So Ive made a new blog for my 3rd and finale year. With this new blog can I show the work im doing better. If you wish to see my new blog follow the link below
http://kehoestuart.wix.com/skehoe-game-art-blog
Tuesday, 23 February 2016
Friday, 16 October 2015
YEAR 3 WEEK 2 – Chasing lost time
Following on from last week I’m still trying to finish the
concept. The part that is holding me back now is the saw motor, how it will
look and trying to show how it will fit around the drum mag. My tutor pointed
out to me as well, that I need to think about how all these different parts are
being held together.
I was told that I need to start modelling on the Monday to
make up for lost time from spending too much time on the concept.
I modelled the shotgun first as I had the most references
for this part. It also help to model this part first as it was the centre of
the object and all the other parts would then be add onto the gun.
Tried to model shotgun pump handle found it a little trick
to model, so moved onto the drum mag. After the drum mag was done I tried to go
back to the shotgun pump handle but still finding it a little hard to look right.
I decide to leave it and move onto the saw motor. This I found to be harder to
model then the pump handle because I really had nothing to help me I was
working in the blind and trying to rush to try and make up for lost time.
Doing this put me behind more. At the end of the week I only
had the shotgun and drum mag done and with only a week left I was told that it
would be a good idea to take away some parts of the gun to get myself back on
track for the deadline of next week but I still need the saw motor.
To make sure I tried to not waste any more time on the saw
motor. I stop and think more about how it could work and I came up with the
idea of a chainsaw that is link to the saw blade and that is how it would spin.
I made a quick moodboard of chainsaws and used the motor off one of them. With all
the new reference I was able to model that look like a motor.
This week I’ve keep trying to just rush into modelling
more hard and complex models without think about how I should be really doing
them. This has made me waste time when I had no time to waste in the first
place. In the future I need to stop and think more and if have to take a step
back or 2
Monday, 12 October 2015
YEAR 3 WEEK 1 – The end to the beginning
I have made it to my 3rd and final year on game
art design. As happy as I am about this I’m also very terrified of what comes
after this year. I’m still not %100 sure where or what I want to do but hopefully
this year I can finally work that out.
I also started to try and show what the gun would look like from different sides. I found this part to be a bit harder because of the saw motor I could not find any references to it or anything that was close to it. So I was finding it hard to get an idea of how that part could look.
The first project of the year is the style matrix. This
project is to help expand my different style of work to show I can adapt to
different art styles well, this making me look better for hiring. It’s made up
of 3 Briefs and each one ill work on for 3 weeks then move onto the next one. This project also allows me to pick the area
that I feel that are my strongest and the areas that I would like to work in the
games industry. This helps build up my portfolio.
For my 3 areas I have decided to pick…
Realistic – Environment
Partially stylised – Prop
Highly stylised – Environment
I have picked these 3 because I’ve always been thinking
about being an environment artist. That is why I have picked the 2
environments, so why have I pick a prop? This is because I’m thinking about
being a weapon designer as well. This idea has come from 2nd year because of
the sentry gun project, as I found this project the most fun to do as well keep
myself very well motivated, I’m also an airsoft player and I see a lot different
types of gun. This could let me have very easy access to good reference. As a
lot of the gun used in airsoft are 1 to 1 of the real thing. The partially
stylised prop brief is about guns and would be a good to add to my portfolio if
I want to be a weapon designer.
I have decided to start with the partially stylised prop as
my first brief. For this brief I have been give incomplete concepts of some
different guns. I need to pick one and quickly fix the concept, to make it more
practical and then make a model of the gun.
I started by picking a gun at random. I number the guns from
1-6 I then used a random number generator to pick a number for me. It pick
number 6.
I started to look at this gun to find all the problems with
it. I made a note of each on and made a list of ideas to fixes these problems.
I collect reference images and made moodboards.
I now made a new concept of the gun with the fixes. I also started to try and show what the gun would look like from different sides. I found this part to be a bit harder because of the saw motor I could not find any references to it or anything that was close to it. So I was finding it hard to get an idea of how that part could look.
Friday, 15 May 2015
Off The Map project post mortem
What went well?
I think modelling for assets went very well because whenever
anything need to be model it was done very quickly.
I really think we work well as a group to come up with are
idea for the level because of the team meetings we had.
What didn’t go
well?
The art style we made very at a late point in the project
and should have maybe done soon to help everyone on the team know how the level
should look
There was not much of a plan for how the level would work in
showing the player what to do and where to go in the level. This should have
been something that I and my team should have look at.
