High Poly asset: 2

table 1.pngI have begun to model my asset, I have the low poly versions of each part of the desk, the pallet, barrels and cloth. I also added the heads of nails sticking out of the top of the pallet, although they are hard to notice. I used the Ncloth tool with the silk preset to create the cloth, I also attempted to texture the cloth in photoshop.

I have UV unwrapped the pallet, barrels and the cloth. However I will have to redo the cloth, since I have moved the position of the pallet since i created the cloth, meaning the cloth wont fit correctly.


High poly asset: 1

Our class has been split up into groups, consisting of 8 people. Each group has to produce a high poly environment, however each person has to produce their own asset, and on the final day each asset will be put into the same scene. Our group decided to go with a post apocalyptic theme, and I was tasked with creating a desk, or table. As the scene is going to be set inside of a safe room, or bunker like area.

At first i thought I was looking at normal like desks that you could find in most houses, and I was going to scuff up the model to push across the rough environment. However, I decided to make the desk more like a makeshift pile of junk. Making seem like the person living in the room had thrown together the desk with whatever they could find, I feel like this pushes across the post apocalyptic theme more so than the previous idea. The desk will consist of barrels as stands and a wood pallet for the actual main part of the desk. I then realised that the desk seems a bit too bare, and that the gaps in the pallet do not help. I decided to add a cloth to the top of the desk. (Maybe a worn rag, or stitched together cloth that the person living in the room found).

Post Apoc table

This is a rough idea of what i want my asset to look like, two different colored barrels, supporting a wood pallet covered in a cloth.

Analysis of Game Design



Animal crossing is a well known game series published by Nintendo. Players move into a town filled with cartoonish animal characters and buy a house, then work, trade, and personalize their environment.

The game was first released on the Nintendo 6, but was initially meant to be released on the N64DD and was going to take advantage of the systems built in clock. However due to the systems delays the the game was moved to the N64 and a real time clock was integrated into the game cartridge. 8 months after the release of the original game animal crossing+ was brought to the Nintendo game cube. Animal crossing+ also used the built in clock in the game cube, allowing events and the passing of time to occur between game sessions.

When Nintendo began localizing Animal Forest+ for release in North America, just  as animal crossing, the game had to undergo a major translation process. The American version of the game ended up with more text than the Japanese version. Not only did thousands of lines of text have to be translated, but new items and holidays within the game had to be created.


Originally the game series animal crossing was intended to be for the Japanese public, including all ages. It was mainly intended for family members that want to play games together. The game was taken this direction due to the work of Katsuya Eguchi. “Another thing is that I’d always get home really late. And my family plays games, and would sometimes be playing when I got home. And I thought to myself – they’re playing games, and I’m playing games, but we’re not really doing it together. It’d be nice to have a play experience where even though we’re not playing at the same time, we’re still sharing things together.

However, in 2002 animal crossing was being localized for America, the audiences stayed the same, family members of all ages. However, the game itself had to chance majorly, new holidays items and other parts of the games had to be changed or added. 16 new holidays had to be added for the american audience, including valentines day, April fools and Halloween.


Normal maps, Displacement and Bump maps

Normal maps: Normal maps are maps of the 3D modelling using colors consisting of red, green and blue. These RGB values translates to x, y, and z coordinates, allowing a 2D image to represent depth. This way, a 3D application is able to fake lighting details based on the color associated with the 3D coordinate.A normal map is commonly used to fake high-resolution details on a low-resolution model.

Displacement: Displacement mapping is an alternative technique to bump mapping or normal mapping. It uses a procedural texture or height map to cause an effect where the actual geometric points over the textured surface are displaced. It gives the surface a great sense of depth and detail.

Cartesian transport

Bump Maps: Bump mapping is a technique in 3D modelling for creating  bumps and wrinkles on the surface of an object. This is done by changing the textures of the model to Black and white. The white parts of the surface are raised, and the black parts are lowered. Unlike displacement mapping, it does not change the actual surface area of the object.Bump map.png



Low Poly environment: Final render

final 3

We have finished the low poly environment, here is a final render, with half as a wireframe. Overall the environment turned out well, however we did run into some problems. One of which was that some of the assets imported were not renamed, so several assets had the same name, and we had to rename them after being imported.

After Effects: Animating crushed words

Harrison Crushed.gif

We have been given two weeks to create our own animated words, with the name of a character or game. However this week we were tasked with animating some stuff Pete had given us. We had to make it seem like the boulder was crushing the words Harrison Ford.

I started by animating the position of the boulder, and then animating the rotation. The final frame for the boulder is at 75.

I then used the pupped tool to add pins to the words, and then starched the bottom of all the words.

Game concept – programming exam: 2

Continuing on from last week I have created sprites for the enemy AI. I have added scripts that move the enemy around 3 waypoints. A death controller for the player, and a next level controller.


Here is the enemy AI, I like this sprite. However I am going to change the look of both the enemy and player sprites to look more top down.

Waypoints script

Here is the code from moodle, for the waypoints on the enemy, and a GIF of what it does.



This is the temporary sprite for the level objective, hitting this sprite with the player sprite will load the next scene.

Here is the code that makes this work and a GIF showing exactly what it does

Next lvl gif

Next lvl

This code is exactly the same as the death controller, other than the Tag name. In death controller the tag name is ‘Enemy’ in this it is ‘Nextlvl’. Also, instead of reloading the scene, it loads the next one when hitting the object.

Warframe weapon model: 5 (Tipedo)

Today I continued with the Tipdedo model, the new blade has not broken, so now I can move on from the blade model. I remade the back blade as the old one looked very ridgid and didnt look right.


The one on the left is the old one, and the right is the new one. The shape I cut out in the middle is too wide in the new one, other than that, I am happy with the new blade model.

I also added a a cylinder to where the front blade meets the shaft, I believe this helps makes the connection look a lot smother.


and finally I used the automatic UV unwrapping tool to unwrap the model. Everything unwrapped correctly except the blade. The automatic tool made way too many UV shells and made it impossible to unwrap, so I will have to manually re-unwrap the front blade.


By the next post, I will have re-unwrapped the blade and will start texturing.

Skin effects in after effects

This week in VFX I added glowing skin and vein effects to a video that Gary placed into the X-drive.

skin effects.gif

Firstly I Tracked the video in mocha, I then selected the Bezier tool and drew around the area I wanted to have the veins showing.

Beizer tool

I then created a black solid, and pasted the tracked mocha video onto this black solid, and added a grid. I then created another black solid and added the Fractal noise effect, I changed around the setting until I found something I wanted.

I turned the eye off of the first black solid so I could see the then drew around the area that I wanted the area that I wanted the veins to show up in.

I then added the veins to the composition, 3 of the same vein from the X-drive, I just changed around the scale and rotation, and placed all of the veins into a precomposition. In that precomposition I added a white solid, and moved it to the bottom. I then changed this precomp to Luma Matte setting. I then made a precomposition of the Noise and veins precompositions and added a black solid to this, I then changed the mode of this to colour dodge.

I color corrected the veins with the curves effect, I opened up the tracking data and pasted the tracking data onto the new precomposition. I also keyed the noise layer inside this precomp to move around.