3D Assignment 3 : Gor´dak the troll. Week 6-10

For assignment 3, we got to start working with low poly character modeling, something I have found out is a very fun, but also very hard process.

After we had switched concept with one another, I started on working on the character’s silhouette in class. The teacher pretty much taught us how to build the body with the help from turnarounds, mine looked like this:

My concept that I got, I doodled some topology to make it easier for me to model.
My concept that I got, I doodled some topology to make it easier for me to model.

Earlier, we had gone through how topology works and how to apply it in order to make everything easier for you when modeling. This sure helped a lot when we started out. The character started taking shape quickly enough, but not without bumps on the way. Because I was new to the whole organic modeling thing, I really had trouble actually applying the topology thinking we had learned earlier. Elbows, feet and knees were the hardest parts to model in my opinion, with their weird shapes and additional topology that need to be functional. We also had to think about not making our characters too detailed either, since we had a poly budget of 3000 to keep track of.

I had the most problems with the hands, at least in the early stage. These hands took me all too long to complete thanks to the devil’s own creation: the thumb. The thumb was really hard for me to grasp and actually figuring out where and how to place it, I even had to get some help from one of my classmates in order to get it right. A lot of tweaking and trying to get the silhouette right later, I had to start working on the second creation of the devil, namely the head. And in comparison to making the body, the head took way longer to complete due to the complicated topology and eyes…EYES!

All my hate aside, here is a picture of my troll’s early stages:

A face only a mother could love...right..
A face only a mother could love…right..

Making the face was definitely the hardest thing I’ve ever worked on in 3D, and I would love to do it again because that stuff is challenging! When I started, I had no idea how to build the base or even HOW to start making the topology. Luckily I found a super useful video tutorial for Maya…yes, Maya on how to start and working with the face topology. For those interested, here is the video I watched.

The video being great aside, it was really tough making out what went where and how to make a proper mouth. For me the biggest problem was the fact that the trolls lower jaw is way bigger than a standard human. This led to me guessing how it would work and what the topology looks like. the placement of ears was a similar problem to what I had with the jaw, since his ears are placed almost on top of his head. I worked around this by making separate ears and then welding it to the head and doing some repair work with the topology. The eyes were also a problem, but not a problem as in difficult to create or to figure out what the topology should look like. We had a lesson where we went through that, and the troll’s eyes are similar to a humans, if not smaller for his size. The problem with the eyes are just making them look right. Because no matter how long you work with making the eyes look perfect, they will always be a little off. That’s what I think at least. And after the eyes. The head was pretty much done! All that was left was to sew it onto the body, which wasn’t the greatest of challenges.

This was the result after I had applied the head:

Now he's no longer a lego gorilla look alike!
Now he’s no longer a lego gorilla look alike!

After some cleanup and optimizing the troll’s mesh, it was time to start working with one of my weaknesses: Uwv mapping.

Making the Uwv this time was not as hard as the other two assignment Uwv’s were. Because this time, I could follow the natural seams across his body, these being his legs and arms up to his shoulders. Having to plan what seam to place where was a bit of a hassle though, because my character’s lack of clothing except for his little loincloth. If he had clothes, I could just make the seams that real clothes have, and since skin does not really have seams, this took a bit longer than I thought it would. I tried to be effective with the Uwv from the start this time, making the hands and legs into single uwv’s instead of just cutting my troll in half. This helped to save some space as well as to conceal some of the seams.

This is what my Uwv looked like:

Placing uwv's effectively is probably one of my greatest weaknesses, but I think I did pretty well this time around!
Placing uwv’s effectively is probably one of my greatest weaknesses, but I think I did pretty well this time around!

Cutting the head and belly was not the easiest thing I have ever done when working with uwv’s since you actually have to make the whole surface flat. That requires some really weird cutting, and as you can see on the uwv, The troll’s ears went bonkers when they flattened.

