Saturday, 17 October 2015

Blockout and Planning

In week three, we had to present a brief 5 minute presentation focused on the concept we had chosen for the project, the initial blockout of the cinematic and a basic plan looking forward at what needs to be done.

At this point I have put together a basic blockout of the main features of the environment, as well as an initial blockout of the car. I also created a first version of the cinematic (found here https://www.youtube.com/watch?v=x67auETcp9Q). It flies along the track, gives a view of the chicane section from above before resting low on the track. At the this, the car drives along the track and past the camera, which then cuts to a different camera showing the car driving through the rest of the scene. After presenting this, the main piece of feedback which I received in regards to the cinematic from a number of people was that I didn't show enough of the car. I completely agree with these comments so when it comes to setting up the camera shots for the final version of the cinematic I will massively cut down the time spent showing just the track, to allow for a much longer series of shots of the car. I will also vary the camera shots much more so as to include shots possibly on the car itself as well as those from the side of the track.





One of the reasons I chose this as my A3D project is that it gives me a chance to look at several areas which I don't currently have any experience of. The main one is subdivision modelling, which is how I will attempt to model the car. I will also be looking at modelling various bit of foliage, including trees, bushes and grass to fill the environment. Another integral part of the scene which I will need to look into is the use of lighting, more specifically the dynamic lighting of the car headlights. To make the scene look as good as possible, I will need to ensure that everything in the scene lights correctly, casts accurate shadows and is optimised enough so that it runs smoothly. These are the things which I'd like to have mostly done by the alpha presentation. However, some of this may have to put back until after alpha due to time constraints.


There are also a few things which I would like to research how to create and then include in my cinematic, that will only be looked at towards the end of the project, time allowing. I would like to look into visual effect for the car, namely flames coming from the exhausts, glowing brake discs and sparks. I would also like to look into audio effects with the main one being the engine noise of the car, ideally simulating the Doppler effect. All of these effects would add massively to the cinematic but as they aren't vital I won't be looking at them for some time, if at all.

Friday, 2 October 2015

Advanced 3D Graphics Introduction

The aim of the Advanced 3D module is to create a model based on something which inspires you, with the final piece being a cinematic lasting roughly a minute.

From my Advanced 3D Graphics project, I have decided that I will model a section of racetrack and a car which will drive through the scene. The track section will be based off of the Mulsanne Straight of the Circuit de la Sarthe in France. The area I will focus on the section of the straight before and including the first chicane. I will attempt to roughly recreate this area from photos and footage of the actual location, however I will make changes such as removing some objects from the areas as well as likely adding others to increase the interest in the scene. I will set the scene at night, the idea being that the majority of the light in the scene will be from the headlights of the car driving through. While I think this would make the scene incredibly atmospheric, I do think that having so little light may take away from the actual models in the environment and the model of the car. As such I will look at either changing to the time of day to twilight or adding spotlight on the sides of the track, just to try and show more detail in the scene. The car which I have chosen to model is a Porsche 962, a car which raced at the track in 1987 and 1988. Along with the headlights on the car, I will also aim to add other visual effects too it, including glowing brake disks, small bursts of fire coming from the exhausts and brake lights.

The plan for the final cinematic is that it will begin with a brief flyover of the track before the camera then moves down low to the track. At this point the car will drive into the scene and past the camera. The camera will then cut to a different view showing the car more clearly as it enters and then exits the corner. Hopefully I should be able to create a basic block out and then first version of the cinematic by next week.


I have chosen this as my project because it will give me a chance to research a range of different areas which I previously haven't had a chance to look at. This includes dynamic lighting, visual effects, foliage and most importantly sub division modelling on the car. This project will also allow me to work at the two areas of 3D modelling which I have the most interest in going into in the future, environment/prop and vehicle modelling. While I would love to go into the industry as a vehicle artist, I'm not yet confident in my own vehicle modelling skills so this project should give me a much clearer idea of whether it is worth me pursuing vehicle modelling or whether I should instead aim to specialise in environment and prop modelling.