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Final major project - Unit 8: Developing an art & design project

This year I have learnt many new skills. I have used programs I’ve never used before and developed skills I didn’t know I had. I thoroughly enjoyed using programs such as maya and mudbox. The greatest milestones this year were trying to fit all my work into dead lines and learn time management. Prior to this course I believed I had no artistic skill as I had never had any interest in art beforehand so had never tried it, now I enjoy it and believe that with time I will get better at it. I have never identified as any kind of artist as former to this course I was a scientist. I suppose character modelling (in mudbox) and product visualization are my strong points. Realising this has made me decide to use mudbox in my final major project to create several things mainly influenced by ever-popular game concepts.

I have named my final major project “Medieval time warp". Video games and tv shows will heavily influence my project, as it involves one of my favourite hobbies. I intend on creating several models subjective to popular games concepts that will forever be in the eyes of the audience. I will do this in a program called Mudbox along with Maya and Photoshop. I will research trending games involving the theme of my project and use them to introduce something to the models I will be making. I will decide between doing a headshot model, a full body model, or an above shoulder model. My final outcome will hopefully be numerous models such as, a knight (influenced by medieval times and RPGs – role playing games), a hand (mainly to show the I can model, paint and texture well on Mudbox) and a knife. I may model more if I have the time but the hand and the knight. I will hopefully texture these models and paint them if my schedule goes to plan. These ideas were given to me after playing The Reckoning of Amalur (2012). Eventually If I have time I will model an evironment and a castle to put the knight in. 

 

Several themes in games will always be popular, such as RPGs and multiplayer games. This is because in RPGs they allow the player to create a character however when they introduce knights it’s a fantasy idea that inspires thrilling adventure and survival skills in the safety of your own home. This is why I chose these ideas, as it will not eventually become out-dated, I know this because these ideas have been around since the first commercially obtainable role-playing game, Dungeons & Dragons (D&D) which was distributed in 1974.

To create my models I will use photographic reference from popular video games and begin digitally sculpting the character in the Autodesk program Mudbox. I will create seamless stencils to use and practice sculpt layers while I am creating my final major project. I will use mesh preparation, multi-displacement and displacement maps as well as exercising the paint tool and producing low poly hair. While painting the model I will shade and colour coordinate. To do this I will first create a base model and eventually adding detail. I will use my first two weeks to research and plan my design. I will then model the basic shape and basic mesh the next two weeks. Once I have a basic design I will add details using another two weeks and I will spend two days doing the hair. After this I will add alternations, which should only take another three days at most, and finally I will create stencils and texture/paint the model in the remaining time.

To critically review and analyse my work I will be taking screencaps/screenshots as I progress throughout the making of my model. As I do this I will examine each screencap and alter any errors or faults that I spot along the way. While doing this I will write about each alternation and record each of my critics. I will then put this on Wix creating a segment dedicated to changes; this will contain both the written assessments of each alternation and screencaps of each.

Proposed Research Sources and Bibliography (Harvard Format)

Kingdoms of Amalur: Reckoning is a 2012 action role-playing video game for Microsoft Windows developed by 38 Studios, February 7, 2012

 

Dungeons & Dragons (abbreviated as D&D or DnD) originally designed by Gary Gygax and Dave Arneson, first published in 1974 by Tactical Studies Rules, Inc. 

I also researched Game of Thrones as it is set in a medieval period which heavily involves knights, kings and castles. Here is my explanation of Game of Thrones:

The World

The world of GoT is divided into four landmasses, but our main focus (as of now) is on two of them - Westeros and Essos. Everybody - and I mean, literally everybody - is fighting everyone else to gain control of the entire landmass of Westeros.

(Image source: Game of Thrones Unofficial Website)

Geography, Houses, and Bastards

Westeros is about 3,000 miles long starting at the very cold north pole, and stretching all the way down a varied mixture of terrain and ending at the desert-like south. The land is separated physically into three main parts: the splendidly cold North, the mid-region, and the hot southern desert. It is politically divided into two - the land Beyond the Wall and the Seven Kingdoms.

The North is the largest of the seven kingdoms. The region is ruled by our heroes, the Starks (Ned, Robb, Sansa, Arya, and everyone else who is good), from their castle, Winterfell. The kingdom is vast, thinly populated, with lots of forests, plains, and small villages. There are two geographic boundaries: The Neck to the south (Jojen and Meera Reed, who have just met Bran and Rickon) that holds Moat Cailin, a mega fortress, and The Wall to the north. The region is extremely cold, sometimes snowing even in summer. Bastards are called “Snow.” 

This unit will require you to make use of the skills, knowledge and understanding developed in previous units to complete an art and design project. This unit will also provide an opportunity for the student to explore in greater depth an art and design activity of their choice. 

Through the process of imagining and completing the Final Major Project you will develop and extend your specialist subject knowledge, realising your creative potential through personal research, experimentation and communication of ideas. The Final Major Project will allow you to apply all of your learning to this final task. It will culminate with a show of you and your peers, which will be open to the public and moderated by the University of the Arts London.

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Research

Here is just one example of the many knights and castles they have in Game of Thrones. Below is an example of the castles in Kingdom of Amalur and other games such as King arthur. 

Everything about a castle was built to keep the people inside safe. It is made up of many different parts – not just one building. The main building inside the castle is the keep, which was protected by walls and towers. The first castles were built by the Normans and were called motte and bailey castles. 

The word castle comes from a Latin word meaning “fortress”. From prehistoric times, people have come up with ways to protect the place where they lived. The first castles were made from wood, but eventually they were built from stone.

The moat was a ring of water surrounding a castle. If someone wanted to get over the moat, the drawbridge would have to be cranked down from inside the castle. A bailey is the enclosed area inside the castle. Baileys helped protect a castle.

The most important part of the Motte and Bailey castle was the Keep. It was built on a huge mound and could be as tall as 80 feet (24 metres). A ditch was dug around the motte and filled with water. The sides of the motte were usually so steep they were impossible to climb.

The walls of the stone castles could be as thick as 33 feet. Once the cannon was created, no castles could stand that kind of attack. The cannon balls could easily destroy the stone walls no matter how thick they were.

FMP notes

 

 

 

Knights:

 

  • The knights were heavily armoured soldiers who rode on horseback. Only the wealthiest nobles could afford to be a knight. They needed very expensive armour, weapons, and a powerful warhorse. The first knights of the Middle Ages fought for Charlemagne, the King of the Franks, in the 700s.

 

  • In the Middle Ages, or Medieval Times, knights wore suits of armour with under clothing designed to protect the knight from the weight and chafing of the armour. When not engaging in battle, knights wore woollen tights with a linen shirt, linen underpants, a codpiece, a belted tunic, a cape and closed-toe shoes.

 

  • Knights fought for their lords who in turn fought for their king. The king might take on a task as a favour for another king or in obedience to the Pope. A knight would typically give 40 days of service each year to his liege lord.

  • The primary role of a knight in medieval society was to fight battles for his lord, similar to that of the samurai of Japan. Knights were an elite class of warriors that specialized in armoured combat from horseback and used weapons such as the long sword, lance, dagger and various blunt weapons.

  • Because of the mild steel produced in medieval times each ring had to be riveted to keep all the rings from spreading and opening under the weight of the piece. Underneath the metal armour the knight would wear a padded garment known variously as an "aketon," or "gambeson."

  • The first military orders of knighthood were those of the Knights Hospitallers and of the Holy Sepulchre, both founded at the First Crusade of 1099, followed by the Order of Saint Lazarus (1100), Knights Templars (1118) and the Teutonic Knights (1190).

  • The coat of plates was developed, armour made of large plates sewn inside a textile or leather coat. Early plates in Italy, and elsewhere in the 13th–15th century, were made of iron. Iron armour could be carburised or case hardened to give a surface of harder steel.

  • Knights were supported by their soldiers and the Medieval Weapons used by the lower classes included the Polearm, Battle Axe, Mace, Billhook, Caltrop, Flail, Halberd, Longbow, Bow and Arrow, Crossbow, Pike, Poleaxe, Quarterstaff, Spear and the War hammer.

Fmp notes

 

Knife:

 

 

  • The first knives were invented by homosapiens during prehistoric times and were used as weapons, tools and eating utensils. The Oldowon was used up to 2.5 million years ago and is the oldest known knife-like tool to be discovered as of 2014.

Designed my own helmet with the help of reference images. 

Designed my own knife with the help of reference images. 

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How I designed the hand 

I began with taking the basic full human body model from mudox. 

I then sent this whole scene to maya as a new scene at the current mesh level. 

Now that it was in maya, I selected faces and began deleting everything that wasn't the hand. 

Now all that I had was an extremely simple shape that slightly resembled a hand. 

So from here I decided to move it into mudbox again and start on properly shaping it. I first shaped the fingers to a more reasonable shape and added fingernails. After this I shaped a palm to show the Thenar muscle/eminence and the Hypothenar eminence. Then I shaped the proximal, the pulmar creases and the joint creases. To do this I used a mix of switching between the foam, bulge and smooth tools. The sculpt tool and the flatten tool also came in handy on occasion. I also added veins after these screenshots were taken. 

It took a while but eventually I got the shape I wanted, I removed the texture and placed on a lambert surface so that I could eventually add the grain I wanted.

I added a light skinned tone colour and lightened the nails because I noticed when looking at references that the nails are always lighter than the hand itself. 

Next, I designed the knife.

Before I explain how I designed it I will show the change in texture design experimentation and the final result. 

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I started off modelling my knife in maya loosely following a tutorial as I wanted to make my own unique knife designs based on a few well known and well liked brands of knives like the ka-bar; which inspired the handle design up until the butt of the knife. 

This is a ka-bar. As you can see the design is very similar to that of my knife. The handle type is the ever ka-bar famous, oval sloping handle. 

- partially serrated edge

- fixed blade

The point of my knife is a clip point, I chose this design because it is a practical design for a tactical fighting knife and is often used in marine issued knives (USMC which stands for U.S. army Tang Stamp). The name of the clip point design describes a shape that seems to have a portion of the spine of the blade clipped off. This brings the blade point lower for extra control and enhances the sharpness of the tip. It provides ample "belly" in the blade for slicing or skinning and a good tip for inserting in and under things that need to be cut. You will often find a false edge with the clip point.

The oval sloping handle is a snug fit for most hand types and the bevelling helps add grip. However the material of the handle is also very important to support proper grasp of the knife. Good grip allows for better use of the knife as there is less chance of it slipping in your hand, therefore less chance of injury or dropping the knife. 

There are finger guards also for purpose of grip. This is because i wanted to make it as realistically practical as possible.  

A serrated knife edge means that the blade itself has a tooth-like or saw-like edge which has been ground into the cutting surface. They're great for cutting through belts and ropes, fabric, and various other textured materials. Serrated blades also work great on substances that are soft, flexible or can be crushed easily with downward cutting.

This is a "Schrade SCH106S Liner Lock Folding Knife w/ Partially Serrated Drop Point Blade & G-10 Handle". Despite its design being different due to it being a folding knife, its serrated edge gave me inspiration to add to my knife for extra detail and practical use. I designed it with the idea in mind that it should be designed as if I would actually make it as a product so that it could reach its full potential in useful and practicality. These small details in a knife are very important aspects in making a great knife. Though personally I prefer knives without serrated edges, I believed that it would be a feasible feature to add to its total value of functionality.  

Now i'll explain how it was created.

I started the model in maya. It all began with this cylinder. 

First I rotated it 90 degrees in the first and third box. 

I then selected the front face and used ctrl e to extrude the face multiple times while manipulating it's shape. 

Using the scale tool I manipulated it into the most basic handle shape. 

Next I began extruding the hand guard. Shaping it as I went along. I rotated it continuously to make sure it was even on all sides. 

Switching to vertex I continued to manipulate it until it started taking shape. 

Next I used a cube to create the blade, I started off with a rather thin rectangle and adjusted it accordingly. 

I then attached the two objects and continued extruding. 

Next I manipulated the blade using vectors and the scale tool and shaped it into the basic blade model you see below. 

Here I started to model the point of the blade in vectors and edit a few edges which started my own original design. 

Though it was slowly, you could clearly see the blade taking shape and I continued making small adjustments, using vectors and multi, to perfect it's shape throughout my modelling. 

These small adjustments continued for quite a while as I kept seeing things that could be changed to make my model better. 

I then moulded the handle to have grooves by moving it into mudbox. 

Next I added serrations using the knife and grab and pinch tools. 

Following this, I began to further define features such as the clip point to the blade. 

I continued to make some over all adjustments until I was happy with the shape. 

Finally I added textures to the knife, I did this while considering the material I would use if it were to be a real knife in creation. I also added lighting along the knife so that I could get these renders below.  

I plan to put this knife through the hand model on a desk for an eerie looking scene. 

The knight

I started off with the basic human body base in mudbox.

First I created a sculpt layer. 

To get my results I watched various tutorials and added my own twists throughout while changing up designs along the way. 

The first thing I did was make a helmet, now to do this I used a simple cube base. Later on I planned to edit this helmet on the body through maya and selecting and deleting faces. 

Using the sculpt tool and occasionally switching amongst the others, I slowly shaped the cube. 

I continued tweaking it, and sculpting it into shape with the help of both the invert bulge tool and the sculpt tool. 

The visor was created through a short process of using the knife tool 

I made the bridge of the nose using the foamy and the bulge tool and then continued to shape it.

Eventually through a lot of modelling it turned out to look like this. The pinch tool, flatten, smooth and relax tools all helped in this process. I imported it into maya between these two pictures to delete some faces so that the visor could look like there was an actual slit rather than the weird creases that mud box was giving me. This turned out to be a great idea as it turned out well. 

I used similar techniques for the armour. Here are some references I used. 

The shoulder pads where originally spheres that a morphed. I decided it was best to round them over the shoulders of the human base. 

Here you can see that I have placed them onto the shoulder of the basic human base model. 

Skipping to how I modelled the spear, which was the easiest to do, I started off in maya.

First I started off with a cylinder 

I selected the top faces of the cylinder so that I could extrude them up and out. 

I did this again and used the scale tool to achieve the shape below. 

I repeated this process to create a narrowