Saturday, 1 February 2014

Sci-Fi Project Rework

Research
Concepts
Modelling Process
Final Model
Evaluation

[What has changed from initial submission.]

RESEARCH
Reference sheets and visual research that is linked to the concepting stage of production.

https://docs.google.com/presentation/d/1IzWuC3fhbVG2jp5IV0HCOrM_rJ32iRdKQPunYwG-LS0/edit#slide=id.p13

CONCEPTS
This document contains my set of initial concepts for a shotgun of some kind. As I went on I decided to incorporate more long range elements into the design as I quite enjoyed the gameplay of Borderlands where shotguns could sometimes have scopes. This allowed the player to get satisfying headshots with an incredibly potent weapon from a medium distance, a gimmicky thrill enhanced by the context of using a shotgun. As such I started incorporating scopes into the design despite its apparent contradiction to the typical design of a shotgun from a desire to pursue similar (imagined) gameplay.
This next document shows my experimentation with different designs around the same concept. I tried taking it in different directions whilst still retaining the core of the design.
This image is my final concept for the shotgun, a showpiece for enticement concerning the idea.

MODELLING PROCESS
After the design work was done and I was satisfied, I moved onto the actually creation of the Shotgun. Due to the shape of the gun, I wanted to started with a cylinder. I used a stretched box for the s

FINAL MODEL
These are some screenshots from the real-time program Marmoset included with Quixel's dDo.





And this is a screenshot with the asset in the Unreal Development Kit.


EVALUATION
Overall the I felt my final result was pretty good. A few small texture errors hinder it from being perfect: namely the normal map for the main body and some errors with the textures around tight spots, as well as the foreward grip being metal. However, the main grip really turn out great and I'm very happy with the detail I managed to attain through creating a high poly mesh in Mudbox and then baking out a normal map, it turned out great. If I were to fix those few small errors I would be very proud of what I had achieved- at the moment I am merely happily satisfied. The complexity of the design really improved on my previous model, which was the main reason I had decided to create something from scratch.