It’s been a
week since the start of the “Production of 3D Videogames” course at BloomPix Studios and I must say I’m pretty impressed with what we’ve done so far. Here
are some examples:
By the end
of the first day we were able to do a table (see above) with a basic layout of
4 cylinders (8 at the beginning – then we learned to use subdivisions) and a cube. I
especially like it because it was my first project.
By the third day, we were able to make the screen shown above by subdividing, duplicating and extruding a single cube. It has only 96 triangles.
We seek perfection through simplicity. We need to create objects that will be part of a videogame, so we have to try to feed the videogame engine with the fewest objects, and the fewest possible polygons.
By the third day, we were able to make the screen shown above by subdividing, duplicating and extruding a single cube. It has only 96 triangles.
We seek perfection through simplicity. We need to create objects that will be part of a videogame, so we have to try to feed the videogame engine with the fewest objects, and the fewest possible polygons.
By the end
of the first week we were given the opportunity to re-design (for educational
purposes) a “Feisar” – one of the symbols (probably THE symbol) of
WipeOut, the famous futuristic racing
videogame developed by SCE Studios LiverPool (formerly Psygnosis).
WIPEOUT -
FEISAR
It is made
of 9 objects and it has 1,562 triangles and we used all the techniques we
learnt during the first week (rotoscopes, select and transform polygons, edges
and vertices, extrude, duplicate, merge and a-pretty-long-etc).
Since it
was a re-design and the references about the first Feisar are limited I
decided to give it a more compact and powerful look, but without losing the
swiftness of the original design.
The main turbines are a little shorter than the original ones, and the propulsion system is bigger and more powerful; that, along with the new lower protection part (that also protects the main cannon), allows the chassis to support more impacts (mainly from attacks from behind and high altitude falls) and gives the craft a compact and finished look.
The main turbines are a little shorter than the original ones, and the propulsion system is bigger and more powerful; that, along with the new lower protection part (that also protects the main cannon), allows the chassis to support more impacts (mainly from attacks from behind and high altitude falls) and gives the craft a compact and finished look.
Another
important feature are the Aerodynamics, there are no straight angles on most of the important pieces
facing forward to avoid wind resistance.
I also added a built in cooling-system from an
air collector on the front (as seen in latest designs of the Feisar) that goes through
the whole chassis and cools the main canon and the turbines. The lower
part is not mobile but it could be if we were to create a “cargo” type of ship based on this design.
The
main layout hasn’t changed; it’s still a Feisar, still light but a bit more
resistant, compact, and more… powerful. As I said, it is amazing that we were
able to do something like that within a week…
In the next post (“Chasing Cars”) I will talk
about our second week, which is also very interesting...
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