Final Major Project-Linking and Strengthening my Project.

Post Brief

I created this Post so I could begin addressing some of my Projects issues and to further express and expand elements of my FMP Project, from its design path to what skills I had expanded upon from Year 2, what strengths I selected to improve and build upon, to what knowledge was gained then in Year 2 to how it applied to my Year 3 work and Projects. It will help me layout and Link many aspects of my work from Year 2 (THND) and those learnt skills and show them implemented further in to my new Year 3 Project (Urban Environment). I will explain why I have used earlier adoptions and principles and additionally why I chose to take the route I did in both Year 2 and again why I furthered that Development style and ideas generated more in Year 3 as-well as showing how I expanded upon what I had already learnt in Year 2 to help me really excel and improve my Year 3 Project as a whole in many unique areas. This Post will help me consolidate and deliver information related to above and as stated other areas of development over those 2 Years from self initiated Projects that I designed and created to help me explore further aspects of Games development within the Unreal engine to Unreal showcased Environments to singular Asset Developments to my Texture creation and Material Generation all within the Unreal engine.

Introduction

In this Post/Document I want to Introduce and discuss the reasons why I adopted my eventual Year 3 FMP Idea. I brainstormed alot of ideas and Researched a great deal in to my subject area at the beginning of my Year 3 Project. As I really wanted to showcase my skills and already existing learnt abilities brought forth from Year 2 in to Year 3 and promote those skills over the course of my Year 3 Project and for my end of Year Degree showcase. However I had learnt so many new skills, in both the Art of creating nice looking 3D Models, to creating Textures and Materials to finally my prowess and use of the Unreal engine and its Blueprinting system. And wanting to really showcase them all within my Year 3 Project it proved a challenging start really wanting to cram all of that in to my FMP Project but I knew I could really excel in my Year 3 if I just pursued and polished up those already existing Skills, gained in Year 2 by bringing them forward in to Year 3 and continuing to develop and learn and research therefore building upon them, fine tuning them. I have over the course of my Degree from that start all the way up until my finish that I had a great deal of interest when it came to making and creating in 3D to the Art of Simulation of that Object in the Unreal engine using the Unreal Blueprinting System. I really enjoy nothing more than creating something in 3D using 3DS Max as an example to then Simulating that Asset in the Unreal engine, this bringing that Object to life, through User interaction and simulated Functions.

My Thoughts-Planning my Year 3 Project

Ideally in Year 3 I had wanted to create a Game really fixating on that idea, with it being a constant drive for me, right from day one. My fascination even from a really early age for creating Games has always existed and has constantly pushed my imagination and creativity forward having that as my personal number one Goal. But that one exists solely for me, from using the Games Factory in my Teen Years to create 2D Sprite driven Games to my now learnt knowledge creating Games but now in 3D using Industry practice Tools and Software. Such as the earlier mentioned Unreal but also 3DS Max to create now 3D Models rather then 2D Sprites, although that option still exist within Unreal, to create 2D Sprites ‘Called Flipbooks’. That burning desire to understand higher more complex Software, Game engines pushing way past the fledgling knowledge needed to master a 2D Game engine or Framework like Game Factory to Mastering the Unreal engine and Object Driven Node based Logic system, fully 3D and to today’s standards capable of creating all manner of Games but at a recognisable 3D level today. The Game Factory is obsolete and massively outdated now, but still it brings back fond memories with it being the start of my obsession with Games Design and Creation, in-fact I still own my original PC version. I digress but the above gives an understanding to just how strong that desire was and now possessing the needed knowledge by the start of Year 3 to actually achieve that desire was overwhelming but after many discussions with my Tutors I knew It was right to scale back my idea in Year 3 to help me really bring my Project to a fine finish with a high polish. Not wanting to again over-reach again like I had in my Second Year Project (THND). So I began scaling my idea back, knowing what aspects I wanted to keep and why really trying to focus and hone those skills I had already worked on and progressed, so I could begin refining them and specialising my skill set to allow for a better footing and possible transition in to employment. Fitting more closely with what games companies look for and require as it fits a more modern day pipeline there is no one man does all position, it is far more segregated than that, with people generally specialising in one particular subject area, such as Object or Prop Designer, Environment Artist, Character Artist, Material Artist, to Level Designer.

I have a screenshot below that I captured from Art Station. It is an Image of their Jobs board, but its just those Jobs within Naughty Dog that I have shown. It had a vast array of Job titles on one screen that I could exploit to express my point. It has a varied array of unique Job Titles for many available positions within Naughty Dog the company. As you can see they vary like I have stated above and are certainly more focused to specific key areas. Such as again as an example, Environment Artist etc…

Art Station-Jobs Board-Naughty Dog-Screenshot 1

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Why small Urban Houses VS large Skyscrapers?

I will break down that process further below really getting to the core of my design idea and why I went the way I did with so many options available to me and why I had picked repeatably now the idea of a small City or Town environment showcasing terraced Houses like those seen in Hull over the towering Skyscrapers of more luxurious abroad destinations, like New York. I have included two images below showing both of those examples, Photographs. Just as an example of the masses of difference between the two. I found it an interesting comparison right back in Year 2 when first planning THND. The over looked aspect and the perspective the change in height difference provided was different, changing the setting and location to a small Urban Town or City over that of a massive City was intriguing and it was clearly something worth exploring more. As I continue on I will pursue this avenue of my development more and express in greater detail what took place and what factored in to those decisions I made during the course of my Year 2 and Year 3 Project developments.

Reference Image 1-The City of Hull-Street view

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Reference Image 2-New York-Street view

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I have also added a further two reference images below, the first showing my old school friend the Games Factory as mentioned above, the second image shows the Logo for my new best bud, the Unreal engine also mention previous. I have included both simply for reference. However the first image is quite nostalgic for me and brings back a great deal of fond memories of where my passion began.

Reference Image 1-The Games Factory

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Reference Image 2-The Unreal engine.

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Year 2 (THND) Strengths and Weaknesses-Roads

In Year 2 I planned and created an Urban themed Game that I called the House Next door. THND for short. It had many things I admired and many things that I had achieved to be proud of, but I was still learning so the execution and finished Game was not to the Highest of standards, looking back. Then I was very proud to have called it my work I still am as I can look past its flaws and really appreciate what was achieved. 3D Design Styles and Choice: My knowledge in 3D Design had grown utilising techniques such as Modular design and the use of free floating Geometry to construct my 3D designs, House Assets. Through this development I had become more fluent with aspects of standard Block Geometry with my designs in 3D opting for more solid angular Geometric Shapes over that of fluid Geometry. That seen when depicting the Human form and forms of nature as examples. Where as in my second Year I focused heavily on those solid non organic shapes as expressed and this had become quite a skill, one that I wished to extend and build upon further in my Third Year, I will come back to that point later. However extending upon that Building style in 3D is great but to add extra Realism to my Third Year design I knew already after looking back at my older work that I would need to add more shape to certain objects, more fluidity, a greater merge and flow to my assets, I bring to light my Road Networks, I will quickly below show both old and new to show that difference, and what I mean and its eventual finished achieved look.

Year 2-THND Road Network-Screenshot 1

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Image is from THND and I have Highlighted in orange the Road to show its straight, using more simplistic Geometry to achieve the 3D Asset and the overall look. I found it took away from the realism of the scene as Roads often seen in Hull are more fluid as they merge from one Road section to another, as I have expressed.

I have also included an addition Link to my Blog Section dedicated to my Year 2-THND Project which you can use for further information.

Year 2-THND-Link

Year 3-Urban Environment- Screenshot 2

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The Image above is from my final Year 3 Urban Environment. I have again Highlighted the Road in orange. This time it shows its more fluid and curved design as it merge from one section of Road to another. This idea and improvement was undertaken because of the short comings of my Second Year Project and how I evaluated the look and feel of it before I began my work in Year 3 to see what I could no doubt improve upon. This was as stated one of the things to be improved upon and the Road it-self as I found in Year 2 it took away from the realism I wanted to achieve but as seen above in Year 3 I have corrected that mistake and as is visually apparent the look is far more realistic and as mentioned the curve and more fluid shape and design of the Road certainly helped. Other elements such as Texture or Material Quality, Material Design and Creation full PBR and the use of Baking Techniques also helped greatly but I will again explain these elements as this Document progresses.

Granted showing these examples in this order does lack further clarity, for example how and why I selected other aspects of my project for Year 3 bouncing off of my learnt skills and knowledge from Year 2. I will continue to go over relevant points as move forward, I have shown the two images above as they where mentioned now so to draw the link early allows for a better comparison and a more refined understanding of my point and how it was concluded early on and how that factored in to my Year 3 Project as it developed.

I have again included another Link but to my Year 3-Urban Environment Project for further information on this Project Please use that Link.

Year 3-Urban Environment-Link

3D Design Style and Choice-Continuation

As much of my discussion involves moving back and forth between Years and Projects and Ideas and Topics this Post can appear disjointed at times. I have where I can provided Notes and Cues to keep the discussion on track and flowing. This section now refers back to my previous mention 3D Modelling preferences this is a continuation on that. Now I quickly bring to light Hulls older architecture and the shape of those structures VS newer more modern buildings and what I found appealing about that aspect of Hulls older architecture and smaller Urban Houses over that of sprawling Cities and Skyscrapers. To explain alot of Hulls older Architecture is of a more angular design, Square, with sharp edges and angles. Granted this was no doubt due in part to the limitations in technology in as an example the 1900’s VS the Modern day, this making Angular and Cuboid structures far easier to build. Where as Modern day Structures can be a great deal more fluid as our understanding of construction and design has allowed us to created building that can almost appear to defy gravity, brick is no longer our greatest means of Building Construction. Opting for Steel Braces for supports over that of old conventional Brick, this expanding our previous limitations. I have below given examples of those differences in Old fashions Vs Modern day Structural Designs.