After the mapping was complete I started with the texturing, the thing I underestimated the most! It proved to be difficult and time consuming, very much so. I started with photoshop, thinking that the process would be easier and less tedious than doing 3D painting. After a while, I gave up with the photoshop texturing, everything was way to low resolution for me to actually be able to add details to the texture. (Someone did tell me later that one could just increase the resolution when painting, and then scaling it down again. But by the time I heard that, it was too late) I moved my mesh to Mudbox, a 3D sculpting program, very similar to Zbrush, to colour and add details to my texture. This is probably what took the most of my time making this. I had so many problems actually getting the colours, shading and highlights like I wanted them to. And seeing as the character is from a very cartoony and stylized world. I was a bit limited on fancy details.

We had meetings in class with our respective co-workers, to get feedback and instructions on what to change and add to the model. My colleague was happy with how it looked so far, and I just continued on the same path as before. but wanted to add some more detail on his back…

What I had in mind was a rough skin texture on his back, much like a rhino’s tough and thick skin. I applied it, added some normal maps to it. And decided that it was not worth it at all! the details were too mismatched with the cartoony style of the character, and decided to remove it and just work on extra, minor details. Like a buttcrack! Every troll needs one!

This is the result of the troll with textures, normal and specular map:

3DsMax really does not like rendering my character, it decided to start showing all the seams when rendering, problem not yet solved as of yet!
3DsMax really does not like rendering my character, it decided to start showing all the seams when rendering, problem not yet solved as of yet! So here’s a non rendered screenshot.

I started to look at games like The legend of Zelda: Windwaker since it has such a wonderful and cartoony look without losing out on details. I looked at references and noticed that there aren’t a lot of details at all. They just use lines very effectively to mark our certain forms and shapes. I tried to apply this and I must say, I’m no master at this at all, and isn’t as simple as I initially thought it would be. But it was better than Roughback Mctroll!

When all the texturing was done, I shoved it into UDK to render it and take some pretty screenshots… and it renders it really weirdly. I was angered at this, since Mudbox had rendered it wonderfully without problems. UDK, when rendering, made all the seams on my troll super visible. I have not yet solved this, I tried different things for hours with no avail. So I just let it go. I can’t fix what I can’t fix right?

here’s what it looked like rendered in UDK…:

THE SEAMS!! THEY BURN MY EYES!
THE SEAMS!! THEY BURN MY EYES!

Despite the problems I had with the rendering. I’m pretty content with the result of my troll. And even if I don’t get a pass on the assignment, I’ve learned a lot about modeling overall, and hey, if you fail, you just do it again and do it right!

That’s me for now. It’s been a really great course. And I really want to apologize to my teacher Nataska for not keeping up with the blogposts! When I came back from Japan, everything just crashed on top of me, which made me miss some blogposts, which in turn made me miss more because of stress. SORRY!

And that’s the Troll! see you all next time! Cheers!

Assignment 2 week 3-6

During assignment 2, we got the task to create an object from the local museum in 3D. The museum was shock full of impressive objects of old, and it was really tough to pick one to create, but ended up choosing to create a silver dagger from the 1570’s, whose previous owner was a fleet admiral. This is what the real piece looks like:IMG_2939

When I started with the dagger, I was unsure if I wanted to make it stylized or realistic, both of these would require me solve different problems. If stylized, the texture and form of the dagger could be more disproportionate and colourful, which would make it easier with texturing in my opinion, since I am not all too experienced with texturing 3D objects. And if I made the realistic one, I would instead have an easier time modeling the shape and form of the dagger, since I have a proper reference. The problem with this would be the texture, since I wanted to use photo-textures, And making a low resolution model with not all too high res photos, would create some trouble when texturing.

This is what the first version model looked like and what it looked like for the rest of the project:Dagger

I ended up with making a realistic version of the dagger. The modeling in itself shouldn’t be all too hard I thought, since I now had proper references I could look at. At first, I started modeling the dagger in different sections: the handle/pommel, guard and lastly the blade itself. This was made so that it could actually be taken apart in seperate pieces. when the first draft of the dagger was complete, I was told by my teacher that it was unnecessary if the daggers’ purpose was to be put into a game, and that it was unnecessary complexity. And when I thought through what she said, it made a lot of sense.

