FMP level 3

During this project i am working with an open brief, this means i can choose my own ideas and whether i want these ideas to be developed within Maya or Photoshop(whether i want a 2d final piece or 3d model).
The design process i will be going through within this project includes the following steps : initial research into different ideas in which i could possibly do, research into individual ideas - i will start with ten initial ideas. after coming up with these ideas i would make different mood boards and mind maps, explaining why i would use these certain ideas, also explaining why i wouldn't use the certain ideas. i would then whittle the ideas down to six, i would draw ten silhouettes per idea resulting with sixty silhouettes. once i had finished this i would then develop these silhouettes into sketch overs for three chosen ideas, i would chose the idea i'm most comfortable with from these final three ideas, doing extra research into my idea as well as consistent research through my development process. when making my final piece i will screenshot every asset within the scene as it is being made and when it is completed, i will be showing different development stages within the project, when i begin to piece together the scene with the assets i will record a 360 in-depth view video so that my progress can be shown as a whole through a two minute video.
Every day of my project i write a individual target table for what i am going to do in the day, this would include the activities i would be taking part in, what i would use to do it and whether it was achieved or not.
Project Plan


28/2/18


Initial ideas 
For my initial ten ideas i want to model them all in Maya as i feel like this would help develop my understand and knowledge of Maya more as i work to create the idea i pick, i would use some of the skills i have learnt from other projects while creating an environment or character/item.
~Viking Shield
In this idea i would first draw out various different designs which could be drawn onto the shield once it was modelled, i could also make a 2d depiction of the different variations of shields i could create. I feel like this idea could be pretty easy to model and texture so it would take less time, if i had any spare time after the shield is finished i could create a 2d drawing accurate to the shield.

~Haunted House
The haunted house idea would be quite complex, i would be modelling a 3d house, using sinister themes and themes of horror. This idea would be quite unique as i could model the house in a distorted fashion which could link to my previous project which focused on German expressionism.

~Headphones
The headphone idea would consist of a 3d model which would be textured, the headphones would be a unique creation and i would try to make them as realistic as possible.

~Motorcycle
I would attempt to create a Harley Davidson inspired motorcycle, the components, the design, the colour palette and texturing would all be unique to me, it would be created specifically for this project as a way to develop my skills linked with creating real life objects this idea could also give me an insight into creating vehicles within car companies, and choosing this idea would result into extensive research into the car industry linked with designing vehicles.

~Creature/character
The creature/ character idea would be used as a way to develop my skills from a previous project in which i made an environment and a character to sit in the environment. The creature/ character idea would consist of me making a backstory for the two different things, i would attempt to make a character in Maya, including the UV mapping and texturing process, i would link the backstory to the character and make a small creature which would fit in within the characters backstory and would go along which the character, this would be made into a beauty render and if i had the time as well as the knowledge i would attempt to place the character into an game engine.

~1950's Style Kitchen Environment(American Diner)
I would attempt to make an environment in this idea, i would make it in Maya, i would also uv map and texture the different assets. i would create a beauty render of the piece and if i had the spare time and knowledge i would also try to place it into a game engine.


~Special Forces/Operations Gadget
This idea would link directly to the game Tom Clancy's Rainbow Six Siege, it would be inspired from the game and the final product would be a 3D model of a gadget which could be implemented  into the game itself, the idea would also consist of a concept art piece which would tell the viewer how the gadget works and the details of why it looks a certain way.

~Futuristic Helmet
I would attempt to make a futuristic style helmet during this idea and this would be modelled within maya, it would be textured and it would use the lowest poly count as i can use to create it, if i have time once the helmet is created i would make a 2d concept art piece to match the model which would be developed from silhouettes.

~Shelby Mustang Gt500 model
In this idea i would attempt to  make a replica of the Shelby Mustang Gt500 in Maya, i would attempt to model it as accurately as possible as well as texture it as realistic as i can get it.
 

