style genre architecture · genre architecture overall feel i want to give off and most important...
TRANSCRIPT
For our last task for BA1b, we have been asked to create a gateway to another dimension. With only the limit
of 4.000 triangles in front of us, we have been allowed to continuously play freely around with the most
farfetched ideas we can come up with. The idea of creating a gateway provided me with a lot to think about:
Style
Genre
Architecture
Overall feel I want to give off
And most important for me, which historical period/ historical figure will I use as inspiration? I create a few
moodboards of different themes in order to categorise the ideas I had made up.
From film and TV to concept art and existing
architectural marvels from different countries, these
buildings all have different uses (religious buildings
to architectural mysteries). Been given the freedom
to explore different themes and modelling styles,
gives me the chance to become a more confident 3d
modeller as I can try out some new techniques I have
learned as well as model particular objects or scenes
which interest me (so long as it conforms to the
brief). This task gives me the chance to explore the
idea of narration through a 3d scene. Being able to
explain with minimal words what the scene you are
looking at means/ what it is trying to say. That why I incorporate existing buildings or at the very least the
stories associated with them because the combination of history and mystery brings out my creative side. I
associated the word “gateway” with gigantic arches (Arc De Triomphe, etc…) mostly roman arches, I then tried
to find different uses of arches. From that, I was able to discover Indian, Buddhist, Roman and Pakistani
temples (including entrances: Egyptian and Indian) which ultimately led me to uncovering the foreground for
the scene: the gateway will be situated in a cave. Knowing what the background of this scene would end up
being the key to discovering what era and what historical figure I would look at. I chose to look at Leonardo Da
Vinci because I remembered reading about one of his few childhood memories which he took wrote about
was when he discovered a cave in Apennines, the fear of discovering a bear was surpassed by his burning
desire to uncover the mysteries of this cave leading to his love of geology and some of his first recorded
drawing (the study of the Arno valley). The unknown going in and the mystery of an unexplored cave made
me want to centre my scene on this, I started to design the gateway around this idea: renaissance gateway?
Something left behind by our ancestors? Or something supernatural? I have always associated roman god
temples (Roman, Greek, Indian, etc…) because of the stories accompanying them. The gods Janus and Saturn
represent the gods of beginings/gates and time respectively, giving me the supernatural element that I was
looking for.
I then began cultivating ideas and designs which I
turned into quick sketches, so that I can elaborate on
the chosen design as I go along.
I started by drawing the different pillars as I believed
that they would be one of the main focal point of the
gateway, at the same time I took into consideration
the polycount in my head (as I had created a pillar not
too long after I had chosen a temple as a gateway) I
knew that it would be roughly 600 to 800 depending
on the damage and details I put in and of course the
use of the pillar in the scene. I created a quick mise en
scene of the pillars depicting their different styles and
uses from having the Janus heads on to balancing an
arch.
From different I tried to visualise what might
accompany the temple in terms of structural integrity,
soon I then followed by defining the dimensions. I felt
that I didn’t show enough variety in my design so I
made a few others, some similar in architecture and
others based off of existing pieces (Stonehenge for
example) and off levels in video games (ones where a
destroyed room was shown). Still I wasn’t completely
satisfied with the designs I had created and so I sought
out Chris’s advice to understand what I should
perhaps change.
I told him that perhaps I focusing more on the exterior
aspect of the gateway and less on the gateway itself,
he agreed and at the same time he showed me a
process he does when he’s working.
He told me that by using your moodboards you can roughly determine the polycount you need and then start
to distribute your triangles accordingly. As well it helps your creative motor as he had me select the door
frames and say why I had chosen it. Some were chosen because their placement inspired my idea, others
were chosen through their designs and the others because of the lighting in the photo. Gaining this clarity
early in the production stage is vital for me to understand the rigors of managing my time efficiently in order
to maximise my modelling time and great the best scene I can in the designated time frame. This as well gave
me the opportunity to explore new designs.
The Arc of Septimus (above the drawing on the bottom right
corner) shows similarities with the Temple of Janus and thus
became inspired me for my last designs and was my chose of
design.
I’m glad I had spoken with Chris before the Easter break as it
allowed me the opportunity to rethink my scene and the
contents. Prior to our talk, I had begun my modelling part of
my schedule and I had worried that I had not done enough
on the door. I had spent two days thinking about the
polycount of the items I had wondering where I could take
triangles off of or remove completely.
