Campsite Asset Ideas | Research

I decided to collect some reference images before I begin modelling the scene in order to see what options I had, as well as become aware of how many items I need to create before completing enough models to fill my scene. The following images are all taken from google images and represent one of the asset ideas I have mentioned in the planning of my campsite scene.

Tent

While I have decided to use the first of these reference images as my main inspiration, I decided to keep some other examples of campsite scenes so that my options are open through the modelling process.

Furniture

Chair

While each hold equal complexity, I aim to replicate the first image in this album as the parts are easily established from the rest. I also enjoy the wooden material in this chair, and find it rather unique.

Table

There were little other types of tables when considering what style of outdoor furniture to create, therefore I took to this simple model.

Bed

 

As opposed to creating a sleeping bag, I felt a camping bed would be practical in the scene as well as when reducing negative space inside the tent.

Campfire

 

I originally considered including a cooking bracket above my campfire, however felt this compromised the effect the campfire may have on the overall scene, and opted to create something easily recognisable.

Cooler

 

I find each of these designs rather simple to create, but enjoy their functionality within the scene. They also pose opportunity for propping other assets, for example the tinned food could be placed on top of this object.

Cutlery and Crockery

Plates and Bowls

Camping crockery can be made out of both plastic or metal as well as the traditional porcelain, but the shape all resembles the of the above images.

Knife and Fork

Again, camping cutlery can be made out of other materials, but the design can vary from either one solid material, or have detailed handles.

This tutorial includes a useful method when creating a complex shape such as a fork:

Flask

A flask has a rather simple design, but it also hold opportunity to add detail in colour or design of the product.

Saucepan

 

A simple design would make the most sense in this scene, but each of these images have great reference points in how this product can be made and/or held together.

Tinned Food

Tinned food comes in all different shapes and sizes, but seem to resemble a universal design.

Lighting

Lantern

Again, lanterns come in all different shapes and sizes, but are most recognisable as the above traditional shape.

Fairy Lights

Fairy lights can be as simple as a small bulb, or have a uniques shape and colour.

Kitchen Roll

A rather simple asset, but adds personality and a ‘lived in’ vibe to the scene.

Planning My Environments | Development

 Brainstorming

After looking at inspiration images for the assets and locations I assessed in my initial environment ideas, I sketched a mixture of elements to two examples I wanted to base my final project around. As well as giving me an idea of items I need to consider creating, I was able to use the images I provided to draw both assets and a brief idea of how my environment could be designed.

Scanned Image

Scanned Image 1

Environment 1

For my first environment, I have chosen to create a campsite-type setting. The reason behind this choice is both the variety of assets I can create, as well as the opportunity to merge manmade items with nature. The two key influencers of my choice in this environment are the below pictures.

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The primary reason this image influenced my idea to create a camping scene is how compact and detailed the scene is. As I want to have the opportunity to have either a rendered still image or a more interactive output, I felt this image held the perfect opportunity to do either one. After looking at “That’s You’, I was hoping to create a location that is a smaller-scaled project, allowing me to focus my energy on minor details. This image has both large and small assets that have peaked my interest; the bed, tent, and chair are large but aren’t outstanding from items such as the lantern, the cooking station, pots, and trunks. The feel of this scene all feels organic and ‘lived in’, and instantly inspired ideas.

image

This scene also holds many details that can be easily added to my scene in order to create a more relaxed and less uniform environment. The dirt floor and wooded surrounding could create interesting lighting opportunities, and the accessories are plain but organic. There are a few elements to this image that, if recreated in Blender, could easily react to physical effects I hope to generate. The campfire is more generic and recognisable than in the previous image, something I would be tempted to base my designs on, and the inclusion of a simple camping table is also something I could use. Something I would most likely alter in my design would be the modern tent. Although the design, again, is recognisable, it doesn’t encompass the rest of the scene as well as the tent in the first image, making the item seem separated from the rest of the items.