Hull-Old Brick Building-Angular

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Hull-Modern Day Building-Shaped/Smooth/Rounded

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To continue as I explored further that aspect of Hulls Heritage during the course of my Year 2 Projects both my Joint Heritage Project and my own THND Urban Themed project I had become rather familiar and proficient at it in terms of my 3D designs and the execution of them to some degree, I wanted to continue that development further, to really hone those skills in that area of my 3D Design. This would help me build massively upon that already existing knowledge and as of this my Year 3 work will be of a much greater standard a convey similar design to that of my second Year THND Project but having now honed and practised that skill it will like I have said be to a much higher finish quality and will be a massive improvement visually and in terms of accuracy than my Second Year work. Addressing some of the issues raised from Evaluating my Second Year work, such as the poorly constructed Houses, with this being a main feature their slightly poorer finish quality really let them down, being half Textured and un-finished. Just the completion of that House Asset in Year 2 would of greatly improved my scene as a whole visually, sadly time became a factor and I was un-able to fully complete everything and again I have stated this has been noted and it has become a priority to plan only what I believe I can complete knowing now that it was a big factor in the over-all look of my Year 2 Environment. This time around in Year 3 I was far more selective and knew now to limit my-self in some areas of my design, so I selected what I could cut during my design to help me manage that time frame more, now in my Second Year I tried to create both an Interior and Exterior to each of my Houses. This time around in Year 3 I plan to only create the outside. That limitation should allow me to focus in and spend more time perfecting the exteriors of my building and as the inside will not really be viewed I can bring the exterior quality and realism to a much higher standard, Researching their exterior differences to help me really maximise upon them and make each of my Year 3 Houses stand out from one another yet still share enough similarities to one another to look like they belong together.

Year 2-Un-Completed Assets-Missing Textures (80%)

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The Highlighted orange areas show missing Textures and un-finished Assets, due to time limitations I was un-able to complete certain Assets, this being one of the main ones and most noticeable. They are the Window frames on each and every one of the Houses shown in Scene in this shot.

Year 3-Fully completed Assets-No Missing Textures (100%)

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The Highlighted areas shown in orange on this image show every available item almost in scene just to show that every one of them was finished to completion. As I have stated I set in place more control and really tried to maintain that control throughout my Year 3 FMP, to stop me falling in to the same trap as I did in the Second Year. Not trying to over reach but still trying to push my-self to achieve. Finding that balance was essential to help me really create a spectacular final Year 3 FMP Project.

Why small Urban Houses over towering Skyscrapers in my Environments?

Whilst on the subject of choice I want to just express another reason I chose smaller Urban Cities such as Hull over larger Cities like New York and that being mainly over-popularity. Alot of well known Games seem to go for that wow factor using larger Buildings to that advantage. But this overlooks the small guy, the often overlooked beauty of that scaled down size and scaled back design. Bigger doesn’t always mean better, so to tip it on its head I decided I really wanted to showcase the small this time around in my Projects starting in Year 2 and my THND Environment. The idea spawned their and got carried over as I progressed that skill in to my Year 3 Project, the Urban Environment my Final Major Project. The drive to show something new in my designs rather than just repeating what had already been seen over and over again. I wanted to offer something visually new to the User engaging with my Game and as most Players testing and Viewing my creations where local to me the appeal to them is the same as it is for me, the familiarity of seeing something we are use to seeing everyday recreated in 3D is quite the spectacle and just makes you smile, a sense of pride perhaps. Either way it offered something new and more close to my heart that what was done in the droves already. Now I say this but I do understand and get the appeal to the wall to wall glass of a Skyscraper catching in Game light and watching the reflections of the Sun streak across its surface, it is certainly beautiful no doubt. But that has its own uniqueness. However that can’t match up to the rugged character a small old fashioned Building seen in the Old Town of Hull has. Totally unique in its own way, a 360 contrast to the Towering walls of glass of a Skyscraper being mainly brick and often only a few stories High. How could it even match up you ask. Well to me its simple, we will never build such a building again, why would we. We posses far greater techniques and better methods of construction now, meaning that those rare few remaining Gems we have that have been protected provide more allure, a collectable if you will. That intrigued me, the one of kind nature each one of them seem to posses, even when they shared so many similarities such as that seen in Terraced Housing. Yet each one still retained its own personality a querkyness all of its own. That is what I wanted to capture that personality. I fell short in Year 2 only being to create one variation of House. In Year 3 However I excelled creating many unique variations all with unique features each of their own and even add-ons to allow me to further add those unique elements further separating them from one another but as the architectural Style of the House remained the same the flow of the Street still remained. I even managed to create a 3 Story building, which again really help add that distinction I wanted but still kept my seen in keeping with the Theme and style of Old Town Hull.  Below I have created a Slideshow showcasing some of the most popular games that all adopt a City as their main Map this clarifying my point. Although many Games can still be found with smaller Towns and Cities the List of Larger Cities far outweighs it. And still non quite fit the criteria of Hull or a similar small City.

Games that Feature Cities-Image Collection

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Hulls Heritage-How this impacted my Decision in Year 3

Whilst working on my Heritage Project in Year 2 and already enjoying many aspects of that design and the Research that went it to it. I was also creating my current Game Project as I have mentioned previous (THND). That creation was really helping me hone that Design type and I enjoyed creating that style of Building or House as stated above. That helped drive my decisions also. But in conjunction with that was my Heritage Project Development. As I was Joint Developing that Project we had to do alot of field work as a Group exploring many parts of our Old Town. Looking in the Heritage Museum as a study to help us re-create that part of the City centre, additionally I was tasked with creating the Maritime Museum. During this development a real fascination was created and a profound level of respect was brought about for the craftsman ship and heart that went in to such a Building, then becoming ever more curious I began studying the uniqueness of older building and Houses looking at their oddities, sloping Roofs, batter and weathered exteriors, added features over time, filled in Windows, Moved Doors, exterior fittings, replaced features, repair work. The list gets extensive but you get the idea the character each of them possessed seem to shine above all else, modern buildings paled in this respect and could not match that level of character. It was time, only time could add those elements of wear, time and use. Each told a single story of its life. I found that idea so appealing that it excelled my exploration in this area. It pushed me and urged me to continue that Development and those ideas further if I was presented the opportunity. This would then bring me on to my Year 3 Project Idea, and you can see how that other work and Research had impacted me on a deeper level given me a never before appreciation for the older Architecture of building and Houses especially those seen in my local area. I have added an Image below of my Maritime Museum from Year 2, just for reflection.

Year 2-Maritime Museum-Old Buildings

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Additionally for further information please find below a Link I have included showcasing my Year 2-Heritage Project.

Year 2-Heritage Project-Link

Year 2 Research-Cobbled Roads

Whilst Researching in Year 2 for my Heritage Project I began to get a real curiosity for Cobbled Roads, the look of them and the character and wear was appealing to me as I could almost see how it would look replicated in a Game engine. Watching as I controlled the light as it fell between each of the Gaps of the un-even Bricks. Casting shadows and catching light forever changing as the shadows bend and wind between them as they stretch across the Cobble Surface. I could see it in real life and it was splendid and I really wanted to try to replicate that in my Year 3 Project. Not being able to take advantage of it fully in my Heritage Project in Year 2 nor my Self initiated Year 2 (THND) Project as it was the wrong fit I really wanted to try and create something for my Year 3 Project having gained such a fascination for them, that being our old Cobbled Roads, still heavily preserved in Hull as they have alot of Heritage and as I have stated they do look stunning. I have some Images I collected below just showing some of the Roads in around Hulls City centre.

Cobbled Roads-Image Collection

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The images shown above are more recent examples and where not taken from my Year 2 collection. I selected the images above as they contained just Cobbled Roads from around the whole of Hull, I could be more specific. As the Highlight of my previous objective was to capture alternate Materials in Year 2 appose to what I needed for Year 3. So images of Cobbled Roads where not as thourally  Researched prior to Year 3 commencing. They where observed and the idea was raised and a Cobbled Road was even created for the Heritage Project but to a much lower quality than what I wanted to achieve in Year 3. Year 2 had many draw backs, them not looking overly detailed and raised being the main but they also looked very tiled over a large surface. I wanted a great deal more realism than that in my Year 3 Project. That meaning if I develop a Cobble road a great deal more research and planning would be needed in Year 3 before I moved forward. In-fact it was undertaken and masses of Research in this area was done. Having locally sourced content I will briefly mention helped massively, choosing the Location I did in Year 3 being a smaller Urban Town meant my Visual Material and Research could all be done locally this massively reducing time spent Researching using other means, additionally the Research could be more accurate and more relevant. Just to state but my actual Cobbled Road Media used seen in my Final FMP Year 3 Project was sourced very locally infact right outside my place of learning, which allowed me to take my time sourcing and collecting them and it also allowed me to take lots of individual section shots encompassing a very large section of Cobbled Road, this reducing that tiling issue seen in the Year 2 Heritage Project as every section used would be totally unique and as realistic as possible being sourced from actual taken images. A great deal of extra work went in to the Year 3 Cobbled Road and it wasn’t quite as simple as simply taking some Photographs but I am stating that sourcing my Research locally really did help in regards to development time and the accuracy of my mimicry from real world to Game engine.

