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Showing posts from October, 2017

LO4: Explaining the process of creating a 3D modelled environment.

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LO3: Constructing an animated 3D modelled environment for use in a game or animation.

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The room with a few textured walls and floor: The Storage room with props:

LO2: Producing and planning a 3D modelled enviroment for use in a game or animation.

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The 3D environment I am creating would be used in a videogame. It's a small storage room for use in a first-person RPG. Genre The RPG's genre will be in a fantasy medieval setting so the storage room will contain items conventional to that genre. Flowchart of rooms purpose in the game The objective is to escape from the storage room as the door locks behind the player when they enter it. They must find a key to the door in there to get it back open. Storyboard Level Design The layout of the level. Concept Art Animation and interaction I would implement animation into the environment by having the door be closed behind you, as you get locked in the storage room. Another animation would be the chair moving from one corner to under the shelf, the player would select the chair, which would then move to the shelf so the player can reach the key, which is used to get out the locked door.

LO1: Understanding 3D modelling techniques.

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1: Avatar (2009) One purpose of a 3D modelled environment is for use in a film, an example could be the film 'Avatar', which used a lot of CGI, there's a variety of software used to create the world in the film, from creating the interiors of buildings to the vegetation seen in the forests. Autodesk Maya was used for creating most shots, but others such as Lightwave 3D was used to create most of the real-time shots of the environment in a low resolution. Houdini by SideFX was used for interior environments and software like MASSIVE (used for creating the vegetation) and Autodesk Mudbox (used for creating floating mountains) were used for the exterior Environments. An example of the interior environment the Houdini software would have been used for. An example of both the Autodesk Mudbox and MASSIVE software being used to create the floating mountains and vegetation. To create scenes with motion and action in modelled environments, they would need to brin...