Making the dagger in 3D itself was not all too challenging, and was dealt with fairly quickly. The real problem I had with the making the dagger was the texturing and Uwv mapping. Both of these things I’d never done before except on the  much simpler crates we created before and was a difficult concept to grasp. I must say that Uwv mapping was pure hell the first time around I did it on the dagger, and I failed miserably and made a very noneffective uwv overall, with a lot of empty space surrounding it. Making the texturing was a challenge in itself, since I want to keep the originals indents and textures, while using the pictures I had, and since I couldn’t take pictures from every angle and distance. I was a bit restricted in this matter.

blogdaggerone

The picture above was my first Uwv map with applied texture, and as you can see, there is a lot of white space in between the objects. Another thing I did wrong was that I preserved the lighting that was on the reference pictures, leaving unwanted shadows and highlights on the handle and blade.

bloggnormal
The first normal map, with very deep indents. making the dagger itself look very rough.
The specular map, where I did the mistake of leaving a lot of dark areas dark, when the whole dagger is very shiny polished metal. The whole thing should almost be all white.
The specular map, where I did the mistake of leaving a lot of dark areas dark, when the whole dagger is very shiny polished metal. The whole thing should almost be all white.

We also had to make Specular and Normal maps for our models, so that we could control how much the objects reflected light and make the indents and details pop out more. When I did this, I made my normal map too intense, so that every small detail popped out. This made the dagger look really really rough and corroded. The specular map did not make any sense, since the parts that should’ve been the most shiny, did barely get any attention.

This was the first dagger that I handed in which did not pass for the reasons i wrote above.

https://i1.wp.com/i.imgur.com/XZlENWS.png
Texture, specular and normal were all wrong in this one, at least if I wanted to make it a ornamental dagger in good condition, as this one looks worn down and old.

After the hand ins were done, I got the assingment to improve on the Uwv, diffuse, specular and normal. I took into consideration the things my teacher had told me. Making the Uwv more compact. This was not much of a problem, and since I got some help from the teacher I got some new knowledge on how to make uwv’s more effectively.

Making the new texture, specular and normal was a tad bit more difficult. I first had to remake the texture so that the natural lighting from the picture got removed without actually removing the details of the photo. All I could do was to use a low opacity brush in photoshop to slightly remove the shadows and reflections. Some of these I was unable to remove because I needed to preserve them for the details. I also applied a new texture on the blade, so that it looks more scratched from a whetstone rather than the bumps the first version had.

This time around with the specular map, I had to do a bit of gambling. I am not completely sure how much the real dagger reflected light. But when I thought about it. It was a blade completely capable of cutting someone, so it must’ve been sharpened, yet it’s primary use was as an ornamental blade. So I imagine the whole thing being polished and very shiny, especially on the handle details. So I made the specular very very  bright, and mostly it looks like a white blob. But as long as the object reflects the light correctly, I don’t think it matters, right?

The normal map required quite a lot of tweaking. This time around, Instead of using the software Crazybump, I instead used Insanebump, which is free!

Insane bump was harder to use in my opinion, but I managed to get something out of it.

For the normal, I had to make several normals, cut and paste different parts in order to get the depth I wanted on my dagger. I think it turned out pretty nicely this time around.

This is the result of the new dagger, with it’s new normals, speculars and diffuse:

So much white, it almost hurts my eyes. The dagger sure looks polished and reflects lots of light!
So much white, it almost hurts my eyes. The dagger sure looks polished and reflects lots of light!
daggernormal
Much less extreme in comparison to the old one! This one needed quite a lot of tweaking though.

And that’s all I have to say about the workflow of my dagger making! It’s been quite the journey making it, full of problems and iterations.

