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Lunar harvester concept art by Adam Burn |
Tuesday, April 9, 2013
Sunday, April 7, 2013
WEEK 14: Game Project Development 4 DESN3012
Please sign in and let me know if there's anything I can help you with (animation, uv'ing, texturing, painting).
REMINDER: PORTFOLIO REVIEW NEXT CLASS
REMINDER: PORTFOLIO REVIEW NEXT CLASS
WEEK 8: 2D Digital Art 1 - Sidescroller Level Design, Wrapping up Assignment 3
Picking up where we left off last week, we'll continue with level design
adding a mid-ground layer, elements like platforms and door frames, and
apply techniques such as shadows and filters to dress up the art style.
We'll discuss more esoteric concepts like continuity and atmosphere, create repeating elements and build depth by placing panning objects in the foreground and mid-ground.
This assignment is now due at the start of NEXT WEEK's CLASS to give you time to work on it outside of class.
Please check your file naming conventions. Remember to CROP your image down to just your artwork - 600 Pixels high - 2000 Pixels wide - can be longer if you like.
Remember to RASTERIZE your reference image files.
Here's a simple example of how your BG could move in parallax to show perspective in a game environment.
Next week: animating sprites in Photoshop
We'll discuss more esoteric concepts like continuity and atmosphere, create repeating elements and build depth by placing panning objects in the foreground and mid-ground.
This assignment is now due at the start of NEXT WEEK's CLASS to give you time to work on it outside of class.
Please check your file naming conventions. Remember to CROP your image down to just your artwork - 600 Pixels high - 2000 Pixels wide - can be longer if you like.
Remember to RASTERIZE your reference image files.
Here's a simple example of how your BG could move in parallax to show perspective in a game environment.
Next week: animating sprites in Photoshop
Wednesday, April 3, 2013
WEEK 13: Asset Dev DESN1086-A: Assignment 4 due! Assignment 5 handout
ASSIGNMENT 4 due today in class.
Last project of the year!
ASSIGNMENT 5 –
3D PROP 15%
SKETCHBOOK 5%
DUE DATE: WEEK 15 April 18th
(in-class) – 15 Marks
*ZERO marks for late submissions
In 3D Studio Max, build a prop model that accompanies your character design from Assignment 1. For example, if the character was a retro spaceman then the 3D prop model could be his ray gun or helmet.
Polycount range: 2500 – 5000
When working be sure to keep in mind protocol and methodologies learned in Term 1 modeling class.
SUBMIT ALL OF THE FOLLOWING:
A) 3D prop model (.max or .fbx)
B) Reference material (sketches, photos etc. - jpg files)
C) Screenshots (front, side, back and ¾ view - .jpg files)
D) Sketchbook (I'll just view these in class and return them to you)
REQUIREMENTS:
Filenames:
DESN1086_Assign5_DONOVANT_prop.max
DESN1086_Assign5_DONOVANT_ref.jpg
DESN1086_Assign5_DONOVANT_prop.jpg
FORMATS:
3D Studio Max
jpgs 1280w x 800h (pixels)
It's been a while since you guys did any modeling. If you need a refresher, here are some Digital Tutors tutorials to get you back up to speed:
CG101: Modeling
Beginner's Guide to Modeling in 3ds Max
10 Ways to Improve Your Modeling in 3ds Max
Modeling Game Props in 3ds Max
Hard Surface Modeling Workflows in 3ds Max
Last project of the year!
ASSIGNMENT 5 –
3D PROP 15%
SKETCHBOOK 5%
DUE DATE: WEEK 15 April 18th
(in-class) – 15 Marks
*ZERO marks for late submissions
In 3D Studio Max, build a prop model that accompanies your character design from Assignment 1. For example, if the character was a retro spaceman then the 3D prop model could be his ray gun or helmet.
Polycount range: 2500 – 5000
When working be sure to keep in mind protocol and methodologies learned in Term 1 modeling class.
SUBMIT ALL OF THE FOLLOWING:
A) 3D prop model (.max or .fbx)
B) Reference material (sketches, photos etc. - jpg files)
C) Screenshots (front, side, back and ¾ view - .jpg files)
D) Sketchbook (I'll just view these in class and return them to you)
REQUIREMENTS:
Filenames:
DESN1086_Assign5_DONOVANT_prop.max
DESN1086_Assign5_DONOVANT_ref.jpg
DESN1086_Assign5_DONOVANT_prop.jpg
FORMATS:
3D Studio Max
jpgs 1280w x 800h (pixels)
It's been a while since you guys did any modeling. If you need a refresher, here are some Digital Tutors tutorials to get you back up to speed:
CG101: Modeling
Beginner's Guide to Modeling in 3ds Max
10 Ways to Improve Your Modeling in 3ds Max
Modeling Game Props in 3ds Max
Hard Surface Modeling Workflows in 3ds Max
WEEK 13: Game Project Development 4 DESN3012
Final stretch!
2 weeks left.
Please sign in and let me know if there's anything I can help you with (animation, uv'ing, texturing, painting)
Monday, April 1, 2013
Thursday, March 28, 2013
WEEK 12: Game Project Dev 2 DESN2017 Assignment 4 due in 2 weeks!
This class is a work period for Assignment 4 - Asteroid Miner due in 2 weeks.
Have you guys checked out Marmoset Toolbag? Here's a review of this cool toolset -
"Marmoset’s Toolbag provides a useful set of tools that enable you to explore and showcase your model in real time, and it’s an absolute bargain"
http://www.marmoset.co/toolbag/store
WEEK 12: Asset Dev DESN1086-A: Assignment 4 due next week!
Assignment 4 - action - due next week!
Today is a work period - bring your questions & I'll have a look at your work in progress.
Make sure you put lots of time into the planning stages - thumbnailing animation is a really important skill. There's a lot of documentation on how to create nice thumbs online and on this blog. Remember to make the drawings readable in sillhouette. Think CLEAR not clean. The thumbs below are low-detail but very very clear.
Today is a work period - bring your questions & I'll have a look at your work in progress.
Make sure you put lots of time into the planning stages - thumbnailing animation is a really important skill. There's a lot of documentation on how to create nice thumbs online and on this blog. Remember to make the drawings readable in sillhouette. Think CLEAR not clean. The thumbs below are low-detail but very very clear.
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