Locally Sourced-Cobbled Road Imagery

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The images above are just a few of the images I had taken in Year 3 to help me create my replicated Cobbled Road in 3D. The process as I have stated wasn’t a simple cut and paste job on to some 3D geometry it involved a great deal more knowledge, knowledge I had only just begun to come to grips with nearing the end of my Second Year, that is a process known as Baking, to be more specific the Baking of a High Poly Mesh to that of a Lower Poly Mesh, I would need to master such a skill to manage and pull of my Cobbled Road to the effect I envisioned in my mind so clearly, I knew that I could not create every brick of my Cobbled Road as from already existing knowledge I knew for a fact that the Game engine ‘Unreal’ would not support it, so this technique ‘Baking’ must have to be applied. This moves me on to:

Baking an Industry Practised technique.

Baking in Brief as I have gone over this subject many times during my Year 3 development so I do not want to fully go over it again here. But as stated above it is the Baking or ‘Taking of’ a Higher detailed Mesh and its Topology and Baking it on to or ‘Placing’ it on to that of a Lower Poly Mesh. In a nut shell you take the information of the Higher Poly Mesh in my Case my Cobbled Road complete with over 200 bricks and you take all of that detail and used memory and you fake it on to a lower poly Mesh lets say just a single Geometric Plane and you do that using a Normal Map, this can save masses of memory. A Normal Map to briefly explain is a Subsurface Texture Map that gets acted upon by the Game engine ‘Unreal’ so when light hits it the Higher Detailed information you captured as a Normal map will show up in the Reflections or Shadowing. A Normal Map is usually Purple in colour and the Topology or contours or your Models topology is Displayed in a Gradient of that Purple. So the Topology of your Higher Poly model can normally be visibly seen on your Normal Map. In my case again I could see all of my Individual bricks as if stamp in Purple on my Normal Map. The Light in a Game engine then reads that Gradient information and from that it can determine and fake in that depth in Game. I have included a Normal Map example below of my Cobbled Road.

Cobbled Road-Normal Map-Example Texture Map (Not to size)

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The image shown above although not to scale is of my final PBR Baked Texture Map created for my Cobble Road using a High and Low poly Version of my 3D Model and Baking them using Substance Painter. I want to now show a final image of my Cobble Road VS that of Prior Images above to show how much effort went it to the replication of that real world Cobble Road seen as examples in that imagery to my version created in 3D for my 3rd Year FMP. And as I have related how that was all impacted and developed off the back of my Year 2 Project as I chose to selectively continue to harness those already cemented skills and abilities but enhance them to better acquaint my-self to the Games design industry to give my-self a better chance of future employment and to better showcase my strengths and abilities.

Year 3-Cobbled Road-Final Images

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Cobbled Road-Recent Example Images

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Creating a Realistic Cobbled Road in my Year 3 Urban Environment

Looking over the Image collections above it is clear to see the remarkable similarities. I have in comparison to my Year 2 work in Year 3 captured a far greater level of realism with my Road Asset un-like my previous Road seen in (THND) in Year 2. Where the realism of my Road fell short, wanting to continue that knowing at the start of Year 3 reflectively where I went wrong in Year 2 with my design I could now produce a much more realistic Road Network, applying all of those previous learnt skills but bettering them this time around, doing more Research and planning as stated and applying industry practised techniques again as I have mentioned above ‘Baking’. Then you add to that the appeal I have with older home born architecture and how a Cobbled Road looks and the character they both posses by the end of Year 2 the idea just kept evolving and shunting it-self in that direction, every decision made was riding right off the back off another, a constant evolution of progression and thought, as I really wanted to create and pull off a realistic looking Environment but depicting something I am familiar with. With all of that obsession dating back to the Games Factory, not being able to back then keep up with what was new as I simply lacked the skills back then to create anything more than old obsolete 2D Games that where fun for me but they where never going to stand out in the world of Gaming. Finally being at a point of creation and beginning the start of my 3rd Year this was my time to really nail it, push it way past what I have ever been able to create before by applying all of my sourced knowledge from decades of obsession to try to create something truly realistic, beautiful to look at and unique and different with that essence of life flowing within it. So using all of that gained knowledge and directing my-self correctly I hoped to build upon what I already knew to the point I knew I could achieve that goal, push my existing skills as high as I could over the next Year by building on them rather than trying to adopt  totally new practices and or picking something way out of what I am use to, as an example going from Environment Art and structural design to Character Artist. Although creating a Character still appeals to me, I would be achieving a Year 2 level of Quality in my 3rd Year having to learn a totally new path where as sticking to what I am good at but really excelling it I could achieve Year 3 quality work in my 3rd Year, something that looks as real as a Photograph would.

Local Research and the Pro’s

Another Reason that factored in to my Year 3 Final Decision was the locality of my Research. Now given the fact that I was rooting heavily already for Small Housing estates and a Small City like Hull over larger Cities built up of Skyscrapers but the fact that I could locally source my Textures for Materials and Research locally on foot was also a massive incentive for me. And that idea certainly factored in to my final Design for my Year 3 Project. As stated you can see how every time I would want to sway from my choice it was hard to given how everything kept pointing back in that direction. I found the whole Research stage of my Project in Year 3 far easier to manage and bulk up when all I had to do was step outside. The results and quality I could Research locally would yield far greater result than any internet search of the same time, yes an Internet search could possibly yield more varied results from other locations that arn’t Hull if I wanted that type of comparison, but I don’t I want it to look and feel as much like my local area as I can, really trying to emphasise that point and create that look. So alot of factors applied when considering why creating an area that I am familiar with and is local to me is a bonus but I will also give some further examples of what it offers. As explained less searching is needed when I can simply go outside. Secondly inspiration strikes when you least expect it, so living around my design criteria allowed me to notice things that would often go un-noticed. As was once quoted to me ‘Always look up’ meaning well look up because you will miss so much if you don’t.

Missing Roof Top Elements in Year 2

I really pushed that idea and developed it more in my Third and final Year, adding lots of detail to the Roofing of my Houses, unseen in my earlier Year 2 Street Scene (THND). As the finer details where missing in that version, those details now included in my Year 3 Urban Project, included TV Airfields and more varied chimney Vents and also additionally a Roof Vent that has also now been included. I have inserted some images below showing how I have now built upon that original Idea from Year 2 but with a greater level of Research and detail, this giving my Year 3 Urban Environment a more Realistic look.

Year 2-THND-Roof Tops-Missing Elements

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Year 3-Urban Env-Roof Tops-Added Elements

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As an extra note on what is seen on the Roof tops of my buildings, T.V Aerials. As it may be something of less relevance if I was creating yet another Game filled with skyscrapers or if it was factored in it would never really be appreciated. At-least not as much as it is in a Game Environment where you can constantly view the tops of the Houses from Ground Level. It means making the Roofs look more interesting really helps spice up that Sky Line and Roof top view. All of this just helping with realism by creating a really interesting and disjointed looking place with lots of unique and alternate angles and heights and positions to things and objects within my environment in my Year 3 Project when compared to that of my Second Year (THND) Project.

Blueprint Mechanics-Year 2 VS Year 3

Day and Night Cycle-Comparison 

Reflectively looking back over my second Year work having used that throughout my Year 3 Development as a Yard stick in order to compare my work. It allowed me to view both my strengths and weaknesses  addressed from my completion of my Second Year work. I could from that ascertain what I could improve upon and further advance to aid my progression and over-all development in my Third and final Year.

I did this by practising that ability of Blueprint construction creating Game-play Mechanics by constructing many Game Prototypes, they would help me try new Blueprints out of my Main Projects so I could test the Viability of that option before implementing it in to any other Main Project, this way it was clean and controlled and left my Main Project, as an example my Urban Project undamaged. Until I had fully worked out the bugs and or made sure the idea was even viable in my Main Game-world or Project. I have below Included a Link to my Year 3 Additional Projects List, I created this list to help me manage all of my extra work that was created whilst developing my skills in many different areas of design, from Blueprinting as stated but also other areas such as, Building Design, Low Poly. To Texture and Material Creation. All of these other Project as I have mentioned where created simply to help me better refine my Skill sets across the board so I could really push my abilities forward in Year 3 to help me create a Beautifully Realistic Urban Environment.

Year 3-Additional Projects-Honing my Skills-Link

Additional Project Work

This brings me now on to Unreal Blueprinting and how I developed and furthered that ability/skill in my Third Year building upon the already gained knowledge and experimentation (Experimentation Linked above) throughout my Second Year Projects, both the Heritage and THND. Having practised that Skill throughout my Year 2 on many unique elements of Game-play, both in the Heritage Project but more so in my THND Project which I am going to continue to discuss here by showing what was achieved then, to what I eventually achieved in my Third Year in my Urban Environment, and it will draw the line connecting the two. Showing how I used the template and understanding from my first attempt in Year 2 to how I developed and pushed that ability in Year 3 to better my end result, more controlled Blueprinting, a broader understanding, a more refined approach and a more advanced system as a whole. I have included some reference images below which show how my work had progressed from Year 2 in to my Year 3. I will discuss one particular area of Blueprint Development, and that was a ‘Day and Night Cycle’ which I created back in my Year 2 THND Project, and then again in my Year 3 Urban Environment. The system did however get massively overhauled in Year 3 and was built again from scratch but using all of the knowledge gained from Year 2. The Day and Night System in Year 2 was not as precise timing wise as my next version was in Year 3, additionally some of the extra features I planned to incorporate in Year 2 where un-finished where as in Year 3 they where fully completed. I will explain the Day and Night Cycle was created so I could control over elements of my Scene in timing with Night, so the Street Lights as an example would Turn ON when it became Night and then off again when Day Breaks. This was implemented in Year 2 but in Year 3 I made fuller use out of a similar system by keying it in to other elements also, so the Weather system worked in Days off the back of the Day and Night Cycle and also other elements such as House Lights would also be toggled ON and OFF. To sum u Year 3’s Day and Night System was a far superior version than that of it predecessor. I have 2 Videos Links attached below, the First shows my Year 2 THND Day and Night Cycle and then the Second shows my Year 3 Day and Night Cycle.

