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Development Task 1

Luke Boyland

Stimulus
You are asked to create an interior living space, for an upcoming point and click
room exploration title. The room should include all essential furniture, and
depending on the direction you choose for the style, any number of other
appropriate assets. Use photographic references, observation or drawings to
create models to a visually consistent scale, and place them in a convincing
scene which incorporates lights and graphics/textures to represent materials.
You may choose any theme or visual style but should attempt to create models
which look realistic and/or appropriate to the expected scene.

The Stimulus is to make a room for a point and click game, I can choose any
aesthetic, and it has to be 3D, and it has to be for any target audience of my
choosing, once the ideas have been made they need to be developed on 3D
software and then be rendered and made into a poster as advertisement to show
people what the game looks like.

Mood board
The mood board
portrays a bunch
of mostly old style
point and click
rooms with a lot of
objects for you to
click on.

Ideas
fireplace
I went with a Victorian
theme as there is a lot
more reference images and
Victorian furniture to get
reference too, yet the
designs of the furniture is
more complicated that
most modern designs.

Ideas
Victorian room
This is a one point perspective drawing
of the room I had in mine, it comes
included with a fireplace, a table, chairs
and cupboards.

Ideas
Furniture
These are some much more in depth models
of furniture, only the cupboard and the chair
are used in full detail in the scene.

Ideas
Sci-Fi theme
I had another idea that was not used
because I thought a Victorian
themed scene would fit in more with
a point and click game.

Ideas
Floor layout plan
This was the rough layout on how I wanted
the main room to look like, including the
hall way that connects to the main room.

Ideas
This is how I wanted the outside of
the main room to look, for the reasons
of getting a camera shot from outside
of the room.

Ideas
colour pencil
This was a room that I decided to
use pen for outlines of objects and
colour pencil for the rest, this is a
two point perspective room.

Ideas
Charcoal drawing
This is the main room in one point
perspective, this is also an experiment
with charcoal.

Ideas rough sketch of scene


This is a test render with a sketch of the room next to it, this is done to show the accuracy of a 3D scene compared to
drawing a scene, obviously, the render looks better.

References for objects I got inspiration from

http://media-cache-ec0.pinimg.com/236x/f0/ff/82/f0ff824578387f8574c4acc1a5d46457.jpg

http://1.bp.blogspot.com/_AuZ0DkDoGiw/TUTM3pq9mII/AAAAAAAAAKE/U6kToImFBvI/s1600/Tri
ple-Arc-Antique-Bookcase.jpg
http://www.hudsonantiques.net/files/7285.jpg
http://antiquehelper.rfcsystems.com/Full/276/72276.jpg
http://www.cityclearances.com/wp-content/uploads/2012/11/2012-10-13-12.18.25.jpg

Sketching poster

Legal issues
Copyright: is currently a problem with the scene, there are two
images that stand out that infringe copyright, one is the wine bottle
brand and the other is the portrait from an Aviva loans advert, if the
game follows through and gets made fully then the picture will be
replaced with either a free picture or a hand painted portrait, and the
wine would be replaced with a fake brand of wine.
The texture doesnt infringe copyright, so long as I credit the sight I got
the textures from, if I claimed them to be mine then I would have
infringed copyright, I can either make my own textures and/or put the
texture source in the credits.

Ethical issues
Confidentiality:
The portrait on the wall could be a real person who doesnt want to be
on the game, so we would have to replace it with a portrait that
would be allowed to be shown on the game.
Decency:
The Game has a lot Alcohol, which can be mature content that should
not be promoted to younger kids, so it might need to have a higher
age rating on the game or a removal of a alcohol entirely.

Ethical issues
Representation: the game is set in the Victorian era, the chances are
in the ethical issues is that the game can be racist, also sexist as men
were considered dominant back then.
Alcohol is also abundant in the room, and that can be a problem
because nothing good has ever come from alcohol in the history of
ever, people could also see this as alcohol promotion but that might
be a very extreme opinion.

Specification
Target audience: point and click games are not often played anymore,
or at least they are not as well known as Call of Duty or some other
overhyped shooter, though people who do play point and click games
do often go into those types of games knowing there will be puzzles
and things that require a brain to play, so I guess the target audience is
for point and click fans and probably a mature audience, around 18+,
its probably better for older people and casual players.

Specification
Key visual themes: the theme is a old Victorian style house, the house
looks like its being used, the setting is also going to be in a countryside
so outside will feature hills and trees and very little other houses.

