Friday, 27 May 2016

Thursday, 19 May 2016

Planining To Display Work



Most artists in the historic days used to display their work on a canvas or framework in museums and some in books. Now we have websites so we can display artwork onscreen otherwise known as portfolio websites. 

If I had the resources the ideal way I would present my final project would be on a canvas or on a black sheet of paper on a board.
Artists have one way to get their work into such galleries is by conveying their work to business people; showing what’s so unique about their work. Some start an online gallery for the purpose to have their work seen globally and the fact work is kept safely secured, which takes the procedure of signing on with an artist collective gallery which usually has a monthly fee but being a member can be quite competitive.

My ideal audience would be people who are in the music industry, people who are in the media and creative industry to come see my artwork. I would invite my family and friends to come see what I have to present and compare how it looks to other people from my class mates.
I would use forums such as “Polycount” to advertise the final exhibition as well other forums such “DeviantArt” which is quite massive for many artists that upload to showcase their work to the worldwide audience.

Planning to display work


Monday, 16 May 2016

Evaluation



Evaluation

The theme of my project is 3D Art Model, which is the main idea I base my design on. Through this project my ideas developed through drawings and mood boards. The research into different sort of guitars help me to think about the components of that build up a guitar.
I used a few of my own reference images which I personally took during the beginning of the project. It’s generated a few ideas which I and it has given me a useful insight on what to consider in my design process. It was useful because it expanded my mind on what small details I had to focus on and what problems and choices I would have to make during the project. From the basic research of looking into guitars and textures, it’s enabled me to overcome few barriers such as being able to create my own textures and applying it to my model as well as learning new tools to add on to my knowledge of these software’s.

Brayan Marmillo is a few artists I have taken some inspiration as he modelled a guitar using the same exact tools I used such as Autodesk Maya and Photoshop. He used Photoshop to create his textures and Maya to model the basic mesh of his design. This was his technique which I used to make my model, I have used Photoshop in a similar way to create textures and texture my UVs; used Maya to model my guitar. Another artist which got me thinking about shapes and proportions as well as colour was Isabel Fierro & Dwiki Lazuardi. These artists really got me thinking of what size and lengths I need my components to be. Isabel used Maya but used Zbrush instead of Photoshop.
And Dwiki used Auto CAD for modelling and Key shot 5 for rendering. I personally stuck with the tools I had available to me but if I had the tools I would at least had a go in using them. For the concept I looked into 2 character concept artists who are Helen and Todd Marshall, their concept work is phenomenal as in shows the values of colour, tone, shapes and forms. They both used Photoshop to create these concepts.
Using these materials and techniques It has enhanced my work far beyond from where I started in the first project last year. The materials I used when doing all form of drawings were pencil paper and rubber; I did some thumbnails to start off with to improve my drawings skills followed by some observational drawings.
Over the course of the week, my plans did slightly changed but I managed to adapt and reconstruct my plan to suit the timeline. If I had any more time to do further research I would look into the culture of guitars and inside structure. Using the orthographic method, I was able to shape my model quite accurately.

I wanted to convey a 3D art model which I successfully achieved over the course of 14 weeks and I can proudly say I more than pleased with my final piece. I love how I modelled the head stocks, body and the neck because it was my first attempt in creating an asset. The colours and texture was amazingly executed and look really professional. I can most likely relate my work to Dwiki and Brayans, because my model is similar to theirs; plus the model is quite detailed but simple.
If there was anything I would change then I would change the shape of the body because I feel like it would be more appealing to have a unique shape for the audience to see.



Evaluation – Personal Development
On this assignments in learn how to use basic tools efficiently and effectively on Maya as well as enhancing my skill sets in many aspects. I believe I feel more confident than the last 2 projects in using these software’s as my understanding has increased in terms of knowing what to do in many ways and how to go about things for example in Maya, I learnt how to use different mapping methods on UVing. I now know how to texturize conveniently in Photoshop without using too much space.
The importance of this work is to enhance my skillsets to a professional standard in order to work in the video games industry as well as building a strong portfolio. To be honest, in this final project I gave my 110% best effort in this assignment. I mostly stayed with my plan and added a few things to the personal plan and adapted with the changes that took place during the 2 weeks off.
The tutorials I found were very useful and insightful as it allowed building the basic meshes / structures of the model, this went exceptional well as well as the texturizing process.
I only made a few mistakes while texturizing; I did all the UV texturing separately which caused my PC to run slowly but I finally resolved this by putting the UVs into one box.
I would actually change my plan more widely and in-depth of what exactly I have to do and how long it will take over the course of weeks.
The feedback critique as part of the classroom activities helped to give constructive opinions on my ideas. I used a technique in Maya for UV mapping which I haven’t used before which was automatic mapping and Cylindrical mapping which allowed a different experience in the learning curve.
I will be using these in other past and future work again as it can improve and change the course of my artwork.

Monday, 9 May 2016

Final Maya Project

A front view of my Guitar (based of my classical guitar)

Back View (here you can see the wood texture on the body of the guitar.)

Side View
I am feeling very pleased with the outcome as I can see my skillset of what I learnt in Maya & Photoshop enhcanced from previous projects I haave work on. This will be a huge step closer to my 5 year goal in working as a game designer in industry.

Monday, 2 May 2016

Problems & Choices Sheet



Problems

In this project, I have encountered a few problems which have left me to find solutions to help me understand how I can resolve these issues.
One problem I had during modelling my guitar, was modelling the sound hole as I had to create the main body, at the time I was experimenting on a previous model creating sound hole making it looking accurate. I overcame this issue by watching the tutorial and continuously referring back to the same point as well as looking back to my guitar. I used the net to browse a few online tutorials and from these I was able to discover new ways to model as well as learning how use tools in both Maya & Photoshop more efficiently. These solutions I find; I manage to implement to my model.
Another problem that arisen was the fact that while getting ready to texturize, I realised I had to do some UV mapping, I had some issues of unwrapping my UV and fitting all the UV into one texture box. Again, before unwrapping my original model I experimented on my previous guitar model. I had to either use different forms of mapping.



I found planar mapping was much easier in terms of understanding which helped in mapping most sides of my model. For this method you need the model to have flat sides in order to use this form of mapping.
Automatic mapping makes various UV map shells in texture space. It attempts to find the best UV placement by simultaneously projecting from numerous planes. I used this in the difficult parts of my model. This has added on to my skillset and knowledge that I will be using these much more likely in my future career. 

Unlike Cylindrical and Spherical mapping, which I believe I need to work on and grasp a better understanding, I believe if I was to do so it would help me later on down the line and improve my knowledge and as well as becoming a professional.   
In this project, this has helped gain knowledge to be much wiser in exceeding towards my future goals of becoming a game designer.
During the 2 weeks off from college, circumstances changed because I didn’t have access of the complete full version of Maya at home so my plan changed for those 2 weeks, but this wasn’t much of a problem but just an issue I encountered, instead I decided to work on my wish list which alongside I did some drawings and make use of my time.

Choices
The choices I made in this project was to follow through on what I set out even though circumstances changed but allowed myself to adapt to these changes, these choices I took was because I knew not everything planned would go exactly the way its set out so that why I was prepared more than my previous project.
I believe I made the right choices because it has allowed me to progress and lastly create a final piece which I feel immensely proud of and what it took to get at this point , these choices that I made I am able to reflect on and see how it has navigated me to make firm decisions. The consequences of these choices could have gone either way but gladly has been going great, not all the choices made where the best but I know it was the right choice.