Year 2-THND-Day and Night Cycle-Video

Year 3-Urban Env-Day and Night Cycle-Video

Higher Quality Materials in Year 3 over Year 2

Continuing on this section much like the rest is me showing how I used the Evaluation or my own observations on my Year 2 work to help me plan and pursue my Year 3 Projects but to a much greater standard using my 2nd Year as my jumping off point by progressing similar skills by building upon them. This section is no different and in it I am going to show and discuss how my Material or Texturing ability, their Quality advanced greatly from what was seen in my Year 2 (THND) Project to my eventual Final Major Project my Urban Environment.

Now as I have shown in a previous section above some of my 2nd Year (THND) Project was un-Textured and un-FInished. This was obvious an issue as I have expressed, so finding a more streamline or effective Pipeline was essential. Much of my Year 2 Material or Textures where created by hand using Tileable Textures, taken or sourced for free. Meaning in many respects they where of a lower quality or did not always appear to belong to one another, so did not flow seamlessly. Some would be of one quality and another to a slightly lower, I managed well given my knowledge back then on process and Programs available, suing mainly Paint.Net and Photshop to produce my Texture Maps for my Buildings. I have shown an Image below as an example of this texturing process back then.

Year 2-THND-Textures/Materials

30% PBR 70% Hand Made (Normals)

Kitchen Assets

Image

I have shown the collection of Kitchen Items from my THND Year 2 Project. I have shown this collection although different from below the Textures or Materials created where done by hand using Paint.Net and Photoshop to build up Layers of Types of Textures to create the looks above. The Extra Textures the Normal Maps where created using Bitmap to Material or Normal Map Filters available in both Photoshop and Paint.Net. They contained no real Metallic, Specular or Gloss or Roughness or even Height Maps. Those Values i.e Metallic and Roughness Maps where normally given generic Values inside an Unreal Material. Meaning the overall value of the entire object would change with that Value Given. I will quickly explain, I will use the Caddy as my Example. The Lid on the Caddy appears to have a shine to it, however that is faked and only exist because the initial Base Texture or Diffuse already contains that information in Colour giving the impression of Light. However in a Game engine that look will never change. It will get Light and dark but it will never Reflect Light or get a shine from it. That information in contained withing the Metallic VS Roughness Maps. If added they would allow me to target via a Texture certain parts of my Models UVs and apply extra Values to just those parts rather than the entire model. So in engine they would reflect Light as they are Metallic bu the Caddy body being plastic will reflect less.

Year 3-Urban Env-Textures/Materials

100% PBR

Street Assets

Image

Now in Year 3 using Substance Painter I painted the Materials on to the above Models. I have shown the above image because it contains a bunch of items together. Also it shows reflectivity in different and alternate values, as many items are being lit differently as they have unique Materials and values to one another. Unlike the above Kitchen items these items will Light correctly in a Game engine, Unreal. They will all capture light based of the same PBR values as assigned by each of the Materials I applied created and Generated in a Program called Substance Painter. As stated this Program was the key to making my items look more realistic in Year 3 VS that of Year 2 Work. It is essentially a stand alone Program that allows me to paint on to my Assets directly using Materials. As an example in the image above there is a Stainless Steel Bollard. The Material applied to that is one freely given in Substance and it is of a Stainless Steel Metal. It has all of the Textures needed to create that look in engine compressed in to a single paint-able Material. So it will consist of PBR, a Base/Diffuse, Metallic, Roughness, Normal and Height Texture Map. Where as previously in Year 2 many of my Materials only contained a Diffuse, Normal and just global Values for Metallic or Roughness. Where as using Substance they are targeted Values according to Mapped Textures.

Year 2-Odd Textures Sizes and Limitations-To Improvements in Year 3

Additionally I used odd size methods in Year 2 to try and be unique, I will explain. Simply because I could and understanding file sizes more and why we use to the Power of 2 Textures within Gaming Engine. It’s because it makes it easier for the Computer to Compute as it knows to calculate both H,W as the same so 512×512 or 1024×1024 and 2048×2048. Or in my case I began using 3076×3076 simply because it is in-fact a correct file Size that sticks to that convention however it is not used in any Program that I have seen and that export Size does not exist so to keep my process the same as that which is used in industry I dropped the use of such a file size and opted for more correct Sizes, sticking mainly to 2048×2048 or 4096×4096 although that would be dependant on Model Size, the Larger the Model the Larger the Texture Map.

Year 3-Substance Painter-Re-cap

This now brings me on to a Program called Substance Painter which I began to learn by the end of Year 2. I knew in order to fully create a Realistic looking piece of work by the end of my Third Year I would need to learn and adopt this Program which will help me develop further my Texture and Material abilities. Using this program I can exploit and use fully PBR which by the end of Year 2 I had began implementing but with less knowledge than that which was gained by the end of Year 3. Having utilised Substance Painter for the entirety of my work flow and used it on every single object I created allowing me to stick to the same Material Types and conventions and all of them being PBR meant they would all fit together seamlessly in scene and Light correctly all giving equal values.


 

Client work-Subway-Interactive Environment 6

Introduction

As a small Brief in to this Post. My Client Subway Project is reaching its final stages of development with many of the Assets planned to be incorporated already implemented and in place. With this objective in mind that being Asset Development I have created two new Assets and have incorporated them in to that already existing Subway Environment. I will also remark that in addition to my Assets another Designer working on the same Environment has also finalised and completed some 3D Assets which I too have added to the Scene. With me being at the fore front of its design I was left totally free to place the Developers Assets where I felt they fit within the Environment, with the stipulation that those Assets do not belong to me. The second Designer working on this Project is called ‘Hannah Bales’ where her Models are present in Scene I will make appropriate remarks to make that apparent, as it is important to give credit where credit is due and not accidentally take ownership of her models simply because I am showcasing our joint work as a whole. I will list those additions, firstly I have incorporated two new Models as stated, a Step Ladder or Electrical Ladder as these types of Step Ladders are usually specific to specific Job roles, a Yellow coloured ladder as an example would specifically be used by Electrical engineers. This is the style of ladder I have designed and created. The second Model I have now incorporated is a Fence or Gated area, this was planned and designed to help me Block each end of my Map to stop the Player being able to leave the Map.  Other Assets included and new to the Environment as I have briefly mentioned where Designed and created by ‘Hannah Bales’ they include but may not solely be limited to, a Paint Can, an Electrical Box, a Traffic Cone. An earlier included item also created by ‘Hannah Bales’ is a Security Camera fully working and Blueprinted by my-self and implemented in to our Subway Environment.

Each of my created Assets is going to be listed here and broken down in to categories showing the stages of my Development, from the Research undertaken, such as Reference images or Photos. Moving on to 3D Design work mimicking that items Design and make-up using 3DS Max to replicate that type of design as much as possible, small deviations are taken during my design process to either better stream line my design process or add a small slice of individuality to the mimicked design. Obviously when creating you own world an exact replication could be unnecessary and small deviations in its design can be taken. However if I was tasked to replicate something exactly this idea could not be adhered to and a more targeted approach would be taken to ensure my Models accuracy and eventual look to mimic more that of the copied or reference Design. I explain this only to ensure that often what may appear to be a lack of accuracy is simply down to my privilege as a stand alone designer with no ties to a specific design type, and as I have no guidelines in this area or no ‘Client’ specific Brief in which to follow I can and do deviate with my 3D Designs. With this being said it does show that I can and do understand the difference in those types of Designs, when can I do it and when is it appropriate and when wouldn’t it be. This clarification allows me to further elaborate on my individuality as a Designer but also shows that if I needed to I could still follow specific guidelines where appropriate as I can express my understanding in this area. Below I will now show my first new 3D Asset.

Step Ladder

My first Asset as stated is a Step Ladder. This Asset was a nice addition to the Environment as it adds an element of realism and use within the Scene. It shows the natural decay of a real world item. I will explain, the Map is littered with fixed Lights, glowing with a neon blue. These will obviously over time wear out and the Lights will need replacing. The Lights that would need replacing are however above head height so a step ladder would be needed in order to reach them to fix them or replace the Bulb. Additionally with this being an Electrical task, often involving some kind of handing man or electrical engineer they would normally have the correct equipment so to further aid that idea my Ladder is specifically an electrical engineers ladder and my guess is it provides better grounding hence the colour change to denote that specific difference. Now before I could begin my design process I was going to need some reference images in that area. So I researched Electrical Ladders and collected some Images to work from.