~Harry potter inspired wands/ personal house crest/symbol
For my last idea i would make multiple wands which are custom made in Maya, they would be inspired from the book and movie series Harry Potter. not only this but i would also create a personal house crest badge. During my spare time i practised using Maya to keep my skills at the same level as well as using different techniques. With this spare time i made a test of the badge i would model, it is shown below.
During this test i did on maya on how i would go about making a badge with significantly more curves than i have used on an object before, it made me research on how to work directly off a reference image and it also let me figure out for myself on how i would make a realistic representation of an object in maya.
5/3/18

Research
How do artists from the industry present their work ?
Depending on the artists preference they can present their work in many different ways, the most common way which is relevant to me is using a blog, a blog is a great way to present your work, not only can you include an infinite amount of representations and images of your work but you can also include descriptions, which can justify your train of thought and how your ideas were developed, using a blog can show the process of thought and the development of your pieces. not only this but the artist could display their work in a gallery but this has its disadvantages compared to using a blog as you cannot explain your work or development process in major detail.

9/3/18
Silhouettes 
Firstly, to begin with my development process in choosing an idea i chose to whittle my ideas down so i chose six different ideas to develop into silhouettes, excluding four of my ideas for certain reasons.
Why i chose to discontinue the following four ideas :
Haunted house model -
I decided to discontinue this idea as i felt it would be an overwhelming amount of work to create, not only would i have to design a 2d version of the house just to nail down what i would like the house to look like along with a colour scheme to stick to but i would also have to make the house itself in Maya which i feel would require an overwhelming amount of time and would take a while to model, not only this but i would also have to texture the entire house which would also including UV mapping the entire building which could possibly take twice the amount of time of modelling, finally i decided it was a good idea not to continue with the haunted house idea because of the texture process, i would have to create multiple custom textures for the haunted house which would take quite some time, overall i feel like i would not have enough time to create this idea as there are multiple overwhelming time wise pieces to it.
wands and the house crest-
For this idea i decided to discontinue it because of how simple it was to make, wands are not exactly the most intricate pieces in mythology therefore modelling them would be quite simple, even with the most extravagant ideas. if i were to stick to the lore of the wand, most of them would be made out of wood which wouldn't be that hard to texture, the uv mapping and texturing process would be too quick. finally i decided to discontinue this idea as i felt like it would be too easy, id finish modelling and texturing, my goal would be complete before the set amount of time and there is little to do within the idea too.
motorcycle-
car replica/bike model-
 I decided to discontinue them as the idea would be too intricate to make with my current modelling skills, i would have to texture them both as realistically as i could possibly get them, which i haven't had much experience with vehicles, i would also have a very long uv mapping process in order to get the vehicles ready for texturing, there are many intricate parts to the vehicles which need the most intricate texturing to look relevant therefore i discontinued these two ideas as i felt they are out of my skill range for now.

1950's style american diner (silhouettes/sketch overs)






 futuristic helmet design (silhouettes/sketch overs) 





viking shield (silhouettes)






military siege inspired gadget (silhouettes)
hacking tablet 
motion detector concussion mine 
water submersible drone
Wrist gadget, electronics detector 
electronic noise detector 
emp grenade 
emp disputer 
candela charge - can be thrown then emits flashing such as stun grenades.
throw able camera, high definition video feed, the camera can be thrown onto ceilings or walls for a mount.

electronic shock trap. 

3d model creature/character ( silhouettes and sketch overs)




















headphones/ speakers





Project proposal
19/3/18

Extra research on my final idea(The 50's diner)
The word 'Diner' is used to describe a small restaurant which were originally found mostly within the following regions: The Northeastern United States/ the Midwest, Canada, west Europe and other parts of the United States as well. Diners would offer mainly american cuisine, They had a casual atmosphere.
Originally the earliest diner's were made from converted rail cars. From the 1920's to the 1940's they were commonly known as "lunch cars" for their small amount of space for a restaurant and their streamline look. Diners were originally prefabricated within factories much like modern day mobile homes, this means they had a small footprint which allowed them to be fitted into relatively inexpensive lots, all they needed were the utilities. Diners were historically small businesses operated by the owner, but their was a few companies in which would own many diners.
Comfort food cuisine draws heavily from and is heavily rooted in, traditional diner fare.
Classic diners often have an exterior layer of stainless steel siding, something that is unique to diner architecture. In most cases diners share nostalgia, retro style features also found in drive ins and old movie theatres.
specific artists:
Gil Elvgrens