Specification
Constraints: constraints with the designs is that the room did not have
any polygon restrictions, unless this was changed then that specific
room in a game would lag and be harder to load.
The renders of the images shown on the finished product may be too
low of a resolution to be able to show you the full potential of the
scene.
Output size can be too small for the size I might want to have when
fully rendered, but it would take a lot longer to make a bigger output
size if the camera is expanded to give 3DS max more pixels to render.

Specification
Constraints: the file types used when rendering are all of the main and
well known file types for images, such as BMP, PNG and JPEG, though
the best one to use to get the most out of an image is a JPEG, though
this is a larger file than most file types.
The file size of the room might be a lot if there is not a limit on
polygons and texture detail, this would be bad for people who would
want to download the game if it was fully finished with more rooms
that had extremely large file sizes, it would take up too much space.

Development Task 2

Planning
Planning was really just to get it done before the assignment was due in,
but really the only planning done was to get at least one detailed object
done every week, such as the chairs and the cupboard, but things like the
wine bottle and logs dont take much effort to make, the deadline was for
the 7th January.
I files I made were put on a external hard drive and a back up of the files on
Google drive, and I had named all the files appropriately so they were easy
to find.
Once I had finished a object to quality test it I asked people how I could
improve the object.
The finished product will be a finished 3DS max scene with rendered
images.

Software interface
Files: The loading time grew gradually longer as I continued making
the assignment room, this is because of the textures and polygons I
was making more and more of.
Obviously I had to save the file every now and then in case the
software froze and broke everything I had made, I could also auto
save the file for every 30 minutes or every 10 minutes, I also had a
backup of my assignment room on a Google drive in case the hard
drive it was in went corrupt.

Software interface
Now this is how I got my creations from one scene
to the main scene, the merge tool let me put the
objects in the same place, this is a very useful tool
as you only need to place the objects in the area
you want and not make it in the scene which
would be a pain if you had to.
The replace file allowed you to get objects from
one scene and replace some objects you want
replacing, this is good if you accidently mess up a
design you merged into the scene.

Software interface
Drawing aids: drawing aids are like the snap tool
which makes you move objects in a certain amount
of spaces and not a seemingly infinite amount of
spaces, this helps give accuracy to models, the snap
tool also affects the rotation of an object, this
automatically snaps objects 15 degrees at a time.
The grid that you see every time you start up a new
scene can be toggled on or off, but the grid often
helps with the accuracy of a scene and is not really a
good thing to have turned off.

Software interface
Keyboard shortcuts: here is a few basic shortcuts that I use to make
or edit things on a scene.
Duplicate: Shift+ mouse drag from selected object
Move object: W
Rotate object: E
Scale object: R
Make camera: Control + C
Undo: Control + Z

Software Specifications
To rename objects in a scene you go on to the scene explorer and
click objects that you want to rename and double click it on the
scene explorer, then it will let you rename your primitives.

Virtual Cameras
Concepts:
The FOV (field of Vision) of a camera can
be changes to get a wider or narrower
shot, if you wanted a camera shot of
what the human eye could see of a
room you would set the FOV to 90.
Camera Type: target cameras focuses on
a target, you can move it around but it
will remain looking at a camera.
Free cameras will be allowed to go
anywhere without having to look at a
target or specific spot.

Virtual Cameras
To create a camera the you go on the toolbar on the right
that looks like the picture shown on the right, then click the
camera and you will be given a choice between the two
cameras; target and free.
Or you can make a free camera by using Control + C
The camera lens is used to zoom in on objects, for example; a
16mm lens will see an entire room but the 180mm lens will
see a small portion of the room that has been zoomed in on
by the lens, it also reduces the FOV the bigger the lens are.

Lighting Techniques
Light types: ambient light is the light that makes the scene visible even
is there are no lights to light up the scene.
Point light are good for making light bulbs as they make a circle of light
within a certain distance of the centre.
Spot lights make a cone shaped light that looks good when used with
street lights.
Photometric lights are used to make the scene seem like its in the real
world by using better lighting effects, this includes the daylight system,
which is used to make the scene looks like its in day, from dusk to
dawn.