That’s me for this time! Cheers!

 

Assignment 3: getting my character concept

For assignment 3 we have gotten the task of making a character from concepts recieved from our classmates, I got Gor’dak the fish loving troll:

troll turnaround
Original concept created by Boris Maras

Troll – Male
Lifespan 160, adult at 30
Name: Gor´dak
Age: 40
Physical: Fat, healthy
Movement: on Two legs, kind of sluggish movement
Appearance: Rough, ragged
Intelligence: Medium, he is not clever but he can talk well and understand what is happening around him. He has too big and clumsy hands to build anything but he’s good at finding a usage for the things he own.
Religion: Fishyism, believes in the fish god Fishy. He “prays” or more hopes his hunting of fish is fishful.
History: Lived alone since he was able to walk on his own two legs. Parents got killed so has no one he knows who is a troll.
Psychology: Easily scared, if he gets too scared he goes into a rage and kill what scared him. Otherwise calm. He don’t create detailed things, only strap on things he find to detail himself or his cave which he loves. He wants to detail his home with trophies or things he finds because he really likes how it looks and he thinks it make his home a better and happier place.

If anything would threaten his house or steal from it he would rage and get rid of it.

Likes: Fish, trophies, other trolls even though he never met anyone but his parents before, shiny things.

Hunts fish and other animals with his club if he wants to eat them.

His hobbies is to hunt, explore and find trophies. The trophies are usually from his hunting and exploring expeditions.

Lives in a cave in a forest with a small lake nearby. He has a fireplace surrounded by rocks in his cave and know how to cook somewhat, mostly grilling fish and making fish soup. He sits on logs from trees he has torn down. His cave contain trophies and other items he have found and are hanged on the walls to make it look nicer. If he can he attach it to himself too, like ear rings or a wristband if he find something that he could use.

He likes to explore but the only place he really loves is his cave and lake.
He might look like a brute but he loves his things and his cave and is really happy when he is there and look at his things and the memories they awaken.

He has started a club where only he is in. It’s called Fish club and he started it because he loves fish. It’s both about hunting fish and looking at how pretty and shiny they are. The first rule about Fish club is that you don’t talk about the fish club.

He could see him in an open world, sandbox PC game maybe like Skyrim, but in a more cartoony style, where everything have a background and if you just sit and watch you can see them doing their everyday life and notice details about their behaviors that you wouldn’t see if you just ran past or attacked them as fast as you saw them. He could be a special NPC that also has a side quest if you don’t go and just kill him. And if you just sit and watch him he would go hunting or exploring. So if you got there when he was out exploring the forest you will only find his empty glade. Or you might find him watching fish in the lake or swimming.

So to wrap the character up: a peaceful troll that likes fish and living in solidarity, happy if he just has his fish and cave.

The challenge making this character will be his round shape and textures, because of his very flat colours on the concept.. I have not made characters in 3D before and will be interesting to see how it goes. I was told by the one who gave me this concept to follow the artistic style that was on the concept. having the simple colours and all. It is going to be interesting what this will turn out to be! That’s all for this time. Cheers!

Improvement check-up!

I decided to quickly-ish re-create an old picture that I drew in 2012. So I spent a bit more than an hour on this one, in comparison to the many hours I spent on the first one.

Seeing the result was fun, actually seeing that one has improved over the years 😀 below you can see the old drawing, and the new, 2014 version of it.

 

2014 version!
2014 version!

Making crates!

This week in 3D we’ve been making basic crates to get hang of making simple models. We were to make three crates, each one of a different theme which were: Sci fi, Urban contemporary, Post-apocalyptic, Medieval and Cartoony. I chose the themes, Sci-fi, Urban contemporary and Cartoony for my crates.