Initial Design

Scanned Image 2

Final Design

Scanned Image 5

 

Wireframe

Screen Shot 2018-02-27 at 17.00.31

Environment 2

For my second environment, I have chosen a much simpler design, but with just as much of an opportunity to create details that will add to the realism. I have chosen to create an abandoned/old American diner, setting it in a nighttime lighting. Initially, the second environment I wanted to create was a city/industrial style location, either a shop front of some kind of eating establishment. While deciding on the elements of this location I could design, I realised that this location could be difficult to replicate realistically. In order to keep to the theme of my previous environment, I turned to more rustic and run down places of interest, coming across images of vintage American diners in the process. This lead me to turn my design to this more focused area of stimulus.

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While this picture doesn’t include an actual diner, the theme of the image ran along the lines of what I wanted my scene to resemble. The location is urban but rather deserted, and the sign mimics something I would expect to see outside of an old America diner. The main reason for including this image is the sign and how it is presented, the colour palette is soft and rather faded, and it holds opportunities to add broken lighting or other details to make it look even older and abandoned.

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Because I want this scene to be less elaborate compare to my campsite, I chose to keep this image as inspiration for the look of my diner. The design is straightforward, with no complex shapes, but the larger details such as the awning and the sign help to prevent the structure from looking monotonous. The windows are all uniform, and the colours are very bland, adding to the old and rustic idea I hope to replicate with my design.

 

Initial Design

Scanned Image 3

Final Design

Scanned Image 4

Wireframe

Screen Shot 2018-02-27 at 17.10.54

Initial Environment Ideas | Research

Before I can begin creating the environments, I need to decide on the theme of each of the two environments I hope to create. While the aim of this project is to create two different environments, I hope to keep their concepts from straying too far from one another, so to ensure this, I decided to consider multiple different areas I could go down, with the aim of basing the scenes loosely within the same area.

When deciding on which area to go down I need to consider not only the aesthetics of the location but how effective each of the assets will be in showcasing my skills. Working in Blender has many benefits, one of them being the variety of features it contains, so choosing an environment that allows me to use as many of these elements as possible, without breaking away from the theme of the set.

While modelling is a large part of my project for this semester, I need to also focus on the texture painting of the assets and environment I create. Not only do I need to prove I can texture paint, I need to show possible employers that I have the ability to texture paint appropriately, with consideration to detail and relevance within the scene. The scenes I am creating will more than likely include a sense of realism, demonstrating this side to my skill set effectively.

The following is a list of ideas, each containing potential assets I could design to create my desired effect.

Modern Campsite

  • Caravan/Tent/Camparvan
  • Fire/BBQ
  • Table
  • Chairs
  • Food
  • Tree stump
  • Bunting/fairy lights

Made with Padlet

City

  • Road & Pavement
  • Lampost
  • Cars
  • Bin
  • Postbox
  • Shop window
  • Floating litter
  • Flapping posters

Made with Padlet

Aquarium

  • Coral
  • Plants
  • Rocks
  • Pebbles
  • Filter
  • Bubbles
  • Fishtank Decorations

Made with Padlet

Medieval Camp

  • Tents
  • Flags
  • Weapons
  • War table
  • Gazebo
  • Barrels
  • Buckets

Made with Padlet

Modern Living Room

  • Sofas
  • Coffee Table
  • TV & Unit
  • Rug
  • Cabinets
  • Curtains
  • Plant

Made with Padlet

Still Blender? | Research

As I began my final semester of university, I began to think ahead to what I hoped to achieve from this project, and where I want to end up in the creative industry. Following this thought, I then began to wonder if using Blender is the most efficient way to learn how to model.

The features it offers are brilliant, and fact it is free is ideal for someone like me who is just starting out in the 3D modelling world, but does it fit the “industry standard”? Is there an industry standard? And should I be using another software to launch myself into the industry with? All of these questions were answered in one short video posted by Blender Guru on Youtube.