Researched Images

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As you can see the array of images I have collected directly reflect what I had mentioned above. They are all Electrical Ladders, coloured Yellow. My guess is either the Yellow Coating is Electrical protected, where normally a Ladder would be left exposed but this is purely circumstantial as the Yellow colour could simply be to differentiate between the types. Another possible difference I have noticed in respect of this is the Blue top seen in some, this to me looks Plastic, again a non-conductor so this could again help protect the user from Electric Shocks. All of this is based off a visual inspection. The images where very useful both during the Assets Design right through to the Material Process, where the Selection of Materials used was directly related to how I saw the Ladders presented in the images above. After collecting and studying the Images above I moved forward in to 3DS Max and planned out my basic shape using block Primitives, so Cuboids.

3DS Max-Step Ladder-Development

Having cemented my understanding of the shape and design of a Step Ladder having sourced those images above I moved my Assets development over in to 3DS Max, a 3D Design program. Having now become pretty familiar with 3DS Max as a Tool set a Design such as this is pretty straightforward and doesn’t involve any real complex geometry. In-fact having studied the Asset above it can be broken down in to Block Primitives, basic shapes that can then be formed to eventually resemble a more finalised version of the part of the object being depicted. I will explain this process, first the Asset above shown in reference, the Step Ladder ‘NO4′ can be Designed and expressed in Basic 3D Cuboids and assembled from them. The Ladder consist of ’15’ basic components, more could be included but at its most primitive and still resembling that of the depicted image ’15’ is the minimum I believe. They include everything from the side Struts creating the Ladders frame, consisting of ‘4’, to the Steps making up ‘3’. They give ‘7’ of the Total Object count. The rest can easily be extrapolated from there. I will remark that hidden faces, or faces that are not needed are removed during the design process, this more accurately depicts the design but also optimises the Model for Engine use, such as Unreal and the assets incorporated in the the Subway Environment. After the Asset had been constructed in to a Basic shape resembling that of the Ladder and containing all of the needed 3D Pieces I then refined them by adding in Loops and cuts where appropriate. Additionally as stated I removed unnecessary faces also, such as the underneath of the Steps as the Metal has been formed that way as shown in the image, to save Metal and keep down production costs, it would also make the Object more lightweight, whilst still retaining its strength and durability. This meaning the design does have purpose to over-look that aspect of a Design could make the Object being depicted look less believable as a copy even when making my own small deviations I would still need to take that idea in to consideration, the Assets purpose real world and why it may have been designed that way. This all helps me portray a more realistic looking Item/Asset.  I have some Renders below showcasing the Assets Development and progress in 3DS Max.

Step Ladder-3DS Max Renders

Pre-completion Render

Image

The Render above was taken during the Asset early stages of Development, so the colours reflect that as no Material has been applied nor have I greyed the Object off, this showing its more final stage of Development. It has still been pushed passed the initial first stages as you can see the Shape of certain aspects of my Design have become more refined. The Steps as an example have had the underneath faces already removed and its over all shape has been altered so it fits within the side strut of the Ladders supports. The Top section, seen in Blue Plastic on the Reference images has also been refined and finalised, with a dip having been created and an added chamfer to the edges. Also some back supports have also been added, this would strengthen the Ladder as suggested previous and again keep the weight of the object real world down. The stage shown above is before any UV Mapping or Un-wrapping has been done as this stage of my Development is normally finalised with a Grey Material, named to correspond with the Asset. This helps when Exporting and Importing in to other Programs, such as Substance Painter and or the Unreal engine.

Final Renders (Greyed)

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The collection above show a finalised version of my Step Ladder, Rendered using 3DS Max. The completion of the Asset has been marked with a Grey Material, Named as suggested. The final Renders above show the Asset with all of its UV Maps created to a 2048/2048 Texture Size. With the Asset being Mid sized this kind of Texture size seems appropriate for an Object of this Type, Characters usually use much greater Maps given their scale, this is to emphasise those Characters in Game more than the Assets around them, as the Player is normally the focal point, it is good practice not to take to many shortcuts there as for obvious reasons it is more noticeable. Alot of my Assets within this Scene ‘The Subway’ are created with that same convention in mind, Larger Assets or those that would have multiple Maps condensed in to an Atlas would normally get bumped up to a 4K Texture, 4096/4096, this ensures good Texture density and good quality and sharp looking Materials when viewed externally in engine as an example. Having mention Materials I will move on to my Material Generation using Substance Painter.

Step Ladder-Substance Painter-Materials

Moving over in to Substance I first needed to consider what I think the Material Make-up of the Step Ladder is. This information was taken visually from the reference images shown above and using some common sense to determine their Material types. To further express, it is common place knowing a Ladder will be constructed of a Lightweight but strong Metal Material. I also know that this Ladder differs from others as it has a Plastic looking Yellow coating. And what appear to be either a Metal Painted Top, shown in Blue or a Top Constructed entirely of heavy hard wearing Plastic. Also and I haven’t mentioned this previous but some of the researched images have Feet of the bottom of the Ladder Supports ‘4’ in total, one for each leg of the ‘4’ legged Ladder. I will remark that this is of a Rubber Material, or a black Hard Wearing Plastic. My mind leans towards rubber as this has other benefits, Grip being the Main benefit of using such a Material for design aspects such as this. Other examples are walking canes as they again use a Rubber Grip, Shoes have Rubber Bottoms also, again for grip. The list becomes extensive but as you can see it is a widely used Material for that singular purpose. All of these aspects where drawn from memory and relating that information to my Referenced image to try and formulate its Material Make-up so I could better depict that Object in engine to further aid its realism in scene. Having digested that information I moved in to Substance Painter and began applying my Materials as suggested above and varying their values, adding extra details also such as Dirt and Scratches. I have taken some Renders in Substance showing that process.

Step Ladder-Materials-Render

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Finally having completed the Assets final stage of Development it was time to add that new Model in to our Subway environment. This is the final stage and once I have incorporated it in engine I can vary its position and rotation and include more than one version, possibly in places of importance, this showing it in use in an appropriate location. Such as underneath a Light source, this possibly indicating its in need of repair. A little extra thought like this can make an asset go along way to help bring the Scene to life, adding that extra spark needed to really push an environment past just a place with lots of stuff in it, to a place that looks lively and active, real!

This brings me to my Unreal development I have taken many in-game screenshots showcasing this new Asset ‘Step Ladder’ I have listed them below.

Unreal engine-In-Game Screenshots

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Final Remarks

As a brief overview of the Image collection above. The new Asset sits great in the environment along side other Assets. The Step Ladder is also to a good scale and has a good Material balance, light acts great against it and the Values of my Metallic and Roughness are well balanced, this giving great results during Game-play and whilst the Asset is in a Lit and or an Unlit state.

Future ideas

Looking at the Asset above and pondering possible alterations I could make I thought of one way to add more variation to my Scene but by only using the already created Asset ‘Step Ladder’. To add more variation I could possibly tweak the Model I have created in 3DS Max and create a Closed variant of the Ladder. The process involved shouldn’t be to overly complicated based off my construction and what I already have, in-fact if I do it right I may not need to re-map the object also. This making the idea of creating the extra Asset much easier and far less time consuming, given my current work load this idea is being put on a back burner. It does give pause for thought though and shows I could, time permitted create more variation from this one Asset. The Materials selected could also be replaced for just a Metal look and overlook the yellow Plastic, this making it a standard ladder. Although this idea would have less impact than the first but its still something I could if I wanted to look in to in the future.

Subway Video Showcase

3D Interactive Portfolio-Version 3-Modified

Introduction

In this Post I am going to show my current development in regards to my 3D Interactive Portfolio. It has now progressed on to Version three of my current Project. I have however already shown and discussed Versions One and Two. This new version again differs in relation to all of my other Version as this has been seen in all of my Versions as they have progressed. Each although stemming from the same idea have each taken on an alternate form, improved in some way from previous Versions. Altered to either better the design and add more elements or as seen in Version Three, altered as a direct result of Packaged Performance. This will all be discussed as this Post progresses. Additionally I want to discuss how the System works in regards to Blueprinting, the ease of use. I will also show how the project has developed and as stated how this has changed in relation to the other Versions. I want to discuss and show also my User Interface and Icon Designs, also my use of Colour Theory to help me co-ordinate my Design, note that area is still a work in progress and not yet fully finalised. Then finally through all of that development I want to discuss my gained insight in to Packaging Projects using the Unreal engine, from Setup to Project Settings. This being done in both an APK Package and an EXE Package, the  first being for Android devices the second PC.

Reason for the Development of my 3D Portfolio

Moving forward from my Introduction and as discussed in previous Posts also I have created a 3D Interactive Portfolio or Viewer. I designed it as a way in which to showcase my developed work. I plan to use such a tool to help promote my-self to potential employers by giving them the ability to download and access my Portfolio/Viewer on any Smart Phone device, running Android. I strongly believe that the flexibility and creativity of  this current Project is well worth the time and effort spent, it is new and fresh and although model viewers do exist in their plenty and afford a great deal of that flexibility. This one will still differ in that I created in from nothing utilising the Unreal engine to build it. All of this in aid of showcasing my models in the best way I can, and given my inherent ability to use Unreal well I decided that rather than using an already existing Viewer I would get more out of a self-built version. As stated not only will it show my 3D Work but also my ability to use that engine to implement my created Models. This double barrelled approach will hopefully prove to have been a worth while endeavour in my future pursuits.

