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Showing posts from November, 2021

Learning How to Rig a Model Pts 1 & 2

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  3D Animation  (Learning How to Rig a Model Pt 1) Our main teacher for this course returned after his absence from illness (wishing him the best recovery!) and he'll be teaching how to rig a model in Blender. However before doing that he set us a fun & entertaining yet slightly stressful task which was to get into partners & draw each other standing & sitting down. We also had to draw as best as we could, too. The only catch was, Our teacher timed us three times for each person drawing. The first try was 10 minutes, then the second was 5 minute, and the third try was 1 minute. However there's a reason why we had to this drawing exercise.  I'll explain later after talking about my each drawings. This was my first drawing from the "10 minute" time frame. As you can see, the proportions are somewhat questionable, I just jumped in and started drawing without giving the subject a second thought at how his proportions are etc., . Everyone else in my class d

Darkest Dungeons Assignment

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 Darkest Dungeons II Custom Character  Assignment (Mohammed) Task 1 Darkest Dungeon II is a gothic RPG game developed by Red Hook Games and was released on October 26th 2021  which has been released only on Epic Games . It is a sequel to it's successful predecessor, Darkest Dungeons, which was released on January 19th 2016. To give a summary on what the game is about, the player who's not integrated in the game, has to lead a band of characters who are called named "Heroes" through a dungeon. Along the way the band of Heroes will find quests to complete and a lot of fights to finish as, they journey through their treacherous path. The 2nd game, Darkest Dungeon II has 9 characters to choose to form a band, instead of the usual 17 in the first game.  For this assignment, I've been told to design a character in the 2nd game, which isn't in the roster in the 2nd game. However, in order to get the basis of the game, I'll need to research the heroes and what the

Texture Types (Research)

  Diffuse Is the most common type of texture and is a raw colour channel for a 3d model. Diffuse maps defines the colour and pattern of the object. Specular Is a texture map which defines the shininess of an object or how much light reflects. Specular maps are usually greyscale.  White = the most reflective Black = the most absorbent. Gloss A gloss map can aid in defining the roughness of a surface, the lower the value, the darker areas get more rough. The higher the value the lighter areas of a 3d model are smoother.  Albedo/Base Colour An albedo/base colour map usually doesn't consist of any shadow and highlights. An albedo map usually consists of just the base color. Though an albedo map is known as a diffuse map, it has no ambient occlusion or directional light.  Roughness Roughness map & gloss map are similar. Roughness works when the dark areas of a texture will have a glossy look. And, the light areas having a matte look.  Metalness A metalness map tells the render which

Darkest Dungeons Research

  What is the game about? Darkest Dungeons is a Gothic RPG, developed by Red Hook Games and was released on January 19th 2016. In the game, the main player leads a team of Heroes, crawling through a dungeon, entering rooms, interacting with objects, loots and upgrades and, last but not least, you get to right with monsters with your team of Heroes. You can use the loot to upgrade your weapons and armour. For this pre-brief assignment, I'll be focusing on the "Heroes" characters. Main Plot The main player has to lead a bunch of characters known as Heroes, five hundred feet below the surface whilst fighting monsters of all kinds along the way. It can put the stress and tension in the player as they fight, battle after battle. What are the Heroes? The Heroes are an arrangement of characters where the player (who operates them mechanically but is not actually in the game), can use to assemble parties and expeditions to explore dungeons. The Heroes are divided into several cla

Game articles which I agree & disagree with.

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  Article which I agree with https://www.rockpapershotgun.com/half-life-alyx-review This article is a review of Valve's recent VR game, Half Life: Alyx. I agree with what the writer of the article has to say about Half Life: Alyx. The writer mentioned that about one of the new main game mechanics. Interaction with objects such as the crates, health packs, weapons etc., the NPCs, both friendly & enemy NPCs play a huge role in making you feel that you're in the game. I also agree with what the writer says about the VR platform of the game. As, you can feel a sense of scale with how, tall the Citadel is (the Combine Capital), and how tall the Striders really are.  They can make you feel very puny in size!  The writer also mentions about, how fighting the combine soldiers can be difficult. As, it's VR, Valve cleverly uses it to teach the players to duck and take cover so, the soldiers doesn't detect you when on patrol.  Articles which I disagree with

Toy Melee Weapon (Mini Project)

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  Toy Melee Weapon (Mini Project) For this project, I was assigned by my tutor to design a Toy Melee Weapon. This project is aimed to test out knowledge on what we've learnt so far in modelling, UV Unwrapping & texturing.  So, for starters I set up a moodboard in Powerpoint and posted images of various toy melee weapons such as hammers, nunchucks, swords, sickle etc., Initially, I was going with a custom hammer but, then I realised that it would be a bit more difficult so, I went with a sword as it's much more suitable for what I've in mind.  Since I decided to go with designing a toy sword, I, then, looked up images of both toy swords & actual swords. Both in real life & in the world of fiction.  In the world of fictional swords, I grabbed photos of the "Star Saber" from Transformers: Prime. To me, it had a pretty impressive sword design so I might base my sword on that. However, I'll be adding my own detail & characteristics so, it doesn'