Hard Surface modelling

To improve my 3D skills further we were provided with the task of hard surface modelling. What this means is making it so that when a texture is applied to a model, corners are not so harsh and are less visible. We did this by finding an example on the internet and trying to replicate the result.

For this task, I decided to a floor. I found a picture on the internet that I liked and recreated it in 3DS Max. To remove the harsh corners I added chamfers to all the 90-degree angles so that they where moe rounded and smooth. This was the easiest and quickest way to hard surface the model ready for texturing. I only recreated part of the floor since it is a recurring pattern.

This is something that is extremely helpful depending on what it is that I am modelling. For example with my previous project, the motorbike, I don’t think this would have helped so much as there were a lot less sharp angles. However, it is perfect for environment models.


Mini Brief: Motorbike

Starting this project I was given the task of modelling a motorbike. However, I couldn’t just go on the internet and find one that I liked. I had to go out and find a bike which I could then take pictures of and use later for reference. The reason for this is because it gives me real world experience of the source material that people in the gaming industry have to get and how they have to get it. It also meant that I could get up close with the vehicle, giving me a better idea of how each part fits together.

With these reference shots, I then Identified the bike so that I could go on the internet and gain even more images that would help me model this bike. With these, I then began my model by drawing out all the different component of the model. I did this in a way so that I could model it all separately and then bring it all together. This way I would be able to concentrate on one part at a time without other pieces being in the way.

Using my sketches I began 3d modelling. I made all of the pieces using cylinders and boxes. This was to ensure that I was using quads at all times. To create the correct shapes I used a technique which I had previously learnt from my Iron project which was to use the FFD modifier. This allowed me to easily create the shapes I needed for the bike. A little trick I used when creating my model was to allocate different material numbers to different parts of the bike. For example, the bodywork would be green whereas the wheels would be blue. The reason I did this is so that it was easy to separate all the pieces from each other.

With my model finished I rendered it in multiple ways. I made a rotation sheet so that all the sides were visibly seen. I then rendered two other images which showed just the bike, which I could later go in photoshop and texture over the top, and the other so that I could add realism to the bike. I rotated the bike and moved the side stand so that it appeared like it was properly stood up.

I also created a development sheet so that it was clear how I started this project and how I got to the final model.

development sheet

This project has been the largest that I have done so far and I have used a lot of techniques learnt from past projects. A good example being the use of the FFD modifier to shape the panels. However, there are some techniques that I have learnt which I didn’t find too helpful with this project. One of the most recent techniques that I had learnt was to chamfer corners so that they weren’t as sharp when it came to texturing. However because of the shape of my model it meant that I didn’t have any corners which needed to be chamfered as most of the bike had either straight or rounded panels. Overall this project has allowed me to increase my 3d skills. I am glad that I had one of the harder models as it enabled me to push my limits and caused me to plan out how I was going to create this model.

Vehicle Concept: Initial Sketches and Ideas

Starting off the design of this vehicle I decided to use the pareidolia technique to gain lots of different shaped vehicle that would be unique and nothing like already existing vehicles. Just from doing this, I could already see a theme happening as all the ships and motorbikes started to look sci-fi. I continued with this technique until I felt like I had a reasonable amount of drawings.

Looking at these drawings I then decided to expand on them further drawing larger scale versions which were more refined and included more detail. Since these are still just initial concepts I didn’t go overboard with the amount of detail, instead, I tried to just show the main features. I created multiple different versions of each drawing so that I had more ideas which I could then further develop and even fuse together with another to create my final idea. With all of these designs, I wanted it so that it wouldn’t be clear what this vehicle was used for. The reason I did this is because in real life and in most movies the same model vehicle is used for different purposes and just modified to show that purpose. The only part of the design which related to the fire truck was that all of the sketches has the water.

Reflecting on this I feel like this is a good start into this mini project. I need to continue what I am doing, experimenting with lots of different designs and developing them as far as I can before I settle for the final one. I like how the shapes of the jets are turning out as they appear to have the futuristic theme however vehicles such as the motorbike look modern. I will try developing them further to correct this.


Personalisation, also considered as a game mechanic, is where the player is able to customize the appearance or clothes of the characters that they are playing as or of a group of characters. The reason that games include this is because it allows player t relate themselves to the game and immerse themselves further. The players often make the character’s appearance similar to their real life version so its like they are actually in the game

One of the first examples of a game that does this very well is Grand Theft Auto 5 Online. When the player first loads up the online side of GTA 5 they are asked to create a character. This includes changing the shape of their face, hair, and the clothes that they were. They can then at any point, spend money to buy different clothes or tattoos.

Another game that uses is Sims. This game relies on this for the game to work as it is basically a life simulator. The player designs all different types of characters and families. They then have to look after these characters within a household and progress them through their life. This includes getting an education and acquiring their dream job.