Pro and Cons

Online Viewers ‘VS’ my 3D Viewer

I want to note the Pros and Cons as I see them that are a result of me creating my own system in relation to that of already existing Online Viewers. Now in order to fully mirror the ease of use online for me as a developer I would need a way in which to add my models individually to the system without to many hefty draw backs, this meant building my Blueprinting with this in mind to allow me to easily add more Assets, in doing so I found a good use for Arrays as they can help me better store similar Values, this will be explained independently from this. Moving back to Viewers and as seen with many online version, the ability to keep adding to your collection by simply uploading another Model is made easy, simplified user interface and quick and easy workflow, this means that you can re-assign all of your corresponding Materials with ease and have a great deal of freedom also in regards to how you want to show your finished Model. However this has its own draw back again as seen with Online Viewer not all of your Models can be seen within the one environment without first exiting that particular Model being viewed, to then open up another. My system avoids that draw back by loading all of the view-able Models in to the same environment to be showcased, this meaning the application will stay open and allow the user to browse all Assets within my collection. This gives me a significant advantage in time spent browsing and the possible interaction and views of more than one of my Models before the Potential employer moves on. This loosely based idea is built on the fact that seen as the individual viewing your Asset already has to go back when using other 3D Viewers they might simply use that opportunity to then move on to another Designer having decided they have now seen enough. My system essentially boxes them in, this potentially meaning they may spend  more time viewing before they choose to close the application. This idea again is maximised by the fact that the whole system is mine also, the usability of which is also worth the exploration, this again adding to the total view time of my 3D Viewer.

Development direction and design changes

During the whole course of my 3D interactive Portfolio it has taken on many full system changes. To be more specific it has now had three full overhauls, the first was designed and created as practice to gain the knowledge needed and to hone the skills and tools necessary to build and implement my idea. This is where I researched my idea and implemented some basic Unreal Blueprinting and some basic functionality to my 3D Portfolio. I also gained insights in to how to construct the elements needed using a 3D Program, 3DS Max.

My second version was construction and built of the back off the first system, applying better more refine versions of previous existing elements. This meant improved Blueprinting Mechanics, to better more detailed 3D Models, to a Larger designed aimed and allowing the use and view-ability of more page space, this being a direct result of my findings taken from my first design.  To extra added visual elements to the scene the really help push my design idea further than the earlier version. However this enthusiasm came at a cost when packaging my Project and Testing it on an Android device.

Third Version and design iteration. This design differs significantly from the first two as its design was scaled back and has evolved to become a totally new animal. Due to performance issues when Testing my application on my Android device I decided to scale my Project back but keep the key elements and my original idea alive just in a new format. The idea of my original design has stayed strong as it formed the back bone of this new Project. I took ideas and elements discovered in the Third version and transplanted them in to the Third. This being the added HUD Controls to allow for Touch Input on Mobile devices, I took this idea and extended upon it in my Third Version. Additionally I really liked the added 3D Model in to my Portfolio scene as this essentially is what I was showcasing but in a paged form and attached to a book with interactivity. Both of these ideas and elements can be seen implemented in this version.

Packaging Projects

Packaging Unreal Projects can be very much like hard work the first time you set up and initialise a Project to be Packaged. A Project can be Package for a whole host of devices, Computer an EXE File and even for Android an APK File but it is not limited to these two aspects. It can in-fact Package a Project for almost every type of device, Apple included. However I will state that in order to do so the Engine must have all needed content downloaded and installed. Many online Forums discuss this process in depth and I needed to follow more than one to get my Project to Package, for Android specifically although I have since tested it for Computer also.

I will also note in this area that an Android Package can only be tested on a device running Android, such as Jellybean and also the Device must be set to Development mode in order to be able to Install an Application from an Unknown source. An Unknown source being any Application that hasn’t been verified with Android directly, this involving you registering with them, this then allowing you to Publish your Application to their online store. Without this the Developer Options for Packaging Projects must be followed in order to be able to Test your Packaged Project on a compatible Device.

I want to also briefly give an explanation in to .OBB Files and .PAK Files. As the understanding of these two elements helped me better understand what an Android Package should look like and or include in its Packaged Project, ready for an Android Install. A .OBB File is your assets being store outside of your Packaged Project, inside that .OBB File. It exist as a separate entity and I believe it works inline with Online verification, it acts as a blocker. Therefore without online verification the File cannot be Read, this then prompting an error and closing the Application. My guess is its a way to urge Developers to register themselves so Android can control that aspect of their Store and keep a track of all current Developers and their Applications. Without registering Online you as a Developer can not take advantage of this Online store therefore you would have no means in which to get your Application out their to the Market and Viewed and Downloaded by Users. This only giving you the ability to Test your Application locally.

Tutorials and Useful links

Tutorial 1

The Tutorial above gives a step by step guide on how to Package a Development Project for Android using the Unreal engine.

Guide 1

Packaging Error Fixes

The Link provided above gives a glimpse of some of the Files being used during a package and what they do. It provides a good beginners look at some of the elements involved during that process.

3D Viewer-Development Bug Report

Below I have a series of Bugs or issues that I noticed when packaging my Project. I have listed them below, Bugs are highlighted RED and Fixes are highlighted BLUE. They where only small issues that didn’t take alot to overcome, however if I wasn’t Packaging my Project to test in on a Mobile device these issues would of gone un-noticed for a while, possibly the end of the Project. This is obviously no good, so again constantly managing your Project and Packaging it often and also testing it on the applicable device is useful and helps bring to light these kinds of errors.

  • Bug 1
    Unreal standard sky sphere looked pixellated upon compression and package test.
  • Fix 1
    Created my own sky cylinder to replace Unreal one to improve mobile performance and over all look.
  • Bug 2
    Wireframe mode did not work on Mobile, displayed block red.
  • Fix 2
    Applied a Metcap finish, high gloss material rather than wireframe as mobile would not render correctly.
  • Bug 3
    Widget buttons would not function correctly, would sometimes stick and stay the alternate colour.
  • Fix 3
    Applied a Blueprint fix and cleaned up how it was acted on to correct this error.
  • Bug 4
    Static Light would not function on mobile.
  • Fix 4
    It is a draw back of mobile devices as it causes to much of a performance hit, I changed that button to now be a favourite button.

Speed and Performance Notes

‘I will briefly note that my device is old and is running at about half of that of a newer Model so they may have seen greater FPS rates than I did. With this being said still the performance hit was so great that it could have still been issue, so when designing an application it is still advisable to test it on a lower performing  Device. This will mean that it will be usable and available for a wider array of Devices but better still it will nearly always run at a steady FPS across all of those Model speeds.’

Version Three Alterations & Improvements

Version Three is massively streamline in comparison to one and two. This is due to Memory and how much I was asking the previous versions to do. These earlier designs did not take in to account performance on a Mobile device. As a result of this they ran slow and buggy. So upon beginning Version Three I took this in to consideration and created my design accordingly, with that idea of Mobile optimisation in mind. As a result of this extra forethought my new Third design has many of the same elements but has been more streamlined in to just a 3D Viewer. This will give me many of the same aspects I wanted from the other alternate designs but using far less memory ergo it will be a more stable design and will run on most Mobile platforms because after-all this is my Main Goal. The usability of my 3D Viewer by many individuals so assuring it will run on many devices is a needed Goal as it will further boost its usefulness to me when actively looking for Jobs and using this as my tool to do so. To further express the differences and the changes I have made I will briefly explain the older Versions. Versions one and two used a book as a means in which to store my information or images that would normally be inside a physical Portfolio, I wanted to originally mimic that idea but digitally to showcase my work. Version two was the same but with further additions, so it had also as-well as the book interface a 3D Model of the Asset being viewed and other forms of media that sat outside of the Pages of my Book. This new interface gave me alot to think about and having tested its performance and realising it was just asking for to much power I took from this second design those new features that I found showed my work better than just flat images, that being the 3D Model and transferred that idea over in to my Version three. This making this Version an effective widget driven 3D Asset viewer. Yes I lost the idea of the Book as I found turning the pages was difficult based on the speed of the Mobile device being used to view it, the faster the device the faster the pages would turn, the slower the slower the pages. This had a serious impact on view-ability of my work and the design and seriously threw the system out of sync this breaking the System and rendering my work un-viewable or not correctly viewable to the user. This making my priority on version three to try and over-come this problem or as I finally decided omit that idea entirely. The 3D Viewer still offers a great view of my work and having saved performance in other areas I could focus on extra Widget controls to really help navigate the Viewer and see my work in alternate ways. The system has also been made incredibly user friendly, this making adding new designs and Assets a piece of cake with very little effort involved. Everything is store in handy and easy to use Arrays, each calling upon the information each individual model needs, so Name, Poly count, 3D Model. Each individual Asset follows that same setup making the Blueprint incredibly easy to follow as use. Now considering that it does pose other opportunities for the viewers usefulness and not just to me but to other developers. I will explain, if I was to remove my Assets from the system and create some basic templates I could easily create an empty viewer as a Blueprint system and release that system on to the Unreal store so others could use that design template to create their own 3D Viewer and add there work in accordingly. This gives me lots of extra potential for a design such as this a poses other possibilities for its use. The Widgets or buttons can easily be manipulated and changed also so personalising my System to their unique style could be made easy making the system appealing and useful to other developers. Its a possible venture for me to look in to in the future but goes to show how versatile my design is.

