Thursday, 21 October 2010

Genre/Theme choices

The idea for what we wanted as a team where different from each other, but then I came up with a great idea, we would somehow use all our ideas and merge them into one trailer. Because Luke our modeler already had started work on a train, I was inspired by Back to the future III and the idea of using a train to jump through a variety of environments.
And borrowing the technology of Stargate, we will use something with similar design to transport our train.
The worlds we would have would include an American western, Futuristic Metropolis and a Fantasy World. the worlds would only have the train track and portal in common the rest would be completely original, because of this turn of events out game trailer will have a lot off genres the main one being a Fantasy.

I personally was inspired to do a fantasy world from the game franchise Final Fantasy. I wish to create an extremely complicated environment that is like maze as I wanted something that stands out.
The thunder plains environment from Final Fantasy X has some features I would want for my environment such as fog and the natural lighting rods. I will build these myself in max although I am worried how much time it will take to render if I choose to put in lighting as well as fog.







Thursday, 14 October 2010

Brain Storm for Team Name

Well I should have posted this first as it is the brainstorm for our team name. Our first lesson was to decide a name and we came up with a list and voted for them, to show we thought about it after our team created a brainstorm. (Below)Our brainstorm wasn't used just for our name but also how we would present that name in a logo. We discussed shape, font and colour and gave bad points and good points on using different things, for example the colour yellow would make our name stand out but makes it harder to read.
By creating this brainstorm and the previous mood board we were able to come up with a template which was used in my previous post to create experimental logos.
The template was as follows;
  1. Colour - Monochrome, Green and Red
  2. Font - Italic, Bold and Sharp
  3. Shapes - Arcade, Brain and Squares
  1. The reason for using monochrome was simple but affective visually, and using green and red was to add colours that represent the sci-fi genre which our team was basing our trailer on.
  2. The reason for using Italic was to make our logo look posh to suit our name and bold and sharp to keep with the word "Arcade"
  3. Using shapes that allow us to create objects that also suit our name, using squares gives the logo a pixely retro look.

Logo concepts

Hello people, today our team created some logos and I had an image of what I wanted so I ended up creating quite a few to experiment. By using our previous logo mood board as an example and inspiration I came up with the idea of using an arcade machine or a brain to make the logo relevant to our name.
The logo above was the first I created the brain is a Photoshop brush I came up with the idea of having different fonts for each word which I want to keep in the final design.

I decided to create another image to represent the team, this time I tried to incorporate both words "Intellectual" and "Arcade", unlike my first idea which didn't have anything to represent the word "Arcade".

This is another concept design which is a simpler design because I found the latter to be too complicated and this one is completely original with no terminator arms.
The Above is my final creations all I did was combine the font of my first logo design and the image from my other, I also inverted it to allow the design to work on both white and black backgrounds.

Sunday, 10 October 2010

Building Interiors

So today I learnt how to create building interiors, first I used a simple 3D rectangle and turned it into an editable mesh. I then began extrude inside to create rooms, Oh and to see what I was doing I cut the top of my rectangle by deleting the poly's.
I wanted to create a more complex structure to test my skills, so I decided to create two floors but I found that creating stairs was harder than I thought. To overcome that problem I duplicated the shape to get the right measurements and decided to create two floors separately the stairs were a lot easier when you have something to compare against.


This is a render of how I progressed, but I forgot to flip the normals so you can see through it.