Personal Project Design Document “THE FACTORY”
Brief
Platform: Xbox 360
Genre: Cybepunk/ near future dystopianSci-fi, Action Fps
This project will function as a learning exercise, so I want
to create a brief which forces me to learn as much as possible, namely efficient
hard surface high poly modelling, baking, Rigging for UDK and animation. The
project will be more about the learning process then the final outcome, so the
content isn’t vital, but it should make a nice environment portfolio piece. also
this allows a more ad hoc production method, where I can add more to the
project when complete, or adjust aspects during the project. The project is heavily
inspired by the turret factory sequence in Valve’s Portal 2, and specifically
the assembly animation. The turrets are assembled which in Self-contained box,
and has a cycle animation which shows the complete assembly of the turret, packing,
and beginning of the next turret. I don’t want it to be a vanity project, but instead
to have a focus on learning new techniques, and mastering old ones. The final
result will large robot arm with two animations, small robot arm with two
animations, 8 part robot, chassis/Box, Cardboard box, polystyrene inserts and
computer monitor.
This Project will
involve:
·
Visual Research/Mood Boards
·
Concepting
·
High Poly Modelling
·
Low Poly Modelling
·
High Poly Baking
·
Animation
·
Rigging Non-Deformable objects
·
Importing animation into UDK
·
Dynamic Lighting
·
Kismet
Time plan
Duration: 3 weeks
Week 1 Concepting, research, animation rig Half of modelling
complete.
Week 2 All Modeming, texturing complete
Week 3 UDK importing, Kismet, lighting and polishing
Technical brief if built for full game
Factory Box: 25,000 Tris
1024x1024.Tga Diffuse 1x 32bit, 1x24bit
1024x1024.Tga Normal 1x 24bit
512x512,Tga Specular 1x 24bit
Robot: 10,000 Tris
1024x1024.Tga Diffuse 1x 32bit, 1x24bit
1024x1024.Tga Normal 1x 24bit
512x512,Tga Specular 1x 24bit
Lead Character: 15,000 Tris
2048x2048.Tga Diffuse 1x 32bit
2048x2048.Tga Normal 1x 24bit
1024x1024.Tga Specular 1x 24bit
NPC: 11,000 Tris
1024x1024.Tga Diffuse 1x 32bit, 1x24bit
1024x1024.Tga Normal 1x 24bit
512x512,Tga Specular 1x 24bit
Vehicle: 20,000 Tris
2048x2048.Tga Diffuse 1x 32bit
2048x2048.Tga Normal 1x 24bit
1024x1024.Tga Specular 1x 24bit
Concepting
Visual Research/Mood
Boards
Research and mood boarding is something that’s been hammered
into to me from college, and I think it is vital if you want to make a design
as good as possible, as without it design development can lose direction or
never get started in the first place. I want
to generate a mood board primarily of real-world industrial equipment, but also
industrial designers work, and possibly some concepts from films. I
intentionally don’t reference video games in mood board because on the whole
they aren’t very good and creating new ideas, or believable environments, and
my opinion is, if it’s already been in a game, there really no regurgitating something
that’s been done before.
Concepting
For concepting I want to use a
thee stage design process. Starting with initial designs drawn fast on paper, I
will want to draw roughly 20 of these for the robot, and maybe just 5 or six
each for the small and large arms, and for the box.
Modelling
High Poly Modelling
High poly modelling will involve modelling all of the detail
and smoothness I can into the model. Nor budgets need to be adhered too, so
this means chamfering everything and maybe a bit of turbosmooth!. High poly modelling
begins with a low poly model to build out the volumes, and then a tools such as
chamfering, bevelling and extruding can be iused to your hears content to add
as much surface detail as desired. Thought
will have to be made about silhouette at this stage, as a too complex silhouette
will be impossible to re topologise efficiently.
Low Poly Modelling
This low poly modelling will essentially be re-topologising
the high poly meshes, I want to take advantage of 3ds max’s graphite modelling tools
for this for a more efficient workflow.
High Poly Baking
This is quite a simple process when mastered, I have done it
before, but there is always room for improvement, and this will be the first
time I will have used it for hard surface modelling.
Animation
Rigging Non-Deformable
objects and animation
Rigging a non-deformable object will be relatively easy to
do, but adding manual constrains is a new process for me, so this will be
included in the research stage of the first week.
Importing animation
into UDK
This will be a heavy stage in the research stage, as I have
only used matinee animations in UDK before, so I will need to learn this from
the ground up.
Dynamic Lighting
This will have to be used for the entirety of the project,
as non-static mesh’s cannot use baked lighting for obvious reasons.
Kismet
I used kismet heavily during the group project, and I am
well versed in its ways. It the primary reason for doing this project as I found
it hugely exciting bringing a static level to life with its features, but didn’t
implement it enough in our group project, so this project is kind of a reaction
to that in some ways.