Captured Screenshots

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Viewer Blueprinting

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UI Controls/Widgets

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Loading Screens & App Tiles

Loading Screens

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App Tiles/Buttons

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Video Logs

Video 1

Video 2

Video 3

Video 4

The Video Log is a visual representation of my process and shows how my Application was developed and changed over time. It also shows how my focus was on maintaining its Package-ability, this meant constantly updating and then re-packaging the Project continuously, one after the other every time a significant milestone was reached. The Video logs only shows ‘4’ main stages however the Project was Packaged a Total of ’13’ times and this number is ever growing. The main reason for this as stated was to make sure my Project would still Compile and Package error free, this also meaning I could keep on top of my errors and sort them as I go, this also putting a stop to the Compiler timing out when unable to complete a Compile due to to many errors getting flagged.

Rocket Ship-Applying Colour Theory

Colour Theory

Exercise Proposal

This exercise was done to allow me to further understand aspects of Colour Theory. And how I could use this to my advantage to further improve aspects of my own work, in particular the ‘Client Rocket Ship’. As I plan to utilise this Theory to better portray and display my work using the RGB Colour Wheel to my advantage to create a piece of work or several adopting the principle of Complimentary Colours. The Rocket Ship will adorn one Colour and to the opposite of that Colour Choice I will select its complimentary Colour to create the Background. This will make my Rocket ship stand out more and become a greater focus within my piece of work. The Text on the Image will also share the same colour as the Rocket to break up the amount of Background space in comparison whilst still adopting the same principle of Colour Theory by standing out more in comparison to the Background, this making both the Rocket Ship and the Text a Highlighted aspect of my work this drawing the Viewers attention to those two aspects. This being the overall purpose of my created work, to portray the idea of a Company or Prospect taking off, the Text will deliver the Information whilst the Rocket ship will Portray the Idea metaphorically using the Image to represent this as the Rocket is ‘Blasting off’.

Below I have broken down aspects of Colour Theory in to chunks that I found helped me understand the elements needed to apply the Theory to my own work.

CMYK Colour Model

The CMYK colour model is called a Subtractive colour model. It is used in colour printing and is also used to describe the printing process itself. CMYK is an abbreviation and each Letter refers to one of the four inks used in most colour printing: Cyan, Magenta, Yellow, and Key.

Key is Colour, seen above. In Printing terms it stands for ‘Black’ and is used in conjunction with other Colour choices to create the Colour needed from the mix. It is speculated that the ‘K’ in CMYK is the last letter of ‘Black’ as ‘B’ was already used in ‘Blue’ ‘K’ was subsequently chosen as a result. Although this is argued as ‘Blue’ is not a Primary in CMYK Colour Printing therefore there would be no confusion and the ‘K’ simply stands for ‘Key’ as it is a Key Colour in Printing CMYK and is often used first as Outline when Printing.

Image CMYK Colour Wheel

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RYB Colour Model

RYB which stands for Red, Yellow, Blue. The Colour Wheel is much older if not a historical set of colours that are used again in Subtractive colour mixing. . However its use is more refined towards Art and Design and the education of, particularly when learning to understand Painting.

RYB predates modern scientific colour theory. Modern Colour theory has determined that Cyan, Magenta, and Yellow are the best set of three colourants to combine, for the widest range of high-chroma colours, the more modern being CMYK as RGB is more specific to the realm of Digital Arts.

Image RYB Colour Wheel

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RGB Colour Model

The RGB colour model is called an Additive colour model. It is a process in which the colours Red, Green and Blue light are added together in various ways to create a broad array of colours. The name of the model RGB comes from the initials of the three Additive Primary colours, as stated they are Red, Green, and Blue.

The main purpose of the RGB colour model is for the sensing, representation and display of images in electronic systems, such as televisions and computers, though it has also been used in conventional photography. Before the electronic age, the RGB colour model already had a solid theory behind it, based on our Human perception of colours.

RGB is a classed as a device-dependent colour model, meaning that different devices detect or reproduce a given RGB value differently, as individual R, G, and B levels will vary from Manufacturer to Manufacturer. This means that an RGB value does not define the same colour across devices without some kind of colour management system in place to help moderate and control your RGB Values.

Image RGB Colour Model

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What are Complementary colours?

Complementary colours are two colours that reside on opposite sides of a Colour Wheel. As an artist, knowing which colours are complementary to one another can help me make good colour decisions. To further explain complementary colours can make one another appear brighter and more distinctive as a contrast, they can also be mixed together to create effective neutral hues, or they can be blended together for shadows.

The Basic Complementary Colours

At the centre of Colour Theory, complementary colours are the opposite Hues on a Colour Wheel. At their most basic, they are one Primary Colour and the Secondary Colour that is created by mixing the other two Primaries. To further explain, the complementary Colour to Red is Green or Cyan, which is a mix of Blue and Yellow.

From this you will see that the first set of Complementary Colours are:

  • Yellow and Purple
  • Blue and Orange
  • Red and Green (Cyan) (Aqua)

Other Complementary Colours

If I was to add the Tertiary Colours, those that have been made up of one Primary and one Secondary colour and work my way around the Colour Wheel like a clock face, I would find that those Colours are also complementary to one another.

I have listed examples below:

  • Orange-Red and Blue-Green (Cyan) (Aqua)
  • Red-Purple (pink) and Green-Yellow
  • Yellow-Orange and Blue-Purple (Indigo)

The Colour Wheel can be divided up an endless number of times to include all possible available Gradients in between those basic Hues. The most relevant thing I have found that I needed to remember is that no matter the Shade or Tone of the Colour I select the Colour presented on the opposite side of that selected Colour will always be its complementary.

Complementary Colours, look more vibrant together

One other thing I have noticed is that a pair of complementary colours are made up of one Warm Colour and one Cool Colour. Blues, Greens, and Purples are our Cool Colours, while Orange, Reds, and Yellows are our Warm Colours. This helps create what is known as Simultaneous Contrast, the highest contrasts between Colours available on a Colour Wheel.

Simultaneous Contrast occurs due to a natural illusion when you place two complementary colours next to one another, both colours will appear brighter as a result and become more apparent and vibrant to the viewer. An Artists will often use this technique to their advantage. For example, sunsets with gradients of Colour from deep blues to bright oranges are more attractive and draw your gaze simply because they rely on Simultaneous Contrast.

Warm and Cold Colours effect our Mood

Colours can also effect how we feel simply by being in the proximity to or surrounded by them. They can make us feel more relaxed or amped up, they can make us feel warmer or colder, they can make a room feel smaller or larger, brighter or darker.

Warm and Cold Colours List

Warm Hues Include:

  • Yellow
  • Orange
  • Red

Cold Hues Include:

  • Violet
  • Blue
  • Green

Warm and Cool Colour Chart

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Conclusion

The above exercise proved a great way for me to gain a greater understanding of some of the underlying fundamentals that embody Colour Theory. From its Origin to the alternate forms of the Colour Wheel, to the reasoning behind those types, CMYK, RYB to RGB. To Primary and Tertiary to the understanding of Complimentary Colours, Hue Levels and Gradients. Then Colour Values as stated by alternate Platforms or Programs, RGB. To why we deploy those techniques and how they may help to create more attractive or more appealing work. Then moving to Warm and Cold Colours and again how they help moderate our moods or make us feel when surrounded by a particular Colour.

A final example adopting these principles:

Rocket Ship-Orange and Blue

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The piece of work above shows the adopted Principle of using Complimentary Colours. I selected Blue with its Complimentary Colour being Orange. Both Colours work really well together even in the Range of Complimentary Colours, however I happen to find that this selection of Colours is very appealing to the eye and for some reason I find this one of the most appealing opposites. I will note also that one is a Warm Colour ‘Orange’ the other a Cold Colour ‘Blue’.


Links

Cold and Warm Colours-Information/Image

Complimentary Colours-Information

CMYK-Image

RYB-Image

RGB-Image

Rocket Ship-Concept to Design

Introduction-Rocket Ship

We was tasked by a Client to create a Poster or Flyer using the imagery of a Rocket Ship to help promote the motto or idea. The specified idea was that a ‘Business was taking off’ and baring in mind that the Poster or flyer is being designed for a small business start up my design should therefore reflect that idea. I set about designing my work with that in mind and created a Brief specifying what elements I wanted to focus on and what elements of design I wanted to include, as specified by the Client Brief given this was to ensure I wouldn’t overlook those important elements.

Mini Brief

I will be creating my Rocket design in 3D using 3DS Max to create the Scene. I will then take still Renders of that Scene and use them to construct my Poster or Flyer Design in a Program such as Photoshop by adding extra layers and elements to the page ‘After effects’. Such as Backgrounds, Overlays, Colour Washes, Filters, Brushes, Layer blends.

In my Design I have though about including the following Design aspects:

-Cartoon Styled with Low Poly modelling using Bright and Vibrant colours with an Easy going design, leaving room for the appropriate text.

Research Topic-Rocket Ships

I began my work by Researching alternative Low Poly Rocket Ship design by other Artist. This was so I could use the idealised form of a Friendly Rocket Ship as to not over complicate my design as I wanted to use a shape that people where already familiar with as to maximise the viewer engagement with my design. I have a collection of images below showing other ideas and Rocket Ship Designs.

Research Images

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The collection of Images above show a vast array of differences in these designs, some thin, some fat. The colours of each also vary massively also, each looking vibrant and bright and playful in their own way. With one distinct similarity between them all and that being the over-all design type of that idealised simplistic Rocket Ship. I wanted to join that trend and stick with that Playful Convention by creating my own unique style whilst adopting that embedded design type. I will also note that in some of the Images they have included a smoke trail, I really like that aspect also and plan to carry that idea forward in to my designs. From this Research I moved forward and designed a Rough shape depicting what I wanted my Design to possibly look like.