I have researched on this artist because i feel like the art style and colours used could help me when i am designing posters for my diner. During my research into my project i looked into what a typical diner would look like. something that was consistent during my research was 1950's style posters, these posters used the same art style as the artists i researched. my chosen artists are all from and were working in the same time period my model was supposed to be based in. Gil Elvgren was a pin up artist. she drew different females in the pin up style. Her work is relevant to my project as her art was made during the time period i'm working in.Pin Up was a term created during the second world war, it originated from American  soldiers 'pinning up' drawings or photos of women to their bunks or aircraft. 
Richard Powers



Richard Powers was a 1950's american science fiction illustrator. i have chosen to research into this specific artist as his art style is very unique i could also adopt his art style for poster design in my diner, i could also sample some of the colours for my diner assets.

Edward Hopper

My last artist in which i researched into was Edward Hopper, i chose to research into this because Edward Hopper was an artist active within the 50's, he made a variety of different works, including oil paintings, in which the work shown above could be used to help guide me with colour schemes and designs for the diner.
i have researched on these certain artists because they have some sort of link in which could help or inspire me during my work, each artist could help develop my work as i could take on their art style if needed, the majority of the works created by each artist was made within the 50's, so i can get a feel for the art style, colours used and how they developed their work.

1950's diner's within games 
Two prominent games i have personally played and looked into have representations of the 1950's diner. whether they are slightly changed to fit the timeline and the style of the games or if they are represented in full historical accuracy. These games are called: Fallout 4 and Wolfenstein The New Colossus. In the Fallout franchise most of the games are set in a post apocalypse world in America, they have a altered story which links to certain historical events. in the story of fallout after the discovery for nuclear power and the nuclear bomb they use this technology to create things such as robots, a very overpowered bomb and nuclear power cars, the world of fallout uses a timeline set in the 50's at the start, then after the bombs drop most citizens of america entered so called 'VAULTS' which would have been made in the 50's, to be frozen in a cryogenic way. The vault dwellers would wake up after hundreds of years to a wasteland with horribly irradiated creatures such as Ghouls, Bloatflys and Super Mutants. Because of this backstory within the game, the wasteland still has the art style of the 50's era, with multiple representations of the classic diners. In Wolfenstein The New Colossus the time period is set around the 40's-50's era in which a nazi Germany won the war against the USA and the English, Germany within the game have overpowered weapons in which they won the war with, whether it is robot dogs, armoured mechs or general weapons of mass destruction. Their is in fact diners within the game, they are represented historically accurate even though they are ran by Nazi's. Both diners in either game are Navigable, they are used for a turning point in each story whether its a side quest or a pin point in the story. the fallout diners are used as mainly a place for the character to fight through on the odd chance that one of the diners houses allies. In wolfenstein the diner is used as a mission objective for the player to travel to it and speak to a resistance operative. therefore in both games the player has the chance to get multiple views of the diners, outside and in.