The above video makes multiple points about why Blender is a great software to use, but begins by stating that in order to work within any of the 3D modelling industries out there, a basic knowledge of 3D is required. Whether users of the software want to become VFX artists, 3D printers, Game developers, Animators, work with VR or in Architectural Visulisation, there are three 3 ‘building blocks of 3D’ that creators need to learn, and once they do, that can be transferred into what ever industry desired:

  1. Modelling
  2. Textures
  3. Lighting

When it comes to 3D modelling software, there isn’t really an industry standard. Some well known studios even have their own in-house software when creating animations, software that is not available to the public, like Pixar, for example, so picking a software is not the key to getting noticed in this industry, the Art you create with that software is the number 1 attraction to you as a possible employee.

“… we look for a broad artistic and technical skills, rather than the ability to run a package over another.”

– Pixar Careers Page.

Most studios offer training in their proffered software as part of your job in order to get you up to their standards. Beorn Leonard, for example, dedicated his first two weeks on the Lego Movie to learning how to use XSI after learning his skills in Blender.

Why Blender?

1. Inexpensive.

Blender is not only free to download, but there are many online resources available that are dedicated to teaching people how to use the software. Youtube channels such as Blender Guru offer free courses on how to work with the functions available in Blender. The software its self has also been developed by volunteers across the world, this being an advantage as we get features users ask for.

The following Open movies were created in order to develop the programme:

  • Elephants Dream (2005) – helped with compositor
  • Bug Buck Bunny (2008) – helped with rendering
  • Sintel (2010) – helped with smoke simulations
  • Tears of Steel (2012) – helped with camera tracking and visual effects
  • Cosmos Laundromat (2015) – helped with painting and performance

 

2. Functional

Blender allows you to render photo realistic images, sculpt and model characters, create realistic environments, architecture, fire, smoke, fluids, object simulations, camera tracking, compositing, and even more.

“Blender can do almost everything that Pixar’s in-house software can do”

– Tony DeRose

 

3. Easy to Learn

Blender has its own subreddit, stack exchange, news site, and art forum, that is all part of a community filled with people helping others understand the software.


Sources

–  Blender Guru (2016). Beginners Guide to Learning 3D Computer Graphics.

Available at: https://www.youtube.com/watch?v=VT5oZndzj68 [Accessed 27 Mar. 2018].

Inspiration – The Vanishing of Ethan Carter | Research

ethan-carter

You play the game as Paul Prospero, an occult-minded detective who receives a disturbing letter from Ethan Carter. Realizing the boy is in grave danger, Paul arrives at Ethan’s home of Red Creek Valley, where things turn out to be even worse than he imagined. Ethan has vanished in the wake of a brutal murder, which Paul quickly discerns might not be the only local murder worth looking into.

Inspired by the weird fiction (and other tales of the macabre) from the early twentieth century, The Vanishing of Ethan Carter aims to significantly evolve immersive storytelling in games. While it features a private detective and quite a few mental challenges, The Vanishing of Ethan Carter is not an especially puzzle-ridden game. Our focus is on atmosphere, mood, and the essential humanity of our characters.

Still, the discoveries won’t happen on their own, or without your help. Using both Paul’s supernatural skill of being able to communicate with the dead, and your own powers of observation, you will discover the mystery behind a trail of corpses, the roots of a dark ancient force lurking in Red Creek Valley, and the fate of a missing boy.

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The reason I find this game worth discussing before tackling my project is due to the nature of its design. Through out the gameplay, you encounter different scenarios that include man made objects that have been engulfed and altered by natural effects of time, one particular scene that springs to mind is when you explore and investigate an abandoned train. The contrast of a large man made machine against a more neutral background not only offers some juxtaposition, but it helps with the art style of this game. As the main type of design is realism, having two different types of materials against one another emphasises the textures, and make it seem more convincing. The fact the train is not pristine allows room for creativity, and room for imperfections that make the scene more realistic as a whole.
Here are other examples of the merge between nature and man made products in this game:
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Sources:

– The Vanishing of Ethan Carter. (2018). The Vanishing of Ethan Carter – Official Website. [online] Available at: http://ethancartergame.com/#ECabout [Accessed 21 Mar. 2018].