in game this area would have a camera fixed around it.
Texture Budget of 50mb: All Textures should Give the modles a photo realistic look. Photo sourced textures will be altered and ajusted in photoshop, with any preplaced shadows rectified. All textures should have a normal map and specular map, with other maps placed where appropiate (Such as alpha, glow, cavity, etc.). To Have more scrap cars in the scene texture variations can be created for the same model (vise versa model variations using the same texture sheet can be used).
Scale: Each 3D Studio Max file will be set to 1 Grid Space = 1cm. This will allow for all models to be created accuratly to life, and when exported into the engine will keep all objects the same scale as to keep continuity.

See File:

Asset List

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Style:
All assets/scenery will be made to photo realistic graphics, using the photos collected from the Leicester scrap yard as the main source of reference. The scrap yard is a modern day british scrap yard, and so assets in the scene should reflect this, espcially with the scrap cars by modelling cars often found around today, such as; Vauxhal Corsa, Ford Fiesta, Citroen Saxo, Ford Mondeo, Vauxhall Omega etc. Hard surface modeling/texturing will be required so testing should be done before hand.

See Reference Folders:
Leicester Scrap Yard
Great Central Railway
Other Refernce
Internet Sourced Reference

See File:
Mood Board 1
Mood Board 2

Sunday 22 November 2009

Asset List

I've create my intial asset list with guidlines for the tri counts, so i can get an idea for the limit's on the project, need to figure out texture space as well.

Main Assets - (21,000 tris Approx.)

Main car (6,000 tris)
3 - 5 scrap cars (3,000 tris per car)
To/pick up truck?

Structures - (3,000 tris Approx.)

Wearhouse
Mobile hut(s)
'Garage'
Gate + Fence
Stone Wall
Mud (Tyre tacks) (Puddles)

Pylon
Trees
Bushes

Car Parts - (1,700 tris Approx.)

Engine
Radiator
Fan
Suspension spring
Exhaust
Tyres/Wheels
Brake disc
Seat(s)

General Assets - (1000 tris Approx.)

Wooden Board
tall trolly
broom
Mesh Fence
Cones
Crate
Skip
Lights
Gas Bottles (calor gas)
Leaves
Bricks/Stones
jumper cables
signs (beware dogs)
fuel cans
buckets
Drain

Total tri Limit 30,000 Approx.

Final Major Project Introduction - Scrap Yard

For my final Major Project I've decide to recreate a authentic looking modern day scrap yard. I had a few different ideas for what i wanted to do, but after weighing up all the different aspects of the idea's the scrap yard made the most sense.

One of the reasons for this is that I personally love the more realistic things, the things that are real to life. Even outside of art, i prefer doing more manual things, i often enjoy working/messing around with my bike, fixing things, tools and a workshop would do me fine.

So with this realisation (although i did already know this, maybe I'd just forgotten, thanks to Chris for reminding me!) the scrap yard made the most sense. I started out with the idea of a full scrap yard but after calming down I've scaled it down to something i can manage in the time frame i have.

It's going to be a small section of a scrap yard with 3 to 5 'scrap cars', being fairly low poly, in the scene, and then a high poly car that's going to be more of a show off so to speak. haven't decide what this car is but I've got a list of cars I'd like to do. but after getting a feel for the area i was going to do it was time for research (As I've learnt if you get good research, or any sort of research, the final out come will be better by 10 fold). So this morning i went out to a scrap yard and took yet again almost 200 photos.


Good style of entrance, and just by thous unit's is another gate, so a small contained area of the size i was thinking.



1970's Ford Cortina Mark 3, one of the cars on my list, unfortunately was on a roof so couldn't get to it, maybe try next time.


Nice old jaguar, had an e-type on my list, but as i have this as reference may change.

Final the reference for the underside of a car!


This was a very good scrap yard to use as reference as well, it had all the things i was looking and is a proper run British yard. The owner was more than happy for me to wonder around taking photos, and I've got a good library now. will most likely visit back when I'm more into the project, but has been a successful start to the project.



The classic good cars are always at the back.



I think the next step i need to do is compile an asset list and decide on my constraints (tri count, texture budget).

Until Next Time...