For my final Year
Project I will be creating a 3D environment.
The Environment will be based on Japanese architecture as I will be creating a Japanese
styled Tea house in a Garden.
The Art style for my Textures and lighting will be influenced by the New Tomb
Raider Game (2013) by Crystal Dynamics. My Environment will be
mainly produced to the highest quality I can in the time frame given, keeping
to the standard of the Tomb Raider Game mentioned above. I would also like to
have a visual story told via the assets placed in the environment, as there
will be no characters within the scene. So far I have decided that an attempted
robbery has taken place. “Someone has tried to steal the Statue inside the tea
house. However, they were stopped by someone”. I will try to show this scene by
placing the statue half inside a sack and on the floor, to show that it was
being stolen. I will place a knife on the table will blood stains on it to show
someone has been injured (the robber). A trial of blood will lead outside in
the garden and over a wall, to show that they escaped.
The above Specification has been changed:
Update: 20/02/2014
I don't think I will end up creating the "Scene" mentioned in the specification above.
Now I will be focusing on just getting the environment build and lit, as the textures will be inspired by the newest Tomb Raider game I will make all my assets look worn. The environment could be a lost place or somewhere no one lives, however structures and plant life still exists.
The programs I will be using include:
- 3DSmax
- Photoshop
- Zbrush
- Marmoset Tool bag
- Ndo2
- UDK
Primary Aims (Must be
completed):
Basic Construction of
the interior and exterior,
One room,
Building fully textured,
Garden terrain and main plant assets modelled and textured,
lighting completed,
Sky box.
Secondary Aims (Not
Necessary):
A second room,
Small secondary assets,
Secondary assets textured,
Wall around outside of environment,
Artwork on the shoji (paper walls).
Basic Schedule:
October – Asset list, Texture
list, Mood Boards, Basic level block out. (End – October 31st)
November – Start of asset creation, detailed level block out.
December – Continue with asset creation. (End – January 31st)
January – Start of texturing, finish remaining assets.
February – Final Textures and import process into UDK. (End – February
28th)
February, March – Level assembly and Lighting, Presentation shots. (End
– March 12th)
All Months – Blog posts to help write report. (End – March 15th)
Prepare for hand in – March 16th – March 22nd
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