In our team we each had to come up with a design idea for the logo of the game we will be featuring in a trailer we will be creating very soon. I decided to go for an obvious design idea yet still looks good in my opinion, I added what looks like 4 claw marks or a tear (your preference) then found a good looking font on 1001fonts.com to use of the game name, then finally found a picture of one of the lions outside salts building in Saltaire. (the game trailer has to feature Saltaire & something to do with its history (teams preference)) then I changed the threshold of the image using Photoshop, so it would be in black an white rather than grey and boring, I also had to change a few other things as it originally had a background, which I had to get rid of.
Once the team had each created there own version of how they wanted the logo to look we decided to vote upon which of the 6 logos was deemed the best for the game featured in our trailer, after an extensive talk about each of the good and bad features of everyone's logos we decided to that Joe Lee's design was the best.
Below is Joe Lee's Logo design and the logo for the game in our trailer, Congratulations Joe Lee :)
Thanks for reading :)
Although this Blog was originaly about my college work in 3ds max ext. I have now finished the course... The blog now will be about new games and reviews on new games ext.
Tuesday, 7 February 2012
Monday, 30 January 2012
Simple Tree scene
Today in 3ds max I looked at creating a displacement map, to do this I created a plane 20 length and width segments and added a displace modifier to it, them I added a noise bitmap to it and increased the strength to of the plane to make in change form and look more like a bumpy field. Then I went to the foliage tool bar and added a Japanese cherry blossom as this is my favorite tree. Once all the basics where in place I then went on the modifiers list and added a boxgizmo, in order to add a fog effect and a bitmap. Its fairly poor compared to my early work but the class hasn't been on 3ds max in a few months and the teacher wants use to get back into the swing of things, but once the boring stuff is done, soon I will be bringing you my teams animated trailer.
Thats about it, hopefully next 3ds max blog post will have more to offer for you guys :)
Thats about it, hopefully next 3ds max blog post will have more to offer for you guys :)
Tuesday, 24 January 2012
Agreed content & delegation of roles for 3 minute animated trailer
We as a team today decided upon the delegation of roles for the production and advertising of the animated trailer we are soon to be producing. We all created a back-story for a game then chose from the group the best story, we decided upon choosing a combination of my idea and a few others from the group. In doing this, we were able to make the entire group happy as they all had influence of what went on in the trailer, and due to the changes we now can all create our own environment unique to our own imaginations.
The delegation of roles decided that:
Isaac Parker (ME):
Create Salts building exterior and an apocalyptic version of salts building & an apocalyptic town most, likely a few buildings as I don't want to over burden myself.
Josh Williams:
Corridor within Salts Building & Separate environment unique to himself using a steam punk theme.
Joe Lee:
Stairs & corridor within Salts building & separate environment unique to his own specifications.
Alex Jeffery:
Create portal and portal effects & separate environment.
Alex E:
Basement and power supply, with possible effects & separate environment.
Marketing Material:
I will be making one of the 2 splash screens, that will be used at the beginning and end of the trailer.
The other splash screen will be created by Alex E.
Box art- Josh W
Marketing Material:
I will be making one of the 2 splash screens, that will be used at the beginning and end of the trailer.
The other splash screen will be created by Alex E.
Box art- Josh W
Splash screen- Joe L
A1/A3 poster & A5 flyer- Oliver S
Web Banner- Alex J
Name Logo- everyone- The Loge of the game featured in the trailer is called "Torn", Everyone in the team is going to attempt to design and produce a logo for the game, once everyone has created one we will then democratically vote on which one the group thinks is best to use as the actual game loge to be featured in the trailer.
Web Banner- Alex J
Name Logo- everyone- The Loge of the game featured in the trailer is called "Torn", Everyone in the team is going to attempt to design and produce a logo for the game, once everyone has created one we will then democratically vote on which one the group thinks is best to use as the actual game loge to be featured in the trailer.
Monday, 16 January 2012
3ds max Windows & door
Today we finally got make on 3ds max after months of eagerly waiting for the opportunity to once again own my skills in the 3d world. We each designed a neo-classical style window, specific to our individuality.
We started by creating a box then used the bend tool to create an arch from the box, and extruded the bottom polygons of the arch to create a window frame. We then added a box at the bottom of the window frame to create the window ledge, and also a box at the top to give a realistic look to how many of the window frames within Saltaire look like, we did this because very soon we will be making an animation based within Saltaire.
Once the window frame had been made we then added a texture using the material editor, and used a sandy brick type colour as many of the building is Saltaire are made with this colour stone.
To create the door we just duplicated the window and then extruded the bottom of the arch further to look more door like, then used the uniform tool to scale up the model making it look more like a door.
We started by creating a box then used the bend tool to create an arch from the box, and extruded the bottom polygons of the arch to create a window frame. We then added a box at the bottom of the window frame to create the window ledge, and also a box at the top to give a realistic look to how many of the window frames within Saltaire look like, we did this because very soon we will be making an animation based within Saltaire.
Once the window frame had been made we then added a texture using the material editor, and used a sandy brick type colour as many of the building is Saltaire are made with this colour stone.
To create the door we just duplicated the window and then extruded the bottom of the arch further to look more door like, then used the uniform tool to scale up the model making it look more like a door.
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