Drawn depictions-Rocket Ship

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The two drawn images above depict the idea nicely and both showed promising concepts, I will note in both of my design I have added a Planet I found it really helped theme my design. I will explain the Rocket is taking off, at-least that is the emphasis the ‘Client’ wants to achieve, a Business is taking off using the Rocket to achieve that idea metaphorically. With that in mind the Rocket Ship has to be taking off or Blasting off from somewhere. I decided to ground the idea more the Planet had to be included to really give the idea some context and meaning. This however is subjective to me and the way I interpreted the Clients Idea. This idea could end up being subject to change if or and I receive more Client input. Both of the drawn design above also have included that idea of a smoke trail which again I really like as it really puts some ‘umph’ behind that idea again of the Rocket taking off, the smoke makes that climb more dramatic. Now having nailed down my design type and having drawn my ideas out on Paper, this finalising what I wanted my eventual 3D mock up to look like. For this area of design I moved from Pen and Paper to 3DS Max so I could construct my 3D Rocket Ship and the rest of my design.

3DS Max Development

Using 3DS Max I constructed my 3D Rocket Ship and Populated the Rest of my Scene with the Smoke Trailing from the Rocket to an added Planet as its point of origin. The eventual effect looks great and designing the Asset in 3D like I have gives me many advantages. From where the other assets including my Rocket are Placed in Scene, with it being 3D Space I can move the Objects as desired to any position I want once I have created them. Also another great advantage to creating my Scene in 3D are the shots available to me, they can be changed again at will and can be taken from almost any angle within the scene. This kind of work flow allows me to produce masses and masses of the same objects but from many different angle and views fast which eases workflow and allows the Client to change there mind without any massive time constraints attached, this all allowing for a fast turn around. Additionally once the Design has be nailed down and the Clients are happy with the over-all Design no real extra work is ever needed as the scene is so malleable in terms of what was discussed above that the rest of the work load can be shunted towards desired views and positioning this greatly adding to the precision of my work and the final outcome of the Project to a satisfactory result for the Clients involved. I have some development Renders below showing my progress.

Rocket Ship-Renders

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Pre-Development Conclusion

The 3DS Max Design and Renders above conclude this point of my Design Process in this area using this Program, however I will revert back to the Program to take alternate Renders if and when the time comes. As explained having a 3D file such as this affords me great flexibility especially as I progress forward, giving me vast amounts of versatility as I begin arranging and organising and honing my Poster/Flyer Design. I can once I have a desired design type begin playing with Shots and Angles finding the best possible shot to fit the possible style of Poster I am working towards, or vice versa I could begin laying some designs out and may lean towards an alternate shot working better than the one already in use given the current idea I have. Easy I can simply go back in to 3DS Max and take an alternate Render from another Angle and then begin manipulating that image to see if it indeed worked better. If not I can simply revert back to my original idea. Again this kind of work flow is greatly freeing and gives me so much freedom to express and explore ideas constantly bending my will easily to the Clients wishes without massively hindering time as a result.


Rocket Ship-Poster Concept 1

My First Concept designs for the Rocket Ship Poster. I used a Rendered image from 3DS Max with some Background Layer variations and experimented with them by adding in a Planet as an overlay. I created four types in total each varying slightly.

Poster 1-Alternate Concept Images

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Rocket Ship-Poster Type 4

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Type 4

Design Process

The model was created in 3DS Max using simple primitives to help create the desired shape of the rockets tubular body. The rockets fins where created by drawing the shape and extruding it. I placed three of them around the lower section of my body. I then added a Tessellate modifier to give the Low Poly Art look and added a Noise to displace some of the Polygons to add to that look. This helps the required brief criteria as the Low Poly style looks friendly and calming. I applied bright colours to the object as this fit the brief also and looks more playful and easy going. I selected a Red for the body and a Green for the Fins. Finally the smoke was created using a cube and selecting the Spherify modifier as it gives better results to the faces created, a sphere creates a point at each end rather than square faces and it is less effective when going for the Low Poly Art style and then adding previously mentioned modifiers. The smoke was then duplicated and repeated and different sizes and rotations until I had a smoke trail. A simple star background was then applied to a separate plane and placed behind my rocket. Now I tried a few angles to try and make the rocket appear to curve yet in the direction of the camera, so it would appear less flat and form an interesting curve as I plan to incorporate a Planet at a later date, however the look I find more effective even if I was to place nothing as it appears as there is more movement and it simply looks more appealing. The final finishing touches where done in Photoshop, such as the Planet as seen is some of the Designs.

Evaluation

The image is as was intended, the style of my image, the angle of the shot and the curve of the rocket look great and are as desired. I even appreciate my use of bright colours they work well also and fits with the intended brief and my design. The smoke looks excellent and I am impressed the most by how it turned out and the look is greatened when adding after effects, it is certainly something I wish to carry over in to my next design. Additionally some of the other features will be carried over also but although I appreciated the colour palette I used I do intend to possibly mix it up a little in my next design. The Low Poly style is also the look I am going to stick to, however although my design is of that style it is in no way Low Poly I used the tessellate modifier to speed up my design process, this has its draws backs in that it adds a significantly higher amount of Polygons to my Mesh, this look under final reflection doesn’t look as good as it would if it was infact Lower Poly. On my next design I endeavour to stick to that idea and create a Low Poly variant of a similar shape and style to this version.


Rocket Ship-Poster Concept 2

The second Concept Design had some of the original elements still captured within it, such as the Smoke effect. As this idea was stated from the Brief and the Design Drawings and then with my 3D Design and First Concept and has stayed a dominant idea and implemented feature throughout my Project, I found the feature very appealing and I believe it helped enhance the scene as a whole, as I have explained above I believe it helps really pull my Concept together. I also stayed with the shape and style of the Rocket although I took an alternate approach to its 3D Design having made a few modifications back in 3DS Max, all in aid of bettering my Second Concept Poster Design by more appropriately fitting some of the criteria with what I believe to be a better designed Rocket befitting more the Friendly Low Poly Art Style I had originally intended with this design.

Poster 2-Alternate Concept Images

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Rocket Ship-Poster Type 9

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Design Process

The model was created in 3DS Max using simple primitives to help create the desired shape of the rockets tubular body. The rockets fins where created by drawing the shape and extruding it. I placed four of them around the lower section of my body. Now as seen previously on my earlier design ‘Rocket 1’ my Polygons where to High and this to me took away from the playful look I am after. This time around I didn’t use the Tessellate Modifier on the body I simply kept them as Square Polygons, this kept the look alot more simplified and cleaner. Also it stopped my design like previous looking to busy and from some perspectives, distorted. This again is in the remit of the required brief criteria as the Low Poly style this time looks friendly and calming as before but it maintains a more playful look and the Polygons stand out more to make the Low-poly Art style look more effective.

I applied bright colours to the object as this fit the Brief also and it feels more easy going. I selected a Red for the body and a Green for the Fins as seen in my earlier design again ‘Rocket 1’. Now as stated in my previous evaluation I was going to mix this colour scheme up but I have since decided against that as a recent addition takes up my original colour palette of choice ‘Greens and Blue’ and that being planet Earth. So to not over power my scene with a vast array of colours I decided that Red and Green still worked well against the Colours of the Planet because of this I have kept them the same. Finally the smoke was carried over from my previous design and again as stated in my evaluation this was going to be a distinct possibility as it turned out well and I appreciated the shape and design, it was a feature that didn’t need re-creating only modified to accommodate a new Rocket. Also in my first image I began toying with the idea of adding a Planet to my scene so I drew up some mock up designs of what this could look like in image form. This was more free than using just my first rocket design templates as the scene was already populated leaving me less room to manoeuvre a planet in there this restricting my freedom, so to draw my designs out allowed me greater flexibility. Once I had an idea of how this scene could eventually look I set about adding a Planetary object to my scene in 3DS Max.

Finally I Rendered off several angles and shots and selected the best one and cropped out the background in Photoshop using the ‘Wand’ selection tool to give the PNG image shown above. I have chosen to do this so a Background even Font can be applied to the image by simply importing my image and layering it over the top of the desired design. This makes for a stronger piece as it is still open for interpretation and development from a Client orientated perspective. Many designs have also been created in addition to this to showcase what can be done with the image and what design iterations can exist and be created, this again is a great stand point and allows me to showcase some designs to the Client to help demonstrate what a final piece could look like, then further their input a final design can then be created.

Evaluation

The second version of my rocket design is much stronger than the first from both a design stand point to the incorporation of previous elements tried and tested. In the first design I liked the way the Smoke trail that had been created look in the scene, this element was strong so I carried it over in to my next design thus strengthening my second design. Additionally the colour of my earlier version looked great and although I could have changed it recent additions to my second design urged me to stay strong with my palette choice as to not over-crowd my scene or have to many conflicting colours, the red rocket looks bright and appealing I found this worked well given my design brief. Also the new addition of a planet grounds my scene greatly and gives my rocket a purpose, I could of just had the rocket but I found my space felt lacking, nothing seemed to tether the rocket to my scene and it appeared to make the space feel larger and empty. As a final reflection my second iteration is a massive improvement on my first design with the obvious reflections upon my first design no doubt helping its stature. However other design aspects that are new to my design also boast this position, this being the Planet a bright and vibrant addition to my scene that helps pin my rocket to the side and situates it on the page. The over-all cleaner look of the whole design works well and fits within my desired brief, the Low-poly Art style and Playful Objects as-well as my bright colour choice.