Major Project 1/ Task 3: Concept Presentation
16/03/2025 - 23/03/2025 / Week 6 - Week 7
Lim En Yu / 0354452
Major Project 1 / Bachelor of Design (Hons) in Creative Media / Taylor’s University
Task 3: Concept Presentation
TABLE OF CONTENTS
Instructions
Fig 1.1 Module Information
Fig 1.2 Task 3 Instructions
Task 3: Concept Presentation
Miro Board:
Fig 2.1 Miro Board
Moodboard for Character Settings
Here are our moodboards for characters which include mood, symbolism, colour and textures. Each of the characters has their respective colour and textures according to the element.
Rat
Fig 2.2 Moodboard of Rat
Ox
Fig 2.3 Moodboard of Ox
Monkey
Fig 2.4 Moodboard of Monkey
Goat
Fig 2.5 Moodboard of Goat
Rooster
Fig 2.6 Moodboard of Rooster
Environment Settings:
After the rough planning during task 2, we have a detailed map planning with the storyline and interactions. We have also considered about the themes and the route the player will go through. The starting island and ending island has altar as well but only the ending altar will have the bagua array.
Fig 2.7 Environment Settings
Storyboard:
The storyboard has included a full storyline and the interactions on the island, how the player will meet the Chinese Zodiac Animals and end the game.
Fig 2.8 Storyboard
Technical Feasibility Test:
For technical feasibility test, we have chosen to model rat to try out whether we are going to use uv wrapping or texture painting for our characters.
3D Modelling:
First, I started off by modelling the rat. I have used the side view of the rat model sheet as the blueprint of rat modelling. In order to keep the poly count not so high, I used the cube as the base of this model, and I applied the subdivision modifier to make the shape round, and adjusted it according to the image.
Fig 2.9 3D Modelling of Rat
UV Wrapping:
After I have done the modelling, I have then proceeded to uv wrapping part. As I have already used the side view for modelling, I have unwrapped my model by choosing the uv option, “project from view” using the side view as well. This enables me to roughly uv wrap the image on the model but for the minor details still need a lot of touch up.
Fig 2.10 UV Wrapping of Rat
Problems Faced:
Fig 2.11 Problems Faced
- Lines in sketch make the process harder
- Have to avoid the lines
- Hard to sculpt
- More details will be modified on Substance Painter
Final Outcome for UV Wrapping:
Testing for Paint Texture:
Another problem will be it is hard to sculpt the character as the poly count is not high enough. For this problem, we thinking that we could used substance painter instead to include the details on texturing and painting part.
Other than that, I have also looked for online tutorial to test for paint texture by using the texturing nodes. As you can see the images, the texture on the body is giving a painting-like texture.
Fig 2.14 Testing for Paint Texture
Final Outcome for Texturing (Paint):
Fig 2.15 Final Outcome for Texturing (Paint)
Fig 2.16 Final Outcome for Texturing (Paint), (GIF)
I handed it to Livern for the 3ds Max rigging process when the modeling was finished. After positioning the bones correctly, she connected them together and tested a few motions. Although we had some problems with some pieces breaking when performing greater motions, overall the outcomes were successful. Increasing the number of polygons at the turning places might help solve this issue by increasing flexibility.
Fig 2.17 3Ds Max Rigging Testing
Final Outcome of 3Ds Max Rigging:
Fig 2.18 Final Outcome of 3Ds Max Rigging
Final Presentation Day
We are so nervous on that day >w< We have taken group photos together within our gorup and also with the tutors! This is not the end yet but it is the end of Major Project 1! Luckily the presentation went smoothly and we have also taken the advices from both tutor.
Fig 2.19 Group Photo
Task 3: Concept Presentation
Fig 2.21 Task 3: Concept Presentation
Final Presentation Slide:
Fig 2.22 Final Presentation Slide
Feedback
Week 7:
- Modelling: The modelling is just normal, could be better by sculpting. Sculpting is compulsory if in VR as it can see a lot of details and sculpting can be normal map and apply in Unreal Engine, even if Unreal Engine also can do sculpting. For rigging part, instead of bipets, we could try CAT instead.
- Visual Style: Th ideation is there, but is still lack of specific style, the animal characters are not stylized enough. It is hard for us to make a style, we could just copy from existing industry example. Could refer to "Gigantic" visual style.
- Testing: We should include the testing of Unreal Engine even if we fail to, still to explore more on testing, how the model will look if tranfer into Unreal Engine, and how the animations goes.
Reflection
Throughout the testing in this task, I have learned that we still have a lot of parts that we need to work on and tests needed to make sure everything can work smoothly. However, we need try our best to discuss together and develop our idea from zero throughout these tasks. From discussion, planning, researching, sketching, testing until finally presenting our idea, we need work a lot in these 7 weeks.
I have learned a lot of different things, both the soft skills and hard skills part. Our group has a lot of meetings to discuss about everything to make sure everything is on the right track. I really hope our project can come into real life and get a huge success!
Also, I am so thankful for the guidance and adviuces given by Mr Kamal and Mr Kannan. Without their help, we could not develop our idea so well and definitely will get lost. They has given us a lot of suggestions on improving the things we are lack of.
This semester is tough and tiring but fun and interesting as well! We will try our best to continuing work on our Major Project during the time until Major Project 2 by testing out and solving the technical part.





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