Tuesday, 22 October 2013

Modelling of Practical - Game Level and Props

I was much more confident this time around modelling as i had done a lot of environment research and read a few books on architecture and scenography such as W. Yins Impeccable Scene Design for game, animation and film 2011 reading this it talked a lot about how space is used and how less is more in environments sometimes, i used this in my practical and utilised the space i made with correctly sized objects, i also positioned them in a way that would seem natural and real for example having a photo frame by the bed side cabinet for the in game worlds charter to look at before they went to sleep. I also used it to create more narrative in the level and to link it to the child's singing in the room (see blog post on texturing for explanation further on this).
Here are some screenshots of my process of modelling- 






I really like using special duplicate it is a very handy and time saving tool.








Props

I wanted to create more realism to the scene so i gave the rooms a little background and narrative to them by creating personal objects such as little toy cars for the girl to play with and also again the lamp and photo frame, i feel that this effect worked and the player feels like they can interact with these objects.

Image plane used-

At first i created the cars using blinns but then when Anna reminded me of keeping style and tone i changed them into wooden cars as this was the norm for the victorian period of toy car, i think it worked out really well.

Old car colour -

New car colour- 

More props i made below-

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