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Evaluation of the Banjo’s Through Space Modelling project

The task for the project was to create a mid-high poly 3D Model Asset that could possibly be used in animation or in a game. When this first started, it was on a bigger scale, and after consulting others on how to make the project achievable, I settled on downscaling from what was originally a 3D Animation with ambitious goals to a 3D Model that would test my abilities but still be within my skill level.

In reflection of my work, I think my ambition still caused me the biggest problems in achieving my goals. Even after my project was downscaled it was still a huge task to behold, and although it’s complete, I feel I could have done a lot better if I had given myself a task that was challenging, but not completely out of my comfort zone. Although declaring a low poly ship would conflict with what I presented initially, I should have tried to find a stable mid ground between my prototype model and my proposed project so that it would allow me to improve upon my work without heavily risking the quality of it.

Organization was a high priority in this project however and I feel this was a strong point that held it together very well. I had multiple timetables and plans laid out that were remade and adjusted every week based on circumstances and current events. These timetables were cut into small tasks that were more focused which kept me motivated and on track. Without this organization I wouldn’t have even come close to achieving the amount of work I produced. Although I gave myself 1 Week as a buffer in case of personal problems/emergencies, this wasn’t enough for some of the issues I faced during the development of the task. More time was not available and it was unfortunate but I’m still happy with what I achieved regarding how many ups and downs I had during the project.

Pre-Production was also much stronger in this project, I had learned from previous projects and created and expansive amount of concept work and notes to assist me in the development. This included blueprints for the model itself that were hand drawn after several different iterations following the first ship prototype. I also used more reference images and looked at ships from other games and animations to inspire me and give me ideas on how to approach different aspects of my ship. The huge size of the thruster for example came from looking at the Thruster on the Serenity, the Space Ship from Firefly. The Antennae were inspired by several other ships I saw and previously the fin was just for aesthetic, but now it also appears to serve purpose to the ship which justifies it’s existence in the overall picture.

The Modelling stage itself was a struggle. I had a hard time creating the shape from the blueprints and had to treat them more like guidelines. The final shape did resemble what I had in mind and what the initial sketches proposed, but it took more time to approach the different challenges in place to create the model. The blueprints were helpful but upon reflection, they weren’t up to a standard where they could be properly used in a 3D environment. There was a lack of measurements to help with scaling specific objects, and without the use of rulers and precise linework, the blueprints would continue to created distorted models if you stuck to them. As well as this, the other blueprints were merely screenshots from the old prototype, and this also caused issues. While I thought they would still work due to many similarities in the shapes, they ended up causing me more trouble as I tried to follow blueprints for different ideas that kept conflicting. This further reduced my work efficiency in the modelling stage. When creating blueprints for future projects I will take a lot more care and precision in their creation.

The first prototype however, in my eyes, still appears better than the new one in some levels. The Model shape is dull, but the textures were better quality on the prototype model compared to my final model due to time constraints. If I had more time I could have worked on more texturing techniques, consulted my peers, and created a set of textures that would be far superior to the prototype ship. The shape however is still much better. It’s smoother and more expressive, giving the ship it’s own style that would make it more recognizable and unique.

Good care was taken in keeping all the files secure, backed up and easy to access, I have back-ups on two separate hard drives that are updated regularly and named by subject and date so recovery is also an easy and stress free process. Naming Files has been a bit of a weakness for my work process but I’ve continued to make efforts to improve on this, such as naming many of my assets and layers in Maya and Photoshop to help me manage the assets during and after development. I used many different categorically named folders to keep files from mixing and getting lost. I’ll continue to improve on my organization in all areas, including Time Management, Categorizing, Naming Conventions and Risk Preventative Measures.

In terms of the overall final project, I feel I could have done much better. I was under pressure and stress from several sources and if given the chance to do the project in the same time without these influences, I feel I could have produced a much better product that would far exceed the previous prototype and current product in quality and with more work efficient results.

While I am not too impressed with the results of this project, I’m proud that I managed to do the best I could in the time I had, this is one of the most difficult projects I’ve undertaken and It has taught me a great amount in a short time. The results are always important but the work towards it in this case has shaped me into a better modeller, a better organizer and a stronger worker. In my mind, the project wasn’t really a success. I wouldn’t feel happy submitting this quality of work, but the process itself has taught me a lot and the results, while not up to a quality I’m happy with, can be used as a base for a far better piece of work, given some more time and skilled hands.

Evaluation of work in Assignment 5

When working on the 5th assignment, we were tasked with making two separate film segments that adhered strictly to a segment of script for the movie ‘The Godfather’. We would not be allowed to change the script at all except for characters and actions, and we were to make two films in the style of two genres, excluding the genre of the source material. In the development of the work we came up with several ideas for genres we could adapt the script to. Most seemed to cycle around a rehash of normal crime however, so we decided to try and use recent examples of film and TV to try and broaden our scope.

TV Series’ like Suits, Breaking Bad and House of Cards helped us come up with our two final genre ideas, Drama and Crime Thriller. Our justification for Crime Thriller comes from the new perspective we’re using on it, trying to emulate the more tense feel of Breaking Bad and House of Cards, with an anti-hero protagonist that makes a viewer question who they’re vouching for. Our Drama idea was inspired by Suits and focused more on posing the characters as investment bankers trying to fix a deal that’s broken down due to interference from a third party. The ideas we came up with were pretty good in reflection but I would like to have tried to experiment more with finding a second genre that didn’t stray so close to the source material’s. While Crime Thriller has it’s own elements, it could still be considered part of the same main genre as ‘The Godfather’.

Once the group was agreed on the genres we started working on the specific scripts for each genre and the storyboard. I enlisted the help of some classmates from the film degree to help us film the scenes. They provided some acting talent and camera equipment and helped round out our weaknesses in film, coming from a games development background. If I had to do a film project again, working with film students and learning from them would be a top priority. A few things I learned while working with them have helped me develop a proper skillset for filming and preparing for filming. I’m more aware of how important it is to have a set/location picked out beforehand, as well as providing equipment and resources to make the shoot possible.

After filming was done, Reece worked on the editing of the footage we got in Adobe Premiere and Adobe After Effects, adding effects that helped embellish each genre using the research provided by Aaron. This included utilizing colour correction tools to give each film a different mood, as well as a cinematic vignette. In the future we would try to get some of this done quicker as we took longer than expected, but overall the work was all collated together in good time.

If I had to work on a film project again, I would try to assist in editing or take the role of editor to assist in the process. I have 3 years of experience with video editing in multiple programs and it would be optimal to apply those skills where possible to streamline the work and utilize everyone’s skill-sets. At the same time I would make sure to engage in different areas of the field I am not so used to such as camera work, to pick up extra knowledge which could be used in later projects, as well as benefit my input on other segments of the project. Knowledge of camera techniques and limitations would make it easier to put informative pointers in the script to aid in camera work and shorten workload.