Something that I feel that did not go well for me was my UV
unwrapping as normal I’m still struggling with it and not think right about for
to use the space on my UV sheet.
What did I learn?
From working on the engine work for the project I have
learnt a lot more about blueprints. I now know how to use them to make more
complex mechanics.
I used some 3DS Max modifiers to help different make more
pots and jars faster.
How to work as part of a large group and to know what it is like to work on a long term project
What would I do
different next time?
Get the level block out soon. All the ideas for puzzle were
tested to see if possible to do what was good but it took too long to get it
all working from start to finish. If it was done soon the lighting and populating
the level could have been done sooner and then maybe part of the level would
not have have to been cut out.
Make and set a style guide soon.
Saturday, 25 April 2015
Week 30, Year 2 It is finally time
It was the
week of the hand in for everything but off the map. So this week was mostly
spent working on my reflective writing essay but I also had to get my blog
updated and finish off my character re-submission. This was going to be a very
hard week.
I had to
write a reflective essay on my career aspiration. I was looking at being an environment
artist when I leave and go and work for a small indie studio maybe. I started
of my essay by making a simply plan, how I wanted to lay it out. Then went into
each part and started making bullet points. On what I wanted to talk about within
these area. Once I had all my points I just started writing about them more.
The problem I
had was finding good references to use in my essay. We had to look for book and
journals, not use the internet. I spent to long looking for references to use
and should of found them before I started my essay. After sometime I finally
went to the library to see it I could find anything I could use. I had found
one book that could work but… when I found it. It was in a place where they put
all of their gaming books. I had hit the jackpot of references. I ended up
leaving with 6 books.
The essay
took a lot longer than I had planned and left me with no time to work on my
character. Thinking about it, it’s all to do with my time management. Something
I talk about in my essay as an area I need to improve on. If I had not got so
lazy over the Easter holydays and started my essay then. I could of maybe had
it done sooner and could have had my character completed as well.
This week
has been very hard and stressful. Looking back at it I feel like I’m back in my
first year again and have not learnt from my mistakes. I need to make sure I follow
my action plan that I made in my essay to improve all my skill for my 3rd
year because I cannot let something like that happen otherwise it may cost my
future as environment artist.
All that is
left now is off the map, only 2 weeks left.
Friday, 17 April 2015
Week 29, Year 2 I got a little lazy and I got a lot to do
Back from
the Easter holydays and I think I got a little too lazy just chilling at home
playing borderlands the pre sequel. I did do some work just for my character
and I did some digital painting as well, other than that, did not do a lot.
So there is
only 4 weeks left for off the map and 2 weeks for everything else. The mean
thing this week is was the presentation. It could be done about anything. So I decide
to do mine on game modding and how it has affected the games industry. It was
10 slides and each slid was 18 seconds, so 3 minutes in total. After the last
presentation I did, I knew I needed to be more ready and have of practice a bit
for. I knew this would really help me feel more conferment about doing it and
not having a panic attack on the spot.
In the end
my presentation went a lot better than last time. I was still very nervures and
my legs did start to shake again but I got throw it and felt really good after
would. A little sad that I missed on something’s I that I was meant to say but
ran out of time.
Mostly for
the rest of the week I was just working on texturing my assets. I have just
started with the tea set and they are coming along nicely.
Other things
that happened this week I did, was go to the Richard the third museum in
Leicester. It’s a little small but the first area starts of talking about his
history and what he did for England. Then leads onto the battle of Bosworth,
where he die. After that area it leads onto how they found the body and shows
how they think he died in battle. It was a really nice place to go, so if you
are ever in Leicester I would go if you have the chance.
Also GTA 5
finally came out on PC. I’ve not played it too much right now but still in love
with it.
Friday, 20 March 2015
Week 25, Year 2 Practice makes progress, not perfect
This was the last week before the Easter break and I had a
lot to do before going home. What I wanted to make sure I got done was all my
assets were unwrapped and ready to texture. I also had to get the level
streaming working on the level but the big thing that happened this week was
that I got feedback on my work.
I’m very happy with the feedback I got. On the container
city project, I was told that %50 of the work contribution. I don’t know if
that means out of me and the other 3 people in my group or if it’s only focused
on me. The character project I knew I had done really badly on this project and
I was hoping I would get the chance to redo it. Luckily I do get that chance to
do it but it mean I’m going to have to take some time off, the off the map
(OTM) project because the hand in is for the 24th April but good
thing is that we got a 2 week extension for OTM.