23/3/18

Today i began modelling my final piece, below i will include screenshots of every asset i model to show my progress within the project.
Reference images for my project.
-Before modelling my environment assets, i gathered a few reference images. I used these references to make replicas for my environment, i gathered these references from a variety of sources such as art station, historical reference websites and diner owned by a company which has a chain of them around the uk. Not only did i use these as a reference point for modelling but i also used the images for texture references as i want to make the environment as real and as exact as possible.
Over the Easter break  i decided to gather more reference images to use for modelling my environment, i did this by visiting a 1950's style replica diner, which is owned by a company which has a chain of the restaurants all around the uk, not only did i visit the diner but i also took a small amount of pictures at 'Tgi Fridays' a restaurant that has a 50's diner aspect to it. The images are shown below.
 I used the reference pictures above for both texture and modelling references, i attempted to make the models as close to my used references.
Further texture research
For extra texture research on how to make chrome textures i have decided that i would research on the process of making them, as within the 1950's style diners chrome was a large part of how it looks. Therefore i researched on certain websites and forums which could help me progress with making the needed textures. one site i used has the link below, i found it useful when attempting to make the textures.
https://photoshopcafe.com/tutorials/chrome/chrome.htm

Backstory
Set during the cold war, 1956 this specific diner is accustom to making its war stricken customers from ten years prior, from the second world war and the nervous citizens of america (due to another potential upcoming war) feel better, using the diners atmosphere and the warm faces from the servers, the diner is a typical american dream visualisation, for me american diners is what i first visualise when i think of an historic america. At this point in time (the 50's)America was a lush, rich place after the war America profited heavily and were able to invent things such as dish washers and other technological advances to take on the normal labour jobs around the house.
 Asset development 
Main wall asset
small seating table 
bucket seating
Corner wall asset
Bucket seating table 
Counter stool progression 
Window asset
Doorway progression
Jukebox progression

Structure progression(piece together the assets)
Counter development 
Cooker/grill development 
Cash register 
Clock 
Ever since my research stage on the 1950's american diner i have been keeping  track of what assets i need to make as well as what i need to do on my blog to keep up to date, i also set myself some Easter holiday tasks so i can keep to a schedule as i have learned from previous projects that time management is key.

Coffee machine 
Project so far- a 360 in depth view of my model so far 

Kitchen assets - plates, bowls and a cutting board with knife 
Fridge 
 sink and counters 
 roofing and lights 

I have recorded a video, for the viewer to see my overall modelling development so far, the date of this recording was 20/04/18 and i have almost finished the modelling process with 4-5 weeks spare for uv mapping and the texturing process. 
Research
I have decided that when i begin texturing my piece, i will add in wall ornaments to make the diner look more exciting, doing this i will make a variety of things, some references to the pop culture of the time, others will be plain and simplistic. for some of the ornaments i will use some work from a popular photographer at the time called Sam Shaw, i will be using some of his Marilyn Monroe photos as posters within my diner. i felt like using some of this work as i have four weeks to create textures for my entire diner, i did not think i could do an artist interpretation/ portrait within that time.
http://shawfamilyarchives.com/work.php

When making every asset, id start off with the most accurate 3d object closest to the object i would be modelling, then i would use the multi-cut tool, the extrude tool, i would move the edges, vertex' and the faces to form each object into its specific form. i would put each object into different modes to make the objects accurate to their representations, these modes consist of smooth shaded and hard shaded mode.
23/4/18

Bin/Trash can
Milkshake machine 
Table assets- sauces, salt, menu 

Over the last month i have modelled over 29 different assets to make up my diner model, the theme i used through was the 'american dream' theme, with the classic 50's shaped decor which is conveyed throughout the assets. I was influenced by a few artist but one in particular stands out, Jorge Munoz Braulio he has uploaded a few of his works to a blog which is linked below, because of how developed and impressive some of his environment ideas are, i have aspired to develop my work more, i was influenced by his modelling style in which he uses the least amount of shapes to create items/assets. I used Maya and primary resource images i gathered myself to model all of the assets. The resources were suitable for my work as i could model all of my assets in a correct fashion as close to the 50's style as possible. During this time modelling i have used different techniques whether its minimalist modelling (modelling with a single object) or modelling every object to a specific poly count.These techniques affected my model as it made it look more professional and clean. Comparing this model to my last building themed model, which was my first attempt at using Maya i have certainly improved more since, i have now developed a technique of clean modelling. If i could do anything differently while modelling i would probably attempt to watch my poly count more so i would not be over by hundreds of thousands due to assets duplicating.