After talking with Chris and having a new process that I can
utilize for my projects, I felt reinvigorated about the project
as a whole and the design as well.
I didn’t feel as if I had wasted the first week and a half of
the project, in fact I was able to use almost every aspect of
the work I had produce starting with the reference images
for the pillars and door frame size. I referenced real life scale
to make my model as authentic as I can and making it a scale
replica of an existing temple is the perfect way to start off.
Beginning with the pillar I estimated the diameter to be of
1m, I found a good reference which gave me an indication of
what a greek pillar’s dimensions were. Alas they were
dimensions for a pillar on a grandeur scale so I went out I got
reference photos of a roman/greek pillar next to a business
and took reference of the size of the diameter.
I adjusted the size of the temple frame
and door to more realistic heights as
well as to conform to the pillar
dimensions I set. The height of a
temple varies from 3m height to 23 m
(if the temple is supposed to be an
arc), the temple I imagined was no
bigger than 6m in height as I wanted it
to feel like a shrine and less an edifice
in honour to one of these gods.
After changing the units to meters, I
use to cubes to measure the height
between the maximum and where the
door frame begins. I did the same for
the height of the temple, for the width
of the frame I incorporated the
dimensions of a door (which included the width of a single frame) and the allowed sufficient space for the
pillar to be placed in the middle.
Starting off with the pillars, I used one of the ones which had the least amount of triangles and chose it for
this design. A damaged look for both but different in how they were damaged led me to cutting them both in
half in different styles, allowing the scene to get a lease of life through these pillars: setting the scene of an
old, almost abandoned temple feel.
Like the barrier we made before, I readied my pillars (equal amount of parallel and perpendicular lines added
to them, resulting in an equal amount of small squares – smaller means retains more detail/information
during Zbrush process). In the above moodboard, both pillars including their high poly Zbrush versions as well
as their UV maps and the original pillar from the first iteration with next to it a pillar I found whilst playing Rise
of The Tomb Raider which happens to be the inspiration for one of them (the other came about from seeing
numerous destroyed pillars whilst playing different games). Ever since the jersey barrier project, I have been
more and more confident whilst using Zbrush - such a fascinating piece of technology with an unlimited
potential behind, like all softwares – so I wanted to test my abilities by paying attention to fine detail such as
cracks in foundation, through extensive pressure or through collision. Paying close attention as to how and
where these cracks will appear and how acute some will be (numerous at the point of contact and thicker,
scarce when away from the radius). I found I great tutorial online which showed how to make cracks using the
standard brush and a sphere for the alpha.
Next up was the
frame of the temple, I
had spent a day and
half creating the Chi-
Rho symbol (a
Christogram with the
alpha and omega
symbols, was said to
be called the
“Chrismon of Saint
Ambrose”. It was said
that in the 12th
century, Saint
Ambrose used it to
introduce
catechumens to the
mysteries of the
Christin faith) as I was
wondering in what
capacity should I
introduce this symbol. Initially, I wanted to create an alpha which I could then paint over on the spot where I believed it
should go, then I thought perhaps as a flat normal. None of these suggestions satisfied me so I chose to add it to the
temple frame and decimate it in Zbrush. Showing little of the symbol but enough for it to be noticeable. The symbol is
the earliest form of christograms, using the Greek letters chi and rho, however I didn’t want to use religious
connotations in this scene. I was
more interested in using this
symbols association with the
Alpha and Omega symbols
(beginning and end of the Greek
alphabet), paired with the gods
Janus and Saturn; I wanted to
give off the idea that it is
unknown where you would end
if you go through the gateway :
to the beginning or the end of
the world? After seeing the
positive results from the cracks I
made in the pillars, I continued
on my temple frame as it’s
supposed to be in a cave; more
detents and cracks should be
both visible and present. Along
with the Chi-Rho symbol, I
wanted direct sunlight to come
in from the top of the temple landing on the door frame. When I was making the original moodboards I came across
numerous photographs of temples, shrines entrances with beautiful natural lighting coming from a hole in the ceiling, I
wanted to replicate it the best I could.