3D Models: Armor and Quiver

After finishing the weapons I then decided to tackle the hardest pieces of the list of props, that being the quiver, with arrows, and the helmet. I started off with the quiver Using a cylinder as the base shape. This could have already been the finished prop but I decided to add detail such as metal rims that were at the top and bottom, appearing as if they were holding the quiver together. I then added a seam down the middle and little buckles where straps would attach to the quiver. All of these made the quiver feel more life like and like it could actually be used. To go in the quiver I also made an arrow which I would copy and paste so that the quiver was full. The arrow was fairly simple as I used the tricks I learned from the sword on how to have a realistic looking sharp edge.

The hardest piece of all the props was the helmet and I found that the easiest way to create it was in separate pieces. I started off by creating the basic shape with a sphere as this gave me a rounded shape that would be used as the top. I then sculpted it so that it was similar to the original drawings that I had created. Since this was a sphere it was hard to use the bevel tool to add detail, therefore, I decided just to create the pieces separately and then attach them together. Finally, I created the wings which I used a side of a box with multiple segments so that I could adjust the shape. Then I mirrored all the pieces to create an exact copy to complete the helmet.

IN reflection to these and all the props that I have created I can see that I am improving every time I go to model something in 3D. The helmet is by far the best piece that I have created to this date, however, I know places in which I can improve on it and all of my other props. The improvement would be my topology. The wings on the side of the helmet do not have good topology which could be improved over time. As well as this I am still using a few tris which I am slowly managing to remove, making sure that the model is mainly filled with quads. However, something which I feel like I am already doing well in is my polygon count since I managed to keep this helmet prop below 600 polygons.

Animatic Practice

As a side project in the Creative Futures brief, we are creating a storyboard and animatic that visualizes a city from part of a novel. To learn how to create this animatic we imported different layers that together create a scenario. To bring them to life we added keyframe and gave them movement. After making all of the pieces move the full environment had been brought to life and was complete.

I have used After Effects frequently in the past and doing this exercise reminded me of the skills I had in this program. I feel like this will help me when it comes to creating the final animatic.

Robot Concept: Design 4

I also created another texture design for the second robot that I created. This design was similar to the alternate design that I did for the first robot where I changed the texture to grey so that it looked more futuristic and armoured. This was the same with the green lights for the eyes and LEDs on the battery pack. I changed the colour of the crest from blue to red as it resembles the colour of real life ancient helmets. As well as this it also would stand out from the blue ocean since it is the opposite of it. The colour for this also means that robot makes more sense since the way it moves around is by flight it would appear futuristic.

I feel like this design works better in this scenario than the design for the first robot however it still does not work as good as the first design. The red crest works extremely well however the robot still doesn’t look like it has been there for centuries.

robot 4.png

Game Mechanics: Quests

This mechanic is fairly straightforward and is what gives purpose to the game. The quests give players a summary of what they have to accomplish in order to receive a reward. This is done in nearly all games and sometimes can even work alongside tutorials. For example, the player must perform a certain number of actions until they have completed that task and can then move on.

A good example of a game that uses this mechanic is the MMORPG Elder Scrolls Online. The player receives quests by talking to npcs. The quests then cause players to use other mechanics such as the discovery as they have to venture out into the world to complete these quests. This then works alongside the reward mechanic as when they complete the quest the receive a reward. This could be in the form of an item or even experience that levels up the player.

Another game that uses this mechanic is Grand Theft Auto. The player makes their way through a story which is triggered when the enter a mission start zone. After the cut scenes have ended the player is given information about where they must go and what they must do. This is a form of quest. When the player completes what is required the mission is completed and the player receives money which they can use to buy new weapons and vehicles.

If I were to use this mechanic it would also be in an MMORPG as it is a good way to give the player direction on what area of the map they should be in depending on their level. It also allows them to gain better equipment for these new areas and experience to level up.

Game Mechanics: Progression

The progression mechanic is commonly used in rpg video games however is also known for being in first person shooters. The progression mechanic is something that allow players to make progress within the story or to gain rewards.

the first example of this is Star Wars: The Old Republic. the players have an experience bar which allows them to level them up making the players character improve in their abilities. It also allows them to access new areas and new equipment. It also has a legacy bar which levels up the players account rather than the character. What this means is that as they complete stories on different characters they gain legacy levels giving unique items too the player spread out across all of the characters.

Another game that uses this mechanic in a similar way is Call Of Duty. Just like in SWTOR the players gain levels by progressing on an experience bar. As the players level up they unlock better weapons that are more effective in killing than the previous weapons. When the player reaches the highest level they can prestige which means that their level is reset but this time with a new badge. The players then progress again through the levels.

If i was to use this mechanic in a game I feel like it would work best in a Role playing game.This is because the players could level up their characters and when doing so unlock new missions and new areas to explore. This mechanic is good as it constantly adds more game play and new visuals for the players.