complete wire frame Before the clean up (high poly count wire frame)
Wire frame after the clean up (low poly count wire frame)

problem solving. 
After i finished modelling i encountered the problem that the software was lagging, when i realised that i wasn't  checking the poly count on the overall model i found out that my polycount was at an unreal level, something in the future for me to watch out for is my poly count, restricting myself will help the model generate/move faster. so after finished modelling i will now go through the model and clean it up/ refine it.
Before 

After 
Research
I researched on YouTube how i can make a glass material in Maya, i did this so i can improve my model further as i come across the problems of deciding whether to include glass or not in my model so i decided to make it more realistic i would use it only in the windows, and doors.

As i have finished modelling the diner i have started to UV map the wall assets.

25/04/18
After a large amount of consideration, i have come to a conclusion that i am not within the time frame i planned to be within due to setting myself too much work, when i started the project i was confident that i would be able to finish the model by texturing it and rendering it but now i have come to the realisation that i lack the time for a fully textured model and the skill. I have researched multiple times throughout my blog on how to make chrome textures and after a few attempts in which it failed i have come to the conclusion that my final product for the final major project will be a render in the art style called 'clay renders' this is where the 3d model is rendered with no texturing involved, it is as simple as just rendering the model as it is with lighting. Something i could have done better throughout this project is my time management skills and preparing to a better standard.
Clay renders are used in the industry for an artist or modeller to gather information into how something is going to be constructed, how it looks and the style/ form it takes.
Clay renders are a concept therefore they are an idea, which could be developed further or simply left at its clay render stage.
Clay Render Research
The different type of Clay Renders:
There are a few types of clay renders, these consist as a basic clay render which is shown below.
As you can see what consists of a basic clay render is the manipulation of light, to show each defining detail.
There is also a Wire-frame Clay Render
As you can see a Wire Frame Clay Render highlights all the intricate parts of the model, as well as showing the viewer how the person made the model, showing how efficient the models are.
For my final product for my FMP i will be making multiple clay renders, i will be rendering it from different angles.
30/04/2018
From my research i can gather that the average clay render has the same sort of lighting style, most of the time lighting is shown through windows within the interior or through the lights such as lamps and ceiling lights the most common light source is natural sunlight, there are different types of colouring within the lights which change the mood of the scene/render. 

I then found a site and user which had posted different renders showing his interior clay renders, with this sight i can gather an idea of how the renders are used within artist portfolios and how much they represent the artists work.
(artist research) Jorge Munoz Braulio, i have chosen to research into this artist due to his immense skill within clay rendering, not only within interior clay rendering but with exterior and character clay rendering. he has a variety of different works and although he isn't a famous artist his work is of the same quality. I have learnt different techniques while studying his work such as exterior lighting.

Artist research
Grant Warwick - modelling and clay rendering
I chose to research on this specific artist as he is quite developed when it comes to modelling, included in his portfolio, he has a range of different pieces of work from realistic modelling to clay renders. I believe that viewing experienced artists work helps with motivation to strive better for my own work as well as it can help me recognise faults and new ways to modelling.

Today i started to render my projects final piece, i began by making 20 different renders which focus on the main area, i then selected a few out of the 20 different renders which were the best, some of my test renders renders are shown below.
Bibliography sheet 

4/5/18

For my final product i am thinking of including multiple renders within one photoshop file, i think this is more appropriate for a final piece because my interior model has multiple angles to it and three different rooms, due to this fact i need to render it from different angles to show the model in its complete form. I will attempt to make the final piece as professional as possible, therefore i will be using black background colours and the images will be split into sections to stray away from the look of a moodboard. I will also render from the outside so the viewer can see the entire piece
Before i rendered out my final piece i decided to do something different, so i put my model into unreal engine, a game engine in which allows you to test your model, i used a character in a first person view to explore my model in a different view to rendering or just manoeuvring around the model. A game engine has its benefits, whether it makes the model more accessible, or if it gives the viewer different views into the model. The engine helps the viewer understand how the model can work, or not work. A game engine can be used in the industry for different things, whether its actually running a game or running a test server for technical tests.
Unreal Engine (Game Engine test)