I then went on to work on the temple door, similar to the temple frame as the back will not be seen in both cases I have
left those spots untouched allowing
me to allocate more geometry to
others parts. Whilst in Zbrush, my
thought process behind this door
was to show some damage but
significantly less than with the
temple frame as the chances for
any rocks to hit the door would be
minimal due to the small hole in
the ceiling but big enough for
smaller rocks to hit it.
The last two pieces were the
scythe and head, unsurprisingly
the heads took slightly longer
then the scythe to make. The
only slight problem I
encountered was the fact that
whenever I changed from one
angle to the other and I had
made a change it would no
longer fit in the reference
image. So to counter balance
that I found another image of a
nose from three different
angles and superimposed it on
the reference image for the side
view once I had created the
mouth (I did the same for front
view). I spent a day working on the heads and I wound up starting from scratch because changing images
halfway through the process put a dent in my workflow (also it was highly unethical to start with). However I
ended up enjoying the process and the end product as well, even though it is not perfectly proportionate the
likeliness is there. I modelled one side and used mirror geometry to mirror the other side, I originally planned
to put the heads side by side like the coin but I thought that it would look out of place in the scene. Then I
thought about damaging the heads in Zbrush but when I brought it in to retopologise it, the triangle count was
higher than I would have liked it to be. Finally I thought about it the next day and decided after seeing a photo
of a marble head cut in half, it perfectly epitomises the fell of the scene (I also loved
how the eyes were looking at polar opposites of each other).
What was now left after this was the scythe, I used the decimated idea –originally for the heads- on the
scythe: breaking off the tip of the blade and cutting the scythe in half (length). I blocked out the parts needed
to be decimated, prepared it for export and started destroying it –slightly because of how fragile it was
(perhaps upon reflection I could have made the blade thicker? As well as the body?).
I spent a week
where I relaxed, so
that I could recharge
my batteries and
comeback with a
refreshed mind
ahead of the
remaining weeks of
the task. I found
some great
environments when
I was playing Rise of
the Tomb Raider, I
wounded up taking
screenshots of some
parts of the game
which I found
beneficial to what I
would be doing in a
few weeks after my
return to Norwich. The old, dirty, mossy and oxidised walls of the ruins made me think about the textures I
would put on my assets later on. The fine detail from the brick wall were water has trickled down and has left
marks on the walls to the decolouration of the stone made me aware of what I can strive for in this task.
I also went out to take photographs of moss and how the different stages affect stone and bricks. The
variation in colour depending on the amount of sunlight it is offered. As well I took photos of columns which
showed elements of what I stated prior, giving me inspiration to work off of.
The penultimate part of the task, creating
textures for the assets with all the
references and inspirations I brought in I
was very excited to begin this part. I saw
that (in Rise) every piece had the same
base colour, then alteration were done to
meet a certain criteria. Roman arcs
usually have a linear colour palette
(usually maybe of marble), that’s the kind
of appeal I was going for with my assets
having them linear in terms of texture,
both shows that the resources used were
rare – perhaps solely used as a gift to the
gods- and that there discolouration shows
their age.
Using a combination of smart materials
(already have effects applied in order to
attain a material’s likeness), normal
materials and materials I created using
generators (effects) on hand to create
oxidisation, moss and dirt.
I used the same pattern on each starting
with a concrete base colour as it already
had small cracks and discolouration;
followed by a faded concrete which I fade
slightly onto the base colour creating a
slight dirt effect. I would then add the
marble polished smart material (I chose it
as it has numerous stress marks, similar
to cracks) as the colour was brighter than
I would have liked instead of changing
colour like the faded concrete, I wold
bring the marble into the base colour
lighter in some parts and darker in others
to show the decolouration more
prominently. Then I would make a quick
dirt material using existing materials,
slightly changing the colour scheme and
again fade it into the texture. Finally I
would add the moss material (either use a
smart material and change the colours
and effects or use a material, add a
generator and add a black mask on the
group to finally paint the moss into it.
I am very happy with the results of the texturing, it came out exactly how I wanted it to be as well similar to
Zbrush I felt much more confident using it and enjoyed it much more too.
The last two parts were left, creating
my marmoset scene and my UE4 scene.
