I am 1st year game design student and I'm particularly interested in environment design. I have created this blog so I can look back over the years to track my progression and also to remind myself of certain techniques etc. As the first year is almost over, I will be posting a couple of pics of my work so far, but as time goes by I will start making more detailed notes on the processes and workflows. I will also be critiquing my own work and making suggestions for improvements.
Thursday, 5 May 2016
Environment Assets for Production Practise
Working with the animators, we made a small video that showed the furniture in a girls room warp and take a different shape. I made these models for the girls room.
I used Blend Shapes in Maya which allowed you to warp the original asset in to the deformed asset gradually by moving a slider.
Because we weren't working on a game, I felt like I could go crazy with the poly-count, which was a mistake. The assets could have looked identical with a lower poly-count but I just didn't pay much attention to it as I thought it mattered less for animations. Whereas the poly-count can of course be much higher in animations, each polygon has to be rendered so the higher the count the longer the rendering time... which can affect deadlines and also cost more money.
So always keep an eye on the poly-count and know your limits.
https://www.youtube.com/watch?v=lUvX-_wHfA4
https://play.google.com/store/apps/details?id=com.SixteenSwans.FurrySurvivor&hl=en_GB
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