For this week I was working on getting all my assets unwrap
before I left so that they could be textured by someone else. I’m ok at UV
unwrapping but it not that fun and can be a little tricky to do right.
A problem we have been having with the level is the frames
per second (FPS). A good way to improve the FPS is to level stream. Level stream
is breaking up the level into smaller parts. Then can have these parts of the
level load in and out when you want to. This helps the FPS because the engine
does not have to work as hard loading everything in the level. I also got it
set up so that when you come to a door that needs to load the next room. The
door will not open until it has loaded the next area.
The problem with doing the level streaming now is that it
has broken a lot of the level blueprints because when you make a new level it
gives it its own level blueprint and any objects with its own blueprint can now
only be reference in that level blueprint. That means all the door locking
system and matinees are now not working and have to be put back together.
Friday, 13 March 2015
Week 24, Year 2 To fix all, break something else and then fix it… wait what?
So after
last week, not completing the level. The main thing I really wanted to focus on
was getting the level working from start to finish. All was left to do was to
finish the puzzle in room 3, add an end room to each puzzle area with a chest
that gives you part of a key to unlock the finial door, and to add a lock
system so the player has to go to room 1 first and only after they completed
it, room 2 will unlock
My teammate made
a small room that I cloud import into the level and add a chest to it that when
the player overlays on a trigger around the chest, it will open. What came out
was a particles that showed the play back to the key. I just did this with a
matinee. I also link this up with the door locking system. So now when the
player finishes the puzzle they unlock the next one all the way to the end
door.
Now all was
left was getting the puzzle to work in room 3. I ask my team mate to do this
part because he had already made part puzzle work. So he has a better
understanding of what to do but when he was trying to make the shorter
staircase move, it would just teleport to somewhere random on the level. So
when he went on lunch he ask me to have a look at it. When I try to test it, it
would not move. When I look at both blueprints I could not see anything wrong,
only that one node action class was set to the wrong blueprint but when I
switch it out everything broke. It was only when I replaced the for each loop
node it fix everything and made all the stares work.
Saturday, 7 March 2015
Week 23, Year 2 To know and to know how
So this week
was really the same as last week. I just did some touch ups on some of my
models and started to unwrap them. It’s really handy now because with unreal
4.7 you can just grab the export of your model and then just drop and drop it
into the contents folder in the UE 4 project folder. What has really help speed
things up. So when someone has finished a model and puts it into the file, if I
have the project open I can import it in for them. No more need for them to
have to open the unreal project as well.
I big thing
that my team needed to do was make the level work from start to finish. This is
still something we have not got done yet. We have got are starting area to work
but we still needed to get all the puzzles working and add an end to the level.
Luckily we already had 2 puzzles working. We need to get the anamorphic puzzle
to work and get the stairs puzzle to work. The problem with the stairs was that
we need to make just a new model and make the collision like a wage. So the
player think he is going up some stair but really it’s just a slope.
The real
problem was the anamorphic puzzle. The idea is that, when the play is in the
right place they could look around and when they look at the right place it
would trigger a door to open. James (another member in my team) had already try
to make it, he had got the trigger to work. So that when the player is in the
right spot, the area you have to look at become active. If the player in not in
the spot and looks at the area then it will not trigger. Sounds like an easy
idea right… well sadly not because to make this work it need to be in 2
different blueprints and not in the level blueprint.
So the
problem was that I need to tell the look at Activator, when the player was in
the trigger or not. The trigger blueprint had a variable in it that told it if
the player was in it or not. I had to find a way to get that variable into the Activator
blueprint so it knew what to do but you can’t just copy a paste it, and that
what I know in my head what I have
to do, but to know how to do it I
had no idea. I did come across this document on the unreal engine website
It talks about how to get to
blueprints to communicate between each other. I knew that I had found what I
was looking for but I found it hard to understand how it works. After many
tries by me and James we could not get it to work and really that’s all because
we only knew how it should work but we did not have the knowhow to make it
work. Lucky for us we knew someone that had the know and the know how to make
it work for us.
To know how
something should work is one thing but to then know how to make it work is
something very different and this really goes for unreal blueprints. There are
many tutorials that can show you how to do thing and from them you get the
know-how but some of these tutorials will miss out, the how it works. So if you
try and try and make something new you may not know what to do because you
don’t have the know how it should work. This is the problem I had but the other
way round, I knew how it should work but I did not have the know-how to make it
work in the blueprints.
What I do know
now is that I need to learn more about the different nodes in the blueprints
and how they all work with each other. So I can get the know-how.
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