Cartoony crate

Elements:

  • Big shapes
  • Round
  • Unproportional

 

The cartoony theme is to me big shapes and bright colours, with unrealistic proportions. I made this crate with an adventure game in mind, much like The legend of Zelda: Windwaker. Why I chose Windwaker as a reference is because it to me is an icon for cartoonish graphics, with its cell shaded world, and wacky figures. The way that they have made enviroments and characters, fits very well into the theme.

https://i1.wp.com/www.nintendo-nyheter.se/wp-content/uploads/2010/04/the-legend-of-zelda-the-windwaker-1080p-4.jpg.http://img3.wikia.nocookie.net/__cb20120915184420/zelda/images/d/d5/Big_Treasure_Chest_(The_Wind_Waker).png

Making this, I was thinking big and playful shapes to make it look more interesting. I made this one in the form of a chest, because of the idea of an adventure game. I made sure to make the metallic parts of the chest big and very extruding from the chest in order to make it feel big. The bottom wooden parts of the chest are made so that they are jutting in towards the middle, to make it feel weird and mysterious.

Box 2

 

Sci-fi crate

Elements:

  • Blocky shapes
  • Streamlined
  • Man-made

Thinking Sci-fi, I see streamlined forms, a lot of sharp edges and a clean look, yet realistic. I made the Sci-fi crate with Mass effect in mind, where the objects in the game are very blocky, streamlined and clean. Having these properties on an object gives the feel of something being very futuristic and man-made. An object with more round shapes and maybe organic, could give a alien feel to it instead. Mass effect is a great reference because of its great versatility in style and culture. In the game, one can see the man-made ships and colonies, towering buildings and vehicles. Then there are the alien cities, some organic and other with other creative forms. They convey the feeling of grandness, to see that there is a whole myriad of races with different style, architecture and weaponry. It can make my mind sway, thinking of all the different possibilities there are within such lore.

https://i1.wp.com/fronttowardsgamer.com/wp-content/uploads/2012/05/N0Q3843.jpghttps://i1.wp.com/img2.wikia.nocookie.net/__cb20100501221952/masseffect/images/f/f2/Illium_1.pnghttps://i1.wp.com/img2.wikia.nocookie.net/__cb20130911153600/masseffect/images/6/6b/Tuchanka_-_krogan_memorial_on_steroids.png

The box I made is supposed to resemble a med-kit with a futuristic look. I made sure to have a lot of edges and inward extrusions, making small gaps on the object. If i had time to colour and texture it properly, I would add light sources that indicate that it is a mechanical construction. Box 1

 

Urban contemporary crate

Elements:

  • Man-made
  • Blocky shapes
  • Realistic

For the Urban crate, I took Watch dogs as reference, with its near future world. With cities looking like the ones found in the world today. With the Urban theme, I would think that things should look realistic and as close as it looks in real life. And in a city based world, there will be a lot of objects one can recognize, with everything from lamp posts to thrash cans. Watch dogs is a good reference for objects because of how they managed to make the city look consistent, with small objects standing everywhere, and even if there are a lot of them, they do not disturb the focus of the player, they just blend in like they should.

https://i2.wp.com/www.zero1gaming.com/wp-content/uploads/2013/09/watchdogs.jpg

When I made the Urban crate, I wanted to make sure that it could blend in to an urban environment without being too attention grabbing, so I made a trash can. It has a blocky figure which indicates that it is man-made.

Box 3

Summary

I think this exercise has been great for both learning how to see different elements from different styles, and to practice general modeling of objects. It’s interesting to see how every style and theme approaches the different elements. Like the cartoon one for instance, I have actually never taken a closer look when playing Zelda at chests, urns, etc. And taken the time to think why they have the shapes and forms like they do. Now that we have actually gone through the elements, shapes and such. I can actually understand what feeling they want to convey with different objects.

With this new knowledge, I will start analyzing objects in games further, and not only in the cartoon themed games, but in as many as I can. The more you know, the better. At least in this case.

I can not really think of any negative points of this exercise. Making objects in 3D is always good practice, especially the ones new to the 3D thinking and softwares.

Kushala Daora!

