Week Before submission:
For the last week I've been incredibly busy; Refining my project ready for the presentation coming up next Tuesday, and to say in short, I'm very happy with the quality I've managed to achieve in my work in this six week project. To add to this, I think it links back to learning better how to create a model from reference and be more picky and self critical of my own work to push it further, personally I believe this has helped me to increase my skills as a prop artist. To add to this, feedback is essential, through this project I have become a lot better at seeking feedback from peers and tutors, where I then act upon it a lot faster to improve my work under the tight time constraints.
Photogrammetry
Overall I've really enjoyed the process of learning photogrammetry; the process is tedious but gives incredible results when done correctly, in terms of production it will be super useful to perhaps use this for group projects and even in industry as it saves a lot of time and the quality of work is incredibly high for a relatively simple and quick process. It simply takes a little bit of patience to get it done right.
My boot has also now been rendered in unreal, the presentation of my work has drastically changed over the course of the week and I'm very greatful for it- learning new lighting techniques to show off my model, with a very simplistic set up you can get really great results.
What to do for the next few days?
I really am a strong believer when it comes to 'nothing is ever perfect' There are always areas in which you can improve on. For me, I could have probably been more efficient in some of my UV's to squeeze out more resolution. So I feel that I could still make some good adjustments over the next few days if necessary. However, I have made my own soft deadline for today and have just managed to wrap everything up to a standard where I'm happy with the results I've achieved. Over the course of the next couple of days I will just make sure I got all of my deliverables ready for the deadline next week.
Day Before submission:
After some thinking over the weekend, I wanted to go back to my project and just try to do some minor tweaking, especially with my photogrammetry; 10k triangles for the singular boot seemed a little higher than I wanted. It's still well within my budget, however, There may be some duplicate faces that I can go through and remove just to try make it more efficient for in game use. Apart from this, I'm going to get some feedback today on my project just to see if there are any last minute tweaks I can make to push my project that little bit further.
Through a little bit of tweaking, I've already been able to crunch down my poly-count by 2k triangles, and optimize my UV space a little better for some of the smaller shells to get a little more resolution in my textures.
After receiving some good feedback from my tutor- I also looked to reduce the poly-count of my Budai Statue, at first it seemed like not a lot of time was left and slightly daunting (due to the time factor of only having one day left to have all work submitted. However, I'm glad I acted on this because the difference in the visuals is next to nothing. But, the difference in poly count is nearly 6k Quads! One of my own goals for the entire year was it improve on my optimisation for in games assets, and I believe having to act on this gave me some good experience of how in the industry this would also have to be done and acted on immediately. More over, I'm more pleased with myself now being able to reduce the poly count and still retain good form.
Presentation day:
Today I presented my work to the rest of the class and tutors, to say in short, I am very pleased with the work I have produced and feel I have improved significantly in this project especially with my attention to detail. As pleased as I was, my tutors still pointed out some little things that could have been improved on; with my Budai some of the colour on the base seemed a little flat in one particular area, my topology could have also been slightly lower to be more efficient for in game use. With my Boots, I feel there was more room to make improvements- With the references from my art bible, I showed the boot to be considerably more dirty, however, due to the unique colour information and rich detail in it; I ended up not adding as much dirt information. I remember the other day one of my tutors suggesting I could make a slider with two colour variations (one very dirty, and one cleaner version) that way I could also give control in engine to change the dirtiness of the shoe in material instances; this is still something I can come back to. Furthermore, the shoe ended up being more high poly than needed. I still kept under my poly limit, but there could have been reductions made for in game use. Overall, the feedback given on the project has been great because it gives me something to focus on improving in my future works.
Overall Thoughts of the Project
I would say to reflect and conclude on this project; I'm very happy with the quality of work I have been able to achieve, when I compare the quality to that of my previous work I would confidently say that it has been some of my best work yet. Looking into the future, I would like to do some more projects like this, as I think working really hard to recreate a real life asset and playing spot the difference between my work and the real life reference has challenged me to improve my attention to detail and create higher quality work.
Seeing as this project was based around being able to make assets that could fit into the world of some Ubisoft games, such as; 'For Honor', and 'The Division 2', this being in regards to subject matter and asset quality. I feel that In the overall assets I have been successful in reaching my benchmark and the challenges that I set myself.
I do believe I still have a lot I could still learn; mainly around making sure I'm being efficient with my UV maps, and even cleaner with my topology. I certainly feel that I made good improvements along this project in this area of game development; I quad drew both my props to have complete control over my edge flow, I'm now going to include this as part of my normal process so My understanding of topology continues to get better; this in turn will be beneficial in portfolio. To conclude my thoughts, this specialism project has been an awesome opportunity to refine my skills as a prop artist, which I feel can will apply well in future projects.