Sunday, 20 February 2011

My New F.M.P. Blog. . .

I've finally got around to creating a new Blog for my F.M.P. Been very busy doing the work as you will see from the renders, more things will be uploaded soon such as videos and such but please click on the link below and track of my progress, and feel free to follow me too.


Friday, 10 December 2010

9000 Tri Car Project Updated Update. . .

Textured versionof my 1981 DeLorean DMC-12 with 2x 1024 x 1024 texture maps. Need to add gloss and shine but here it is at the textured stage. (sorry about the long tower of images, they changed the upload thing and now i cant bunch the images together like the previous posts.) arrrrgh....

Edit: fixed the image issue by going into the HTML so it looks a bit more presentable.







Thursday, 2 December 2010

9000 Tri Car Project Update. . .

Here is the finished, but untextured, model of a 1981 DeLorean DMC-12. It finished up at 8999 Tri's, 1 shy of the total. Now ideally I would have liked to have finished at least 1000 or more short just to try and push myself a bit more but I found that I wasn't willing to sacrifice the finish of the model for the sake of that. I wanted to make sure the shape was exactly what it should be, as smooth as possible on the wheels and such, the interior does have some evidence of boxiness but overall i tried my hardest to avoid that from happening, just wanted it to look right. Anyway, kinda rambling so here's some screenshots :










Friday, 19 November 2010

9000 Tri Car Project . . .

Just a small progress update on my car project. I'm doing a 1981 DeLorean DMC-12, (yes the car from 'Back to the Future') I've still got the interior to do and some other tweeks but this is it at 5990 Tri's.

Thursday, 18 November 2010

GameArt VLog - Episode 2 - Guest Speakers...

Today I'm talking about the Guest Lecturers we have had recently and in the past at DeMontfort University here in Leicester. Just going through the notes and tips that these industry professionals have given us in the aim of helping us one day getting into the games industry at a professional level.





Here is the scan for the presentation we had from Rare Games, they made some really good points and gave some great advice.


Tuesday, 16 November 2010

GameArt VLog - Episode 1 - Ummm Intro....

This is the first video entry for my 3rd Year GameArt Blog page for my course at De Montfort University in Leicester. Its pretty basic but after all its only the Ummmmmm.... Intro..

My Uni Art here : http://nanahra.deviantart.com/
You can also follow me on twitter here : http://twitter.com/Nanahra

Friday, 30 April 2010

Looking to the Future...

Another year passes us by and it’s time to start planning ahead for the future once again. What are my goals? What do I hope to achieve and how do I plan to better myself in preparation for the all important 3rd year? My main plan over these coming summer months is to improve my skills in using and understanding 3D Studio Max to the high standard that I should be at this point in time. I have found it a difficult and often frustrating program to use at times and at least in my experience have slowed my learning process of the program by too much for where I should be right now. But after doing the group project my execution of Asset creation and texturing have vastly improved so I look to improve my High-Poly modelling over the summer with particular attention to character modelling and hand modelling, both things I have had major issues within the past but feel now more ready to be able to create a more suitable model. I’m hoping I can practice a lot over the summer so I can also become a lot faster as one issue I have at the moment is that my pace can sometimes be too slow and this has a knock-on effect when I’m trying to do other work, getting faster will defiantly free up more time for me to do more work.

Art wise I want to practice more with colour on traditional media such as paints and pastels as I have spent most of my life drawing this year working with charcoal and graphite sticks. I have no issues with using colours but just wanted improve my charcoal rendering as it’s not something I’ve had a lot of experience with in the past. I will try to draw some location scenes with paint and such over the summer for practice as well as a bit of still life work in preparation for the 3rd year. The masterpiece project we did in Photoshop really helped in my understanding in the layering of colours and the directions of lines to achieve different effects so I aim to try and emulate this in my work as it as a lot more free and spontaneous than my current stiff and technical style. I have made big improvements in what I used to be like with my drawing but I do feel it needs loosening up further.

Above all I hope I am able to get into the 3rd year to be able to put all this work into practice. After the issues I’ve had over the past 12 months and the setbacks that have jumped my way being able to come back for the 3rd and final year with a clean slate will be a great reward. I have some time over the summer to be able to get myself together and come back with a renewed focus and stronger determination to better myself and achieve the best I can so I can get into the position to be able to get a job in the industry I love. It hasn’t and won’t be an easy road but I look forward to every step that gets me there. In closing I just want to thank the Tutors and some of you out there that have helped me and guided me through a very difficult time in my life and given me the motivation to keep myself moving forward, Your help and advice won’t be forgotten. Good Luck to you all.

Something to feed you brain's...

Just wanted to share a couple of links with you on here to some interesting articles I found while online. The first is an article called "Videogames and the Philosophy of Art" by Roger Ebert, He comments about video games and their potential as art. To view the article click here.



The Second article is the age old discussion of "Death and Ethical Violence in Videogames". Rather than just being another article shouting how its harming our children and such, it try's to explain how it is used in some cases to deepen stories and even make you empathise more with a character in a given situation. So give this one a try too, To view the article click here.



Oh and just as an extra, Here's a link to "Half Life 2: Raising the Bar" BUY IT!! Its something that everyone should read regardless if you have played the games of not, its like a bible for game artists and modelers on how the whole design process from start to finish should be carried out, Plus its Mike approved. Its a bit pricey now but I urge everyone to get it. Click Here.

Wednesday, 28 April 2010

Group Project : Team Shock!Horror! *UPDATE*

Well it's all done and presented but that's not really the end of the tale. What I learned from this project will defiantly have far reaching effects on my future work and understanding of what goes into producing and designing assets for a working game model. It was a great experience and has defiantly opened up my thoughts on doing a group project for my F.M.P next year, I wouldn't say its what I'm going to choose off the bat but it is defiantly a choice now as long as the right people are open to do it. The biggest things I can take out of this aside from the group aspect is my understanding of the Unreal Development Kit (UDK), how to use it, how to import assets and how to build rooms for playable levels. I had never used the program at any point before this project but I managed to get to grips with it surprisingly fast and I do still find some elements of it confusing such as remembering the codes you have to type in to take in-engine screen shots and such, but this can be fixed with practice as experience has taught me with 3D Studio Max but other than that I'm happy with what I can do in the program thus far and look forward to using it again in the future. Anyway, Here's just some updated pictures of some extra in-assets and some UDK renders of my room with most of my imported assets.

3D Studio Max Asset Renders



Unreal In-Game Engine Asset Renders