I encountered problems when making
my marmoset scene as it appeared that
I had forgotten to resize my assets
when I had remade them and they
came in miniature form. This gave me
the chance to revaluate their individual
sizes, should the pillars be in the middle
of each entrance frame? Should they
be big enough that a man/woman
could walk on each side with no
problem? How big should I make the
heads and scythe? Not too big that they would look out of place but big enough so they would be considered
a statue and not a decorative piece. Knowing that the pillar that I saw had a diameter of 1m, I could make it 1
m in length and width and add 1m 50 for the height so that the texture would not be undervalued. As for the
heads and scythe, having them at 1m across all boards wouldn’t make them seem too out of place but could
be slightly too big for the scene. I made numerous changes, exports and imports and finally arrived at a
suitable size for them.
I ended up making them around .9m in
size, as I imagined them being statues
on top of the pillars. The only thing that
I would take from this is that a scythe is
one of those objects that isn’t
necessarily very big in size, I could have
given it more girth but it wouldn’t have
looked realistic in my opinion. I created
a marmoset viewer which I then posted
in my Artstation (as well as to make
sure that the polycount was correct
one last time), I had made the mistake
of not using my UE4 packed textures
and when I tried to export the file it was too big to do so. This made me aware that in fact the texture files
hold more information than the actual assets, thus the reason for packing them.
The last process was finally here,
creating my scene in UE4. I’ve used UE4
quite often when I was in college (I
even used to present my level in VR), so
I knew the basics such as importing
assets, changing the collision box and
how to use blueprints and particle
effects. What Chris taught us from
importing assets and creating materials
to creating a base colour which you
apply to a mesh and can be change
with minimal delay (similar to when
you change the colour of a car in a
menu of a racing game, same
knowledge could be applied to changing hair colour/style and other features). A pivotal lesson I learned from
Chris was naming conventions and making an organised folder system. I am an organised person and I came
to realise very quickly that working in a creative field (or any other field) you will make multiple files and
multiple file changes, so having an organised system in which you can find whatever file you may need in a
moment’s notice is essential for you and your team.
Before making a new level, I make it a point
to always use the default first/third person
map; importing the assets making sure I
ticked every box correctly and making sure
the size is right. The problem I did have was
the size, I’m still unsure as to why the scale
was wrong when I imported it I had made
sure to rescale whatever needed to be
resized properly and used the correct FBX
files. Nonetheless I had to scale them again,
perhaps this was for the better as this way I
was able to be certain, using the character
model, that the sizes I had chosen weren’t
wrong.
When the sizes were right, I started to build
my scene using the meshes at my disposal. I
then worked on the lighting in UE4, changing
the lighting wasn’t very difficult but making it
look the way I wanted certainly was. Unsure
whether I wanted a colourful sunset
(rose/pink clouds indicate wind for the
following day) or a supernatural looking sky
or even a night sky. I played around with it
for a couple of hours before making a
decision.
Over the last 8 weeks, I have seen how much I have progressed this past year from both the modelling side
and my own personal philosophy. Having someone you look up to, in every domain, aspiring to become an
environment artist to wanting to improve my communication skills (through concept art and contextual
studies) I have been able to relax and think much more as I have been giving tasks to do. I have seen a massive
difference between the concept art tasks and the modelling, mainly due to the fact that I have fallen in love
with modelling coupled with the fact that I have discover what I want my career to focus around (I have no
doubt that I might change my path as I experience more and more fascinating experiences). That being said I
have been more critical about what I can and can’t do but I always strive to try everything before sticking to
one path, before the art test I had never made a character model before and less so in this one had I ever
created a human head. I enjoyed making them but it is not were my heart goes, seeing my progress not only
in modelling but also in unwrapping and texturing shows that the work ethic I have given myself since I started
this journey 2 years ago is working. There is always room for improvement such as with my unwrapping
knowledge and skills, I believe I can be more efficient and quicker with more and more experience I know that
this is attainable. The same goes for texturing, using Zbrush as well as using Unreal Engine, I have seen the
potential these softwares can have on my career and my vision for the future; I have no doubt that with more
and more practice I will be able to produce greater quality of work. I have noted elements which I want to
improve on when this year is over:
Gain more confidence in drawing (characters, environments, thumbnails)
Formulating unique ideas (being more creative on how I envision something)
Worry less about what everyone one else is doing, be more confident in our creative choices (mixing
history with modelling is what I enjoy doing). Be open to trying different styles and themes.
Below is a selection of screenshots I took in UE4.
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