Final Piece 
Evaluation
For my level 3 FMP i decided to make a 3D model concept clay render, my model was based on the style and recreation of a 1950's American diner in which i attempted to make an exact replica of the typical 50's diner using a source i gathered myself. After weeks of modelling i finished the project with an entire base model with over 29 assets making the entire concept. I found myself very interested in the 1950's era within America as to me whenever i think about american history that is one of many defining things i can picture, the chrome and bright colours of the 50's is what makes up the diners, not only this but the unique style, with bends and curves made to match the feel and looks of  chrome plating. I was influenced by many things which can relate to the 50's era, it mostly routes from my dad, as my dad is into the 50's era of american culture and the cars that were created during that time, not only this but i have seen many representations in games and movies of American diners, which influenced me into designing my own diner. The games in which influenced me in particular are the fallout franchise and the Wolfenstein franchise, both games show different interpretations of the classic 50's diners, not only this but certain movies have also influenced me into designing a diner such as Indian Jones And The Kingdom Of The Crystal Skull. I was Initially influenced by Gil Elvgren's Art style because of the use of colours and how they resemble 'the American dream' at the time. I used a variety of different artists within my work so my model could be as accurate as possible within the art style terms. When i was originally going to texture the entire piece i used some artists to gather information into colour schemes and the art style into drawing certain items like seating. These artists  consist of: Gil Elvgren, Edward Hopper and Richard powers. I came across a problem once i finished modelling, it was that i was not able to texture my entire model in time, on my project proposal i wanted to have a fully textured piece but i found that i was limited on time and i still needed extra research into some texturing in which i had not learnt yet, therefore i decided to change my idea to a clay render final piece, doing so required more research and different artist inspirations therefore i researched into some lesser known artists which have a blog based around clay rendering or 3d models, i found two prominent artists: Grant Warwick and Jorge Munoz Braulio, both inspired me to improve my work, while researching into their work i saw many great pieces which inspired me to research more into lighting and camera angle positions. Braulio's artwork is mostly modern themes into architecture but Warwick's work gave me an insight into the CG side of the modelling industry. I was influenced by both of the art styles of clay rendering and the typical 50's art style. To help me understand my project even further i needed more research into what a typical diner looked like so i used both primary and secondary research into the subject, for primary research i travelled to two different restaurants the first is more relevant to my project, i visited a classical 50's diner which has adopted the look and feel of american diners, i took reference photos for my very own model as well as using the pictures for texture references before changing my idea to a clay render. For secondary sources i used a variety of different sites, whether i searched on sites or restaurant promoting on images for diners, i gathered multiple sources for each asset in my model. Before changing my idea to a clay render i also researched on different textures and how to make them, i researched into this by using blogs, forums and you-tube tutorials i used all of my research when making my model, even when i was attempting to make the chrome for some of my assets i applied it and made a trial and error into whether it would work at different settings. When starting my project i also researched into the history of diners and how they were ran. Lastly, one of the major components into changing my idea was to research into the different uses of clay renders within the industry and the certain ways they are created with specific techniques. When making the silhouettes and sketch overs i used both software and hardware, this consists of Photoshop and using a sketchpad, when creating character sketches for another idea i used the sketchpad to flesh out my ideas, when drawing on the sketchpad i used  a large tonal range for the pieces to add a minimalist feel to the pieces, yet adding in certain details. i also used two other pieces of software while working on this project, such as using maya to model the piece with the add on 'Arnold' for rendering. I also used the Unreal Engine software to do a 1st person walk around around my model. When using Maya i used multiple tools in which consisted of the : Extrude tool, Multi cut, placement of objects, merge vertex, the placement of certain lighting, the bridge tool, combine/separate and lastly the target weld tool. These tools helped me within my project as i was able to efficiently and effectively model my final piece, technique wise i stuck to using the least amount of vertices and the lowest poly count after i encountered a poly count problem in which i had too high of a poly count due to accidental duplication. While in