Hello! I did some drawing again, and again it’s a monster from the game Monster Hunter. Instead of going for colour only, I instead chose to draw with a more cartoony style. I was pretty happy with the result at least!

Kushala Daora. A metallic dragon with control of the wind.
Kushala Daora. A metallic dragon with control of the wind.

Next week, I’ll be going to the Tokyo Gameshow! I’m going to try to document a little about what I’m doing there. So look forward to that!

Until next time!

Board game analysis

Hello everyone. This week in advanced game design, we have been tasked with analyzing a board game that we got to choose ourselves in each group. Our group chose the card game Munchkin: Pathfinder.

IMG_0380

Core system

The game is made for playing with up to six people, where the goal is to gather loot, kill monsters and race to level 10 to win. In the game, there is no kind of game board to place units, characters etc. There are only the different cards that are given out at the start of the game, and those that you get to pick up at the start of every round. The different cards that exists are the treasure and door cards. The door cards can have everything from monsters, loot, faction, classes or curses on them, while the treasures can contain enhancements or level up bonuses and more, more on the cards later in the analysis. there are a total of 167 + 15 cards and a six sided dice in the version we were playing. These cards are what the game revolves around, and socializing of course, but picking cards serve as a tool for the player to move forward in the game.

Most interesting system

I think that the class/faction system is the most interesting one in this game, since it opens so many ways to change tactics and play it your own way. It is a good way to spice things up and makes for some interesting combinations and plays.

The good

This game is not complicated, easy to learn and does not need a lot of space to be played.  The greatest thing about the game is how it can make bring out the wackiest and mean sides to people when they play it. One second they all help each other trying to survive, the other they will all skillfully plot how to prevent the leading player to get to level 10 and win. This is not seen in a lot of games, and is very refreshing not needing to have strict rules and complicated systems.

The fact that the humongous imbalance in this game becomes the balance in itself since no one really has an advantage over the other. Creates a really fun and varied game session each time you play.

The bad

The game has quite some flaws when it comes to rules. While this is one of the aspects that make the game, it can sometimes become a hindrance, for instance when 5 different players decide to stop the leading player from winning and pooling all their cards into the play field. There is only chaos when this happens and often becomes very tedious and annoying to keep track of every card that gets thrown into play, how much damage one thing has, and how much damage that takes away etc. This also creates a lot of chances for cheating, while allowed if no one actually sees you doing it. It is still not as fun when resorting to cheating.

For a first timer, the game can be a little overwhelming with all the different cards that make sense for only the initiated players. This causes the game when having new players very slow and painstakingly boring at times, because one is needed to explain every card there is and how they work in what situation. Because of this, it is always good to have someone that played and know munchkin well enough to give them a crash course on how it works.

IMG_0381

The cards

There are a a lot of different cards in the game, which can give the player buffs, debuffs, etc. These are the different card types:

Door

The door card is the core card along with the treasure card, while not doing anything  specific in itself. It is the card that every player has to pick on their turn, this is called “Kicking in the door” These cards contain monsters and other pleasant, or less so, items.

Treasure

Whenever a player manages to slay a monster, they will get to grab all the loot that the monster had in their room. This is simulated by taking the x amounts of treasure cards equivalent of how many treasures the monster left behind.

Weapon

These cards increase the players damage and will be their main source of damage, weapon damage is put on top of the player level.

Monster

The monsters are the only hazards in the game that can actually kill the player. These beasts have different levels and will try to kill or just give the player “bad stuff” which is what happens when a player loses to a monster, and death is one of these bad things that may happen.

Level up

These cards do exactly what it says on the tin, it gives the player a level and then disappears.

Curses

These cards will put different debuffs on the player that stumbles upon these cards, curses can only be cured by specific items or by filling certain conditions of the curse.

Class/Faction

Faction/Class cards give the player a permanent boost or skill, for instance a pathfinder. They can sneak a peek on the two top lying door cards before kicking in the door, and then pick whichever he/she wants to open.

