Wednesday, 28 February 2018
SNES and SNES classic
Thursday, 15 February 2018
Bear models
I got a side view and a front view and saved them as bitmaps, and put them onto Photoshop to adjust sizes of the image
I then went onto 3DS max and made two planes which was measured up to the sizes of the images I selected, I then turned the images I found and made them into materials and applied them to planes as UVW Maps by dragging and drooping them on I turned the view into perspective, wired frame, shaded, and changed the opacity of the planes with images to 50, I then reset the position of them both to zero and then adjusted so I could use them as guides. (I also used a skeleton as reference so i could model it to look a bit more accurate to the structure of a bear)
I then went onto 3DS max and made two planes which was measured up to the sizes of the images I selected, I then turned the images I found and made them into materials and applied them to planes as UVW Maps by dragging and drooping them on I turned the view into perspective, wired frame, shaded, and changed the opacity of the planes with images to 50, I then reset the position of them both to zero and then adjusted so I could use them as guides. (I also used a skeleton as reference so i could model it to look a bit more accurate to the structure of a bear)
I then got a cube which I put around where the center of the side profile was and adjusted the vertices to the part of the body and then extruded on the faces and adjusted them to match the rest of the body. I then had to delete one side of the side faces then mirror the side and turn it into an instance so what ever I did to one side would happen to the over.
I then turned to the front and selected the vertices and brought them in so they had some shape I would keep doing this but I would remove a few vertices each time to give shape. I also grabbed some of the faces on the side of the body and extruded them to give more shape to the body, after extruding the sides of the I selected the faces of the bottom of the extrude sections to form the legs this is where I looked at the skeleton for reference to see which way the shape of the legs should bend when modeling and adjusting the vertices.
I then went back to the head and used chamfer on one of the vertices to make an ear like shape, which I used extrude to pull it out and bevel to make it more rounded. Then go back to the legs and shape them to look more realistic.After that make a copy of one of the sides and mirror, which should make it so the legs are no longer joined together and should have a gap between them.
I then looked at it from above and head on to adjust the back to look like it had a spine in it so it looked a bit more realistic, I also adjusted section on the neck and face, so the bit that's close to the body was pulled out a bit to look meaty and the part where the jaw is was pulled into to make it look like a bears mouth, I also pulled the stomach down a bit to give it more fat, after that I added a tail and turbo smoothed it to look rounded and more realistic.
Labels:
Jez's work,
Production,
Project 1,
Unit 4,
Unit 5,
Unit 72
Wednesday, 31 January 2018
Adobe fuse and Mixamo
In the lesson today I went onto Adobe fuse and made a customized male character that would be used as the human model for the game in the forest level. I made the character where winter like clothes so he would fit into the cold environment in the forest.
After making the model I went into mixamo and found different actions and poses that could be used for the character, The main poses and actions would be a walking, running, injured, dying, and exhausted.
After making the model I went into mixamo and found different actions and poses that could be used for the character, The main poses and actions would be a walking, running, injured, dying, and exhausted.
Labels:
Jez's work,
Production,
Project 1,
Unit 4,
Unit 5,
Unit 72
Wednesday, 24 January 2018
Schedule
Labels:
Jez's work,
Production,
Project 1,
Unit 4,
Unit 5
Thursday, 18 January 2018
Drawings and models
drawing of a torch and battery so I had and idea of what wanted I also got an image of what I wanted to design. I wanted to make one of the old big and clunky torches that look like they could do damage if you hit some one with them.
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| Old torch |
concept drawings
models
The models for both the torch and battery used cylinders and cones. I made the scaling to a box that had the height of 160 cm 50 cm width and 30 cm length then measured it to what I thought the size of the torch would be to a person.
| Torch |
| Battery |
Labels:
Jez's work,
Production,
Project 1,
Unit 4,
Unit 5,
Unit 72
Wednesday, 17 January 2018
Bridge
Drawing to show a simple guide line on what I want the bridge to look like if not similar to it.
In the lesson today I made a bridge which consisted of 50+ cubes and cuboids In making the bridge I made 5 different cuboids which all got duplicated a lot. Some shapes got used on two times while others duplicated 10+.
I measured each shape to a cuboid which had the measurements of 160 cm, 50 cm, 30 cm. (height,width, length.) The light green board was used as the panels for the floor/path of the bridge. The blue board is the horizontal hand rail, and the red board is the vertical part of the hand rail. The darker green board is part of the under support.
![]() |
| Side and Birds eye view of the bridge |
![]() |
| Underside of the bridge. |
In the lesson today I made a bridge which consisted of 50+ cubes and cuboids In making the bridge I made 5 different cuboids which all got duplicated a lot. Some shapes got used on two times while others duplicated 10+.
| each shape used |
Labels:
Jez's work,
Production,
Project 1,
Unit 4,
Unit 5,
Unit 72
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