the idea development process i used a variety of different techniques while drawing silhouettes and sketch overs. i used techniques such as the rule of thirds, dominant forms and the golden spiral. The rule of thirds and the golden spiral are both composition techniques. Whereas the dominant form in some pieces are part of visual weight, all of these techniques help develop my pieces further. In my work i use shape dynamics to tell a story, the more triangular shaped objects are sinister and unwelcoming, whereas the circular objects are more friendly and welcoming. Each of my chosen artists have different art styles, Edward hopper works in a quite realistic colour palette, and has quite dark colour schemes, whereas Gil Elvgren works in a cartoon style with bright colours, These artist symbolise the different Styles and themes during the time, one seems to engage in more sinister themes while the other seems to engage in the happy sides of the 50's, the artist have different views on their times which gives different impacts into how their work inspires, Hopper makes its viewers consider both the light and dark times during the 50's, the sinister fell to the piece gives me an insight into organised crime gangs which is what i can gather from the dark colour palettes. The artist Gil Elvgren influenced me the most out of the different artists i researched on because the colour palette and the style reminded me more of the 50's, which helped me visualise my diner even more. I learnt quite a lot from the artists i researched into, whether its the bright culture of the time or how the colour palettes of the certain works can distinctly resemble the artists work. I used two important pieces of software within my project,  Adobe Photoshop CC 2015 and Auto desk Maya 2018 both software were effective within their job, i used Photoshop to create mind maps and silhouettes/sketch overs and i used Maya to create my model. The tools and techniques i applied were appropriate due to how they were used within the time frame, they worked in perfect fashion and some of the tools were used with hotkeys and shortcuts which made it easier for me to work faster and within the time frame.Towards the end of my project i came across a problem in which was that i set too much work for myself, there was no way that i could texture my model due to how much i had to texture, therefore i had to change my idea, i had to make a clay render rather than a textured model, this choice affected my work as i had to research into clay renders and how they are used in the industry as i knew nothing about them before. I needed to research about clay render and all things about the 50's diner history in order to understand it more, as well as understanding the style of the diner more too. I used primary and secondary resources such as my own photos and blog work from certain artists. When choosing my ideas i had to make experiments into which ones worked better, in one of my ideas i made a harry potter house crest badge and in an experiment i modelled it in Maya, after doing this i found out that the idea would be too simplistic and i could finish the idea in less than half of the projects given time. The experiments and the sources were in fact very useful in my project as i was able to choose an idea effectively and i also was able to model effectively from my sources.
I did not do what i set out to do within my project proposal, in my proposal i stated that i was going to make a beauty render of a fully textured diner. Yet shortly after i finished modelling my piece i realised that i had set myself too much work, i had got over confident during the planning stage as i thought i would have enough time to texture, which i did not as i was missing texture knowledge which required me to include more research, not only this but most of my piece would have to be textured by myself and there were over 29 assets to texture and UV map which is why i decided to change my idea to a clay render rather than a fully textured piece, this meant that i could focus on cleaning up my model as well as focusing on research into clay renders and how they work within lighting terms and model terms. Overall i feel like my decision to change my idea into a clay render was a effective decision as  i have limited texturing knowledge currently and a clay render can show my modelling skills more effectively rather than a textured piece where some things can be hidden due to the textures. What i would do different: i would most likely be realistic when setting myself goals and i would also manage my time more effectively, i encountered time management problems as well as a lack of certain knowledge like into realistic textures, to solve these issues i could probably research into texturing more and restrict myself down to a timetable. I am in fact pleased with my outcome for my project as it has gave me an insight into something in the industry which i never knew existed as well as new art styles and development process. I have developed this piece into something which could resemble a collage, i have multiple shots of different angles of the piece  included into a black background to show off the model at its full extent. I will also put my model into Unreal Engine, in which is a game engine, this will give me a new look into my model as well as it will also give me an insight into how models work within the engine. With my final piece complete i have a few things in which i am not happy with such as the wall assets and my poly-count, the wall assets have two main problems. These include things such as how the wall assets do not connect, each wall is in separate parts so i could piece together the model easier, if i had an extended amount of time i would most likely merge all of the wall assets. The other thing in which i have a problem with is that the exterior of some of the walls with a window had quite a messy structure, when viewing the model from the outside it would cause it to look unprofessional and messy due to this. The thing i like most about my work is how it was pieced together and how some of the objects turned out. I feel like the model looks quite accurate to a 1950's diner, this is mostly because of how certain things such as the table and chairs turned out as well as how perfectly the diner pieced together, each piece was fit to size as well as the geometry of the objects, not one object looked out of place within the diner. Within the diner there are a few things in which i could develop more. Firstly, i could have developed the lighting and research into lighting as when i was rendering i was struggling to get an inside view of the piece with inside lights, one thing that i hoped i could do if i had spare time, would be to develop the lighting to such as extent so i could render it from inside and used each chandelier as a placement for different light sources, to make it look like actual light bulbs were being used.   i would also like to develop my piece with out such a high poly-count, i think what went wrong originally with my piece was that i was not checking the poly count too frequently and i was accidentally duplicating certain assets which were being hidden by a larger version of the object. The main thing i would change to develop my piece even further would be the research into a realistic texture, i would develop textures so my diner could become alive with colour, some assets like wall ornaments are hidden within the background alongside the grey therefore i would develop textures to make the ornaments more visible, texturing would overall improve my model as certain hidden features like the ornaments could become more visible. Something i could have done to make the creative process easier was to make both a more constructive plan to making the diner such as laying out where assets would go( blueprint ) i would make a more accurate blueprint of the diner and i would leave notes for things such as raising in the floor, the blueprint would most likely be a top down view of the diner. I would also make a test model if i had the time for it, just to make the process easier in finding out how i want the model to look layout wise. Next time i would spend more time on the process of research, as within this time i had to use quite a lot spare time to research into important things related to my project as i was using all of my time to make my model to the best standard i could. I would use the extra research i would be focusing on to attempt to texture my model in a realistic way as i felt like if i had extra time and research i would have made my model look more realistic and it would also most likely look more aesthetically pleasing. I feel like i did in fact research enough within my project as i made different examples of research as well as different cases of research. I researched into blogs, you-tube videos, forums, wiki documents and a variety of different portfolio sites i also research into some things by taking photos in some diners, i have a large extent of research, i did frequent research in my spare time as well as when ever i felt like it was needed to progress within my project. I managed my time effectively to a certain point, the creative process stage of picking an idea was managed effectively but once i started modelling i lost quite a large chunk of time due to the extent of how much i had to do, when i changed my idea i did not change it due to time difficulties, i changed it because i realised i set too much work for myself and the work i had also set i did not fully know how to do as it was somewhat a level above me, knowledge and skill wise. I also feel like i experimented to a decent extent as i made experiments in the early stages to decide on which idea i want to choose, i made 3d models of certain ideas to see how they would play out. I also would test textures like chrome before changing my idea these experiments were vital to my project. There is evidence to my research, experiments and problem solving within my blog as i use screenshots, explanations and sometimes uses of videos which show how i have developed my certain problems with fixes. Overall i'm quite impressed with the level of work i have done, i feel like i have achieved what i set out to do and i have also improved my modelling skills from what they were before, i tested out new things such as a game engine, which gave me an insight into how i should use it, and the correct way of modelling with it. I'm mostly impressed with how i modelled some of the assets within the diner like the chairs and tables, some of the more circular things such as the different bins placed around and the milkshake machine were hard to make with a limited polycount but i managed to achieve it effectively, making the assets look realistic.

Comments