Other

There are general buff or debuff cards, these all range from tossing a monster to another player, forcing someone to change class or just making the dice land in whatever position you want and so on.

A general playthrough

A normal game of munchkin can take up to 40 minutes or even 20 if things go fast.

A round always starts with every participating player taking four treasure and door cards to their hands. From here, people start to kick in doors to hopefully get good door cards or maybe even fight a monster to get treasure. At this point of the game, everyone will most likely offer their help to anyone fighting a powerful monster, hoping to get  a slice of the loot for themselves. This usually goes on until one or more player has managed to acquire good enough gear to fight most monsters, this way the player can get levels easier than before. This is when players start to plot against each other, since making it to level 10 first is the goal of the game. Curses will be thrown and they will try to buff the monsters that the winning player is facing, Throwing in everything they have been saving the whole game. Most of the times the player will be forced to retreat, not getting any levels or loot. This gives a new player an opening to win the game, since the one in the lead now has to wait for his/her turn again. This is how it goes around and around, most likely until everyone has run out of curses and monster buffs to throw at the opposition. It is madness at its best in my opinion.

Target audience.

Munchkin being a very humorous and social game, I think that the target audience for this game are the people that like to play boardgames in general, and like to socialize and have a good time. And even though the box recommends this for kids age 10 and above, I would say that it would be more fitting for a bit older kids. I say this because one can get the full experience of munchkin if you get all the hidden references and weird humour, which just adds to the whole experience. While still playable by 10 year olds no doubt, I still don’t think they would get all the jokes, which in my opinion, is one of the best parts of the game.

Summary

To summarize this, munchkin is a great casual card game, fit for people that are not too used to the genre and to those who are. It might even serve as a good stepping stone to get into role playing games, since it has the social elements of one. As mentioned, the game is very dependent on its social aspects, where the player make the game. The cards and dice, are just tools for you to make your own wacky adventure through dungeons with your munchkins, and without these social aspects, the game would be pretty bland. The rules of this game are very blurry, and sometimes nonexistent, where once again the social aspect kicks in, where the players get to talk and get to some kind of mutual agreement on how it works. This can get really tedious at times, where players have to stop their game flow, to sometimes discuss really small things, that almost do not matter. Thanks to the social aspect once again, the game will keep being interesting, even after playing it several times. This is thanks to the wide variety of cards including armors, weapons and even monsters, this will make sure you never get the same things all the time, and makes up for interesting combinations, tactics and even some depth. And considering how simple the game is in itself, that is pretty impressive design in my opinion.

The balance of this game is not good at all, there are right out broken things in the game, but this is just another aspect of the game, since the major imbalance of everything kind of balances itself out, because if everyone has access to the same thing, everyone will be just as broken as everyone else.

Munchkin is a very unique game that i recommend to everyone if they have not already played it. It is a total blast and fun to play. So gather up some friends, play the game, and betray all of them! All for the sake of loot and victory.

Until next time!

Cheers.

 

 

 

Happy post-Kut ku day!

Hello everyone, yesterday was the Kut ku day! What’s Kut ku day you say? It is the day all fans of the franchise Monster Hunter, celebrate one of it’s most recognizable monsters, the Yian-Kut ku!To celebrate, I made a drawing of the proud fella, just waiting to be ambushed by skilled hunters.Kutku!

3D Computer Graphics: First week.

The first week of the 3D course is finished, and we have been going through different elements of art and how they are used in 3D environments.

We also did an analysis on different screenshots from various games to find how they’ve used the elements of art: Lines, Shapes, Space, Values, Colors and Texture.

1: BATMAN

Batman

In this picture of Dc’s character Batman. We can see that it is meant to be very dramatic, having the camera look up towards Batman standing on a ledge. This gives the feeling of him being powerful and serious. The lines in this picture are vertical as well as diagonal, with batman standing tall and the camera tilting a bit to give the picture a sense of action and movement, in this case the batplane in flight and the cape blowing in the wind.