Lighting techniques
Atmospheric: you can make fire as a light source as you can make each fire
effect contain a bit of light which helps illuminate a certain radius around the
fire.
Fog is used in environments and effects to help make the scene look foggy,
you can change the density and you can change the colour and how high or
low the fog is, fog adds to the environment and helps outside scenes look
more natural.
You can change to colours of lights by editing them a going on the colour
changer, this can dramatically change colour so you might want to change
the intensity.
Shadows work how you would expect them to, lights will not go through
solid objects and therefore will make a shadow.

More lights
Another couple lights were added, one was a photometric light
towards the windows and then another skylight was added.

Mr sky portal
Mr Sky portals are used on the windows to increases the amount of
light that goes into the room.

Texturing techniques
Texturing process: to make a texture would require
you to make something in Photoshop from scratch or
taking a photo of a texture of a real object and import
it , then you would have to edit it to a exact square
unless its a picture for a picture frame.
You can load in a texture by going on the bitmap in
the compact material editor, and if they are
compatible they will load up for you to place in the
scene and edit.
Material types normally consist of Bitmaps, which are
full images, then procedural which are textures that
can be looped on an object, then .avi textures which
are videos that play as a texture

Texturing techniques
The Chair Then had 2 textures added to it, for the green I used a
plastic texture which is probably questionable over a cloth texture but
each texture like that I saw were really bad quality and the plastic
texture makes the chair look smoother, the brown areas were given
the Cocobana wood texture.

Texturing techniques
The table was made for the
middle of the room, a was made
with 4 stretched cubes and a
flattened cylinder, this also had
textures added to it, unlike
most things in my scene, the
table uses a light birch wood
texture instead of a dark wood
texture.

Texturing techniques
The material editor is used to find and
edit materials for you to use in the
scene, here you can change the size
and rotation of the texture, you can
drag the materials onto objects and
you can make it add textures to a single
face or the whole object.

Rendering
Scene Rendering: The rendering controls are what allows you to edit and
choose the amount of detail you can use in a render, you can choose to
have high final gather precision and a low glossy reflections, or you can
have all of the render options on low or you can max them out, though
having a really high render will take a really long time and will also be a
large file, a better quality render will take more space, and a lower
quality image would take less space.

Rendering
You can change the resolution of the image on
the render setup, you can have pre sets to
change them to wide screen or square or any
other resolution you can think of.

Walls + Windows
So after the foundation came
the walls, and I planned for
some arched windows in the
sketch so this was how I made
them, a cube and a cylinder
attached together and then
Boolean them with the wall to
make an arched window
frame.

Bridges
As you can see the windows had some holes in the sides, those were
patched up using the bridge tool, so they looked like solid 3D shapes
again.

Placing objects
These were two objects I made in a different scene, a fireplace and a
bookshelf, these were both merged in the scene and then placed
where I wanted them to be.

A chair
This brilliant chair was made from mainly basic shapes shoved
together till it looked like this, though the cushion (green parts) were
made with a chamfer box, this was done to make the chair look less
hard.

The Table size


When the table was done it was then merged into the scene, as you
can see in the picture is was too big compared to everything else, so
the scale tool was used to reduce the size till it fitted into the scene
properly.

Stools
These were made like tables, but instead of having a cylinder on top,
its a chamfer box, and the texture is a padded button texture with a
green overlay used on it, along with the chair it was merged into the
main scene, then duplicated to have 2 chairs and stool on either side
of the table.

A drawer
I made a small drawer to have near the windows as that area was
pretty baron, the drawer has two bits that pull out, so the picture
shows me making one and copying it and putting it above the
original.

The drawer handles


With the handles I made a cylinder with one cut in the middle and
two near the top of each end of the cylinder, then I scaled the size of
the middle one down really small but big enough for it not to break if
pulled on.

Fireplace wood
The logs in the fire place were simple to make, it was made with a
cylinder with a log texture, then duplicated in the fire and again in the
cupboard on the right of the fireplace shown in the picture.

windows
The windows now have been replaced with a cube with a glass
texture, though that is only visible when rendered

Windows again.
The window then had thin little strips made with a cube to cut the
glass so it looks like its not a whole massive piece of glass, its less
glass to pay for if it breaks.

And more windows


And then the wooden bits were duplicated and put on the other
window.

Professional
Renders
The next two pictures did go
wrong with the lighting, but
they did look really nice, they
just were not what I was looking
for with the renders.

Professional
Renders

Finished renders
poster
This is the finished renders of my scene that I can show to
employers who would want to see the finished product of the
room.

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