Folly
progression breakdown.
When we
were first given the brief I didn't really know what a 'Folly' was so straight
away I did some research. From first inspection I found that they can vary
massively in size, style and age. This was good to see as it meant that we had
a lot of freedom for development. The first thing that caught my eye was
the idea of making something very old, broken and dilapidated to the point of it
being a ruin. But my final idea was eventually derived from the idea of someone
doing a replicate of an old Greek temple with big stone columns. As in my
research I had seen this happen a few times with small downscaled temples. As
well as this I had seen the Dalkeith Building in Edinburgh. I really liked the
design and the look and used it as my inspiration behind my final design. In my
final I ended up incorporating a few different ideas as well as giving it some
age by breaking off sections, creating rubble and using textures to create the
overall aesthetic that I wanted for it.
Now that
I had a good idea of what I wanted to make I went into the details looking into
types of columns and created some iterations based off real life examples. I
looked into examples like; Doric, Ionic, Corinthian and Tuscan. My favourite
out of these was the Ionic design and so I decided to take it further. After a
couple of separate 3D iterations I had a final design that I could incorporate
into my final piece.
For my
final folly I made all the different assets in their separate projects. This
included; Steps, Base, Columns, Roof and the stone seat in the centre. In my
first iteration for my final piece I had made them all have their own texture
map from which I later found out was wrong as the whole final piece had to have
a single texture map. So later on after I had imported my objects and refined
their design by adding weathering and damage to the pieces to show age and to
give it some character. After cleaning up the mesh’s I could then move onto texturing.
For my model I used a diffuse, Specular and a normal map. I was going to use a
Gloss map but as there was nothing reflective / shiny on my folly I didn’t
think it was necessary.
Once all
of the individual parts were textured I could then start putting it all
together. By duplicating any repeated objects like the columns, rails and
rubble it all came together. Once it was all in place I just made a few minor
tweaks with normal as in some places I had very sharp angles that didn’t look
very good so by softening the edges it made them look a lot better. The main
area I did this for were the parts that had been destroyed and for the pieces
of debris.
Now that
the project was all in place and complete I started researching into mental ray.
This is because I wanted to do some really nice renders and beauty shots so I could
present it well on my asset sheet. Through messing around with the mental ray
settings I managed to get the shot that I wanted as well as finding a way to render
mental ray with a wire frame. The last thing on the list was my turn table
render in ViewPoint 2.0. This was a much simpler task, I did 3 separate renders;
Plain, wireframe and selection. Using all 3 of these I managed to import them
into Sony Vegas and edit them together so that I could show all 3 turntables in
a single render.
Overall I
am extremely happy with my progression throughout this project. At the start of
this unit I had absolutely no knowledge of Maya. Seeing how far I have come by
comparing my first model to my most recent there is a massive improvement. If I
was to start this unit again I probably would have designed my folly to be
slightly smaller but more detailed. Furthermore I would have incorporated
something shiny or metallic as a whole so that I could have implemented a gloss
map into my project. Lastly at the end of the project in the render stage I realised
the properties of different materials. For this I used a Blinn but in the
future if I am to make more buildings I will use Lambert as it is matt and has
no reflectivity which is a problem I had with the Blinn material. Other than
that I am very pleased with my final piece.
I have
improved in many ways over the course of this unit. In comparison to the
previous projects my organisation and time management was far better and I hope
that that has reflected in my work. I still think that maybe I am a little bit
weak in the 2D area as all of my iteration bar a couple were in 3D and I think
that if I was to get more ideas down in 2D then I could possibly have had a
better design. This is simply because doing really quick sketches to get my
ideas down would have saved a lot of time in the ideas stage of this project.
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