Batman takes up most of the space in the picture meaning that the focus is supposed to be on him. They also have other elements in there to set the tone of the picture, for instance the bats flying around the plane, creating a sort of frame around batman, once again enhancing the focus on him.

The values of this picture stand out very much, with Batman, having a almost completely black suit, paired up with the blinding lights of the spotlights in the background and the batplanes bright flames. Having these extreme contrasts make Batman almost pop out of the picture since he is the darkest thing on set.

The different textures that can be seen in the picture are Batman’s leathery suit. the rock surfaces in the background, and the ship made out of worn out metal. All of these which can be recognized by how they reflect light, leather has a matte or non shiny reflection, while the ship has a more shiny, yet brittle reflection.

The shapes on Batman are very pointy and sharp, giving the impression “stay away” when seeing him since sharp and pointy often means dangerous.

For the sake of not exceeding the allowed word count, I’m going to streamline the rest of this analysis.

 

battlefield_hardline

Picture 2: Battlefield hardline

Lines: A lot of diagonal lines in this picture, and along with the tilted camera, it makes the scene look action-filled and fast.

Shapes: Most of the shapes are solid and sharp edged meaning the houses , the helicopter and all the objects on the roof. While the people and the clouds in the sky are more organic and alive looking, making them stand out in the picture.

Space: The people sliding on the zip-line and the building they are approaching as well as the helicopter are the positive space in this picture, while the sky and background buildings are negative space.

Values: The foreground on this picture has a darker value in comparison to the background.

Colours: This is a pretty cold picture over all, with a blue tint from the sky and the brown and monochrome buildings. This makes the red bag of the person in front look more important and makes it stand out more.

Texture: The textures of this picture consists mostly of hard objects, concrete and glass that reflects plenty of light. Then we have the characters that are very organic.

 

Mirrors-Edge-2

Picture 3: Mirror’s edge

Lines: The picture mostly consists of vertical lines, giving the picture a sense of height. And the slightly tilted camera makes it look like something is going to happen.

Shapes: all the shapes except for the character, clouds and mountains have a very hard looking shape with box like buildings all around which makes it all feel and look man-made, the character and remaining objects look natural.

Space: The character and the building she’s scaling and the building behind her makes up for the positive space, while the rest is negative.

Values: The picture is very high key overall, with the exception of the character having some black clothing.

Colours: The colours of the picture are mostly black and white, giving a futuristic and clean look. Having this also makes other, stronger colours stand out, the characters shoes and details being one example.

Texture: Most objects in the picture all have a very reflective glass looking texture, while the character has more cloth and a leather looking vest.

 

The-Witcher

Lines: This picture has a horizontal line, making the picture look slow and giving the impression of slow motion, the moment before the action starts, which in turn makes things more dramatic in a way.

Shapes: The shapes are very organic in the picture, except for the sword the character is holding. Having a difference in size of the two characters in the picture adds tension to the whole scene, making it feel a bit like a David vs Goliath fight.

Space: The character and creature take up the positive space, while the rest serves as negative space.

Values: There is a very big contrast between the middle light and the ground in this picture, the light in the middle is very bright, almost blindingly so, while the ground and the top clouds are much darker and creates a very nice frame like effect.

Colours: There are not a lot of colour in this picture except on the characters, since they are the focus. This makes them more visually interesting.

Texture: The characters have different kinds of textures each. The human having organic shapes and textures, while the rock monster has more rock and nature based textures.

 

3D assignment.

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For this assignment we got to pick between different themes and a example game for our level. We picked an uncharted inspired level with the keywords ‘magic’ and ‘solitude’. we went for an abandoned Atlantis-esque city, capsuled inside a dome. with broken pillars and structures with no life in sight. When we took the screenshots we wanted to capture the feeling of something grand that was lost with time, and hopefully we managed to convey that feeling.

 

That’s all i have for this week, see you all next time! 😀