Jasmine Quaill S5222053 _ Pre-Production Planning and Design

Jasmine Quaill S5222053

Weekly Activities

Shield Week 1 Activity


Creating this model was a good introduction to the program we will be using, as someone who has some cgi knowledge from Maya I picked it up decently fast. A lot of these techniques will be helpful for creating my asset pack.


Hachet Week 2 Activity 


This hatchet brought my first hurdle, my helix was having a lot of problems with the coil shape and getting tangled, I tried to figure it out and this was the best I got. I will have to reattempt that part to figure out where I went wrong but the rest of the hachet was extremely straightfoward and I was able to follow along easlily. Techniques I learnt from this have made me more confiidant with the program I believe.


Week 3-4 
(I have yet to catch up from these missed classes)



Asset Pack Creation

Early Development

Week 1

My first ideas were rough and was only during week one so these didn’t stick as I got more accustomed to 3DSMax. Looking at current interests of mine I was thinking of doing assets inspired by games like the new Resident Evil 4 Remake that comes out soon and other games like God of War and The Last of Us. 

Looking at weapon and furniture assets for a while, I played with some ideas but none of these had interested me enough to make an asset part. Looking at my sketches I think they are too predictable for someone like me so I did have a break before trying out some more ideas.

^ In these sketches I was thinking of a set with a corner shelf, book, chest, knives and similar items and even tried out some random thoughts like the controller.





Week 2
I wanted to build more with my initial ideas to see if I could create things that I was interested in but thought they were uncreative anyways still.




I attempted to build from the screen and controller sketch and plan an asset pack for a gaming room but while sketching I drew a pinball machine which made me think more towards an arcade rather than a gaming room.

I’ve sketched out some arcade machines that came to mind and really liked the idea of modelling an old arcade machine shape and wanted to build off of that. My idea here is to create assets for a mini game area where players can go to play more simpler games and get rewards. Earning tokens from the main game which can be spent to play these games to win.


Final Idea Development


Week 3-4 

This is my inspiration board, wanting to aim for a cutesy look to the assets through colour and keeping the models detailed enough for it to not be low poly and still appealing. Pinks blues and pops of neon is my basic colour theming which will hopefully reflect through the arcade machines and other assets.


Individual Asset Development

Heart Stool
My first asset I want to model is a stool that is a common item used in arcades at machines where you spend a bit of time at, specifically in this case for the rhythm game inspired by Sound Voltex Vivvidwave. The stool is inspired heavily by retro stools from old diners because the design would match the rest of the asset packs aesthetic by keeping it cute yet not too much to fit into the scene that it would be used for.

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I’ve created a construction sheet for the stool which is on the simple side but I intend to create other assets with more detail for this asset pack.


Retro Rhythm Game


I got excited when I was looking for inspiration and saw these iconic arcade machine shapes and also the rhythm games. I like the idea of having a cutesy anime girl on a machine like this that I can add to the textures of the machine. The shape should be achievable but I’m hoping to add plastic shields on the sides of the button as well which is something I need to looking into on 3DSMax to see how I will approach adding clear objects to my asset.


This is another iteration of this machine that I went with for my final design for this asset.



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This is the construction sheet for the retro rhythm game. It does have a lot of flat surfaces with less details but I’m hoping to bring this model together with all the other assets with the texturing as I wanted to keep the old school shape.


Gatchapon Machine

These are the references for my gachapon machine that I used as heavy inspiration for my design to make it recognisable but I added some details to connect with the rest of my asset pack.

Loose sketches to experiment with design and where decided on adding a gacha ball as an asset as well to not only fill the machine but to also have separately from it.

I pushed the shapes more in this sketch to make it more unique and appealing yet still realistic.
These are the final Gachapon Machine and Gacha Ball construction sheets.


DDR Machine

These are the DDR machine references and the initial sketch which I thought was lacking in appeal in comparison to the rest of my asset pack so I intend to try changing the shapes to improve it.


I tried to push more into the cute aesthetic in this sketch while keeping it achievable for modelling. 

DDR Main Machine

This is the main DDR machine construction sheet. To continue the cute aesthetic I added some details that will be modelled such as the bunny ear speakers, paw print speakers and the stars on the side. This would be for another rhythm game mini game.

DDR Floor Panel
This is the construction sheet for the DDR floor panel, the star and cute motif carrying through the designs. The bars are made of metal like normal but the cat on the top is a cushion similar to the ones we already have just more cute. The squares and indented slightly in the platform and I intend to make them more saturated and neon.


Pop Token

This is one of my final assets, it is extremely simple and low on the priority list. This is one I’m adding as extra that is not a necessity as I already have six designs to create already and some of them are way higher in complexity. I wanted to add one in case the DDR set doesn’t count as two assets. A simple token that can be reused throughout the arcade which ties a lot of the assets together.


Asset list 

Evironmental Props:

  1. DDR Main Machine
  2. DDR Floor Panel
  3. Retro Rhythm Game
  4. Gachapon Machine
  5. Heart Stool
  6. Gachapon Ball
  7. Pop Token

(in order of piority) 


Production plan

I will be creating a total of 6 (minimum) assets. Starting off I want to make sure to make any revises now before I begin to model my assets and once I am sure of the finalised contrustion sheets I will work on the biggest assets, the DDR Main Machine as well as the DDR Floor panel. These will most likely take the longest for me so I want to begin these as early as I can. Whilst not wokring on the models I will be finalising colours and materials for all of the assets working from my piority list. As I complete my modelling I intend to follow my asset list for which comes next until I am finished. If I am in a good spot I will model the Pop Token, if not I will work on texturing my assets. I want a total of 6 weeks to do my models, one per week then the remaining 3 (including the week off) to texture or make revisions based on feedback.




Jasmine Quaill S5222053 





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