Tuesday, 29 May 2012

Reflection questions- 3d environment

·       What did you do and how did you do it?                                                 I used 3ds max to re-create an environment in Saltaire, I decided to model Salts building along with part of the surrounding area. In order to create this I first began planning for what I wanted in the animation, which had to be appropriate for the theme as the finished animation would be added to a final trailer I did in a team. Once planning was finished and the team was decided upon what we wanted out of the finished product I went out and took pictures of Salts building and its surroundings to get an idea of how I was going to re-create the building in 3ds max. After which I began work on the modeling of Salts building, I started of using simple box modeling techniques to get the basic shapes of the building done by converting the box into an editable mesh. I then continued to shape the box as it slowly started to look more like Salts building, I used the pictures I previously took to see what the building actually looks like which gave me an understanding of what I needed to do in 3ds max to get the model looking accurate. After about 3-4 hours the building was complete, After which I started on the surroundings of the building e.g. garden, (tree's, bench's, grass area) the surrounding wall, fences and the buildings around Salts. Doing so took about 1 hour to complete. Now it was time to start texturing the models, unfortunately the deadline was getting closer and I still had to animate and render the scene, so I was unable to UVW unwrap the models and texture them in Photoshop. Instead I created textures using the material editor for the stone of the buildings ext. The scene was set I just needed to add lighting, I used a Omni light to illuminate the entire scene, changing the emitted colour to a red to give the scene more of an atmospheric effect. I then turned the contrast down to make the scene darker and scarier. The scene was done but I felt it was missing something, so after pondering fro a while I decided to add rain to the scene, which turned out okay not as good as I had hoped but I didn't have enough time to make it any better unfortunately. I then sent a camera around my environment and rendered it, which took about 1 hour. 
·       Does your final design meet your original intentions? It does and doesn't, originally I wanted to create Salts building and a post apocalyptic city, but as time constraints where in play, I found that I just didnt have enough time for both and as we needed to add Saltaire into the trailer I had to make compromises.   
·       Self evaluation – how did you manage your time? How could you manage your time more effectively? I feel I manged my time fairly efficiently however I could have done so much better, by thinking ahead and not taking to much work on at once.  
·       What did you struggle with? E.g. Texturing, modelling, lighting, animation. wouldn't say I struggled with anything in particular, If anything I would say that I wasn't happy with the finished texturing of my environment, but because of time constraints I was unable to spend time texturing the models properly in Photoshop.   
·       What did you find easy? Nothing was easy but what I found most enjoyable would defiantly be the modeling & animating of the environment. 
·       How does your finished design compare to professional examples? Defiantly no where near the caliber of quality in professional work, but for a team that have only used the software for under 2 years I think we did quite good. 
·       What do other people think of your finished design? The feedback I have had form people about my work is Quite good many said they really like it, but others gave constructive criticism, which will be taken on board. 
·       What could you improve upon? The texturing, use UVW unwrap on the models and texture them in Photoshop. 
·       If you were to do it again what would you do differently next time? I would give myself less work to do so I can focus more quality of my work rather than quantity. I would also model interior, rather than exterior, as I want to try my hand at something different to test my skills further.  

Thursday, 24 May 2012

Sound Unit Reflection questions

What did you do and how did you do it?
I did the narration for the wolf packs team trailer (my team) as well as the narration for the Cybertronics team trailer, I did this by writing a script about the trailer, then recorded me narrating the script in the sound labs recording room. After this I but the recording into the software called Cubase and played around with it until changing the speed, tempo ext. until it sounds how I envisioned it.

Does you final audio production meet your original intentions? If it does not match your planning explain why
It doesn't meet my original intentions, originally I planned to have sound effects of car alarms and fire ext. but found that during production of the trailer I was going to have to make compromises in order to finish on time. The team originally didn't think to include a narration, but I offered my serves's for the part.

Self Evaluation- how did you manage your time? How could you have managed your time more effectively?
I feel as though I managed my time quite efficiently, and finished my narration with time to play around with it in Cubase. If I where however to have had more time or managed time more effectively then I would have been able to add more effects into my animation, to have done this I could have made a good plan and stuck to it rather than changing my mind half way through.

What did you struggle with? e.g. Cubase, microphones, playing instruments, sound cards?
I think overall I had a good grasp on things, but If I had to pick one I would say that Cubase gave me the most challenges, but after some time I came to grips with the software and did fairly well.

What did you find easy?
I found that when I did the narration for the trailer was the easiest part for me, many people might not feel comfortable, talking into the microphone knowing everyone will be hearing you voice, it can be quite embarrassing, but for me it didn't bother me. I enjoyed it and when I messed up even though people laughed I thought it was funny as well.

How does you finished audio compare to proffesional examples?
I don't think my work is anywhere near as good as professional work, but i think for my first audio production I did okay. Although in the actual trailer the music overpowers the narration and its hard to hear, but the narration itself sounds quite good.

What do other people think about your audio?
Other people think it sounds quite good, the often heard comment is that I sound like a cross between "Batman" and "Keanu Reeves."

What could you improve upon?
I think I could have done a few more takes in the sound lab to get the narration sounding exactly how I wanted it but due to deadlines I had to go with what I had, So I think Time management would be something to improve upon.

If you were to do it again what would you do differently next time?
I would have managed my time more effectively and spent more time perfecting my narration.

It's not about the finished product, it's about the journey. What did you learn?
I learn't how to operate Cubase, and learn't about sound cards and more about sounds labs in general. I learn't about Foley artists and How different sounds are made using a multitude of different techniques. 
     

Monday, 21 May 2012

GUI- user interface

This is a games user interface (GUI) I designed using a Jpeg still shot from my part in the team trailer we created. I made it in Photoshop, the background is the Jpeg still shot of my environment I made in 3ds max. I tried to make the layout as original as possible but with so many games out now nothing is truly original, but I did my best. The user interface is comprised of a mini map in the top left corner of the screen, along side is the health, Magic and level bar. In the bottom left corner is the equipment bar which includes, health potions, money ext. The right corner is the weapons bar, both bottom bars are opens by holding either left or right trigger depending on which bar you want to open and so forth.