Tag Archives: Product Design

Blueprints and Sketches for the 3D Model

Before creating the model, it’s good practise to create a final definitive blueprint to work from to cut down time in the modelling stage. It allows you to easily shape the model to the scanned in blueprints and quickly get the desired shape without having to look between references and tweak things until they look right. This meant getting a sketch of the most important side that needed definition. The Side.

The other parts of the ship remain almost exactly the same as before, so we can use screenshots from the earlier low poly model as a reference for the Top view and Front view.

The side is different because I wanted to perfect the overall shape, add texture and create a design for the thrusters. I focus on sketching this while using references from the low poly and other artists to help me visualize the details and parts that would make up the ship. Online references posted below gave me a clear idea of how to fill in space on the Hull, where nothing is really necessary for function.

Leaving this space blank wouldn’t give the ship any shape or definition and would make it look bland and too clean. A trick I noticed was to add lining to the ship exterior that would be placed in a similar way to a wireframe on a 3d model. Adding this lining along with some rivets immediately fills the ship out and gives it texture. This is mainly to help add detail into the model later in the modelling/sculpting stage.

The biggest challenge was designing a thruster that would look functional while fitting the shape of the ship. After trying several different designs, I settled with indenting miniature thrusters on the front and sides of the ship, which would be used as inertial dampeners and brakes. Then for the back thruster I took inspiration from the Serenity in Firefly, designing a thruster with a slightly larger radius than the ship. It fit the design and after adding extra detail around it and riveting, the side sketch was finished.

This completed sketch combined with the previous renders from the low poly ship give me a precise set of blueprints to base my model on and improve my workflow exponentially.

Project Update 04/03/2015

Banjo’s Through Space Update

Date: 04/03/2015

Updating on the progress of the High Poly Ship model for my “Banjo’s Through Space” project. Other workloads have taken up time in the last few weeks and delayed the work on the project. However preliminary plans have been made and the sketches for the new design will be refined and drafted from the previous sketches, incorporating previous design elements to complement the ship and keep it more in line with the originally conceived design. This will give me opportunities to make the ship look as detailed as possible.

The next week of work will be dedicated to getting these sketches of the side, front and top and finalize them for use in the modelling process. Using these as blueprints will make the modelling process more refined and speed up the process, giving me more time in other departments such as sculpting and texturing to add all of the high definition details that will make the ship stand out. This is now possible now that my most urgent assignments have been completed leaving me space to work on the ship.

Jusification Assessment of Project Downscale

In light of the presentation I gave I have decided it would be best to downscale my project that I proposed to make it easier to achieve the goals I set. The previous proposal was to create a 1 minute 3D Animation including 4 different characters and 2 different ships. It would include voice acting and sound effects. This idea proved to be too ambitious and outside of my range of skills. Doing half of these things in the given time might have still proved too difficult. I decided to focus on the most prominent aspect of the project, which was the ship. The ship also happened to be the main component featured in the presentation, in a low poly state. My new task is to create a high quality model of the ship, the ‘Goldfish’ utilizing sculpting and texture painting to create the best possible 3D Rendition of the ship thus far. I felt focusing one this aspect was the right call as it would not require the advanced skills necessary to produce working human models and it would also allow me to focus on a singular piece of work and make it at a professional standard. This task still aims to challenge me, using new techniques and old, while providing an outlet to refine my skills and develop on my ideas. It allows me to develop on the concept of the ship I provided in the presentation, using skills I previously used on the ship to a greater capacity. It also allows me to learn me complex tools such as sculpting and texture painting to make the design even better and work to the best of my ability.

The final proposal for the new project is as follows.

I will produce one high poly 3D Model of a Ship following the design proposed in the initial presentation, creating it to the best of my ability while learning new key skills and following a professional standard of work to create a model of similar quality to other professional works.

Programs:

Photoshop CS5

Autodesk Maya

ZBrush

Adobe Premiere.

The final model will be presented with the Maya File, Obj. File, A full 360 Panaromic Video that also shows all of the individual details on the model and all of the raw assets that make the model.

Skyline Video for Assignment 3

This is the skyline video I made using Photoshop and Adobe Premiere.

When we made the video, we first had to find a suitable location and shoot it. We ran across some problems in the area we chose because we did not have a tripod and needed to have a still video clip, otherwise we wouldn’t be able to mask the footage. We improvised with a lighting pole and the camera cap to keep the camera still and tilted slightly to get the base angle possible of the shot we wanted. We had to shoot the video twice because the video was badly focused the first time.

Once I had the finished raw video I used masking techniques in both Photoshop and Premiere to cut the Cityscape out so I could layer it on top of the new skyline. In Photoshop I used the quick select and polygonal lasso tool to cut the Cityscape out of the skyline. Once I had the Cityscape cut out, I filled it with black, as I only needed the shape for the mask, not the image.

Once I had the mask, I imported it into premiere and used the Matte Key Tool to Mask the Cityscape according to the shape of the mask. This enabled me to put it on top of the new skyline without bringing over the original one, while still retaining the high quality of the video.

I ran across some issues during the creation of this product, I didn’t have the editing software I needed and we had some problems with the scene we shot. One problem I had was that there were some swaying trees in shot that made masking impossible. I had to crop the trees  out to solve the problem. While this was an easy solution it did come with the risk of losing video fidelity, so if I was to shoot this video again, I would take these elements into account to save me problems in the future.

As I did not have the editing software needed, I had to use another piece of software I did have, Adobe Premiere. While I did manage to complete the product up to the requested standards in Premiere, I failed to stick to a request of the brief to use Final Cut Pro. I should have made arrangements to use Final Cut Pro during the assignment period and will try to amend this in the future.

Overall while the end product met the requirements, I had some issues creating it that could have been amended with better planning and access to the resources stated in the brief.

Raw PSD Files

Final Designs for the Hand Soap Label and Poster

Soap Label Design Final DraftSoap Poster Print Design Final Draft

When coming up with the design for my soap label, I researched other brand and their designs to see what conventions they used on their labels. I did this so that I could make a label that would be easy to read for someone who buys soap due to the familiarity of the design to other designs. Doing this I came to the conclusion to use a rounded edge square for the label, filling the space with the required information and some graphics relevant to soap and washing hands. I used a clean water graphic and a graphic of the ingredient being used in the soap, Aloe Vera, which is an appealing smelling soap for our target audience who are between 30-60 years old. I added a small bar at the bottom that has some more information about the soap while also capping off the label which makes it more visually appealing. I composed my palettes of Green, Blue and White, which most soap labels used due to their connection to water and cleansing herbs. I decided to make the soap an easy pump, as the target audience was comprised of older people who might prefer a soap that’s easy to use, as someone with frail hands or arthritis would find it hard to use a bar soap.

When designing the poster I wanted to keep the design similar to the soap so it was easy to make a relation between the two when looking for it in stores. I used similar graphics that were in the soap label design as well as a picture of the soap bottle itself so a customer would be able to easily find the soap, having previously seen it on the poster. I filled the bottom of the poster with plants to draw attention upwards and make it more visually appealing by bordering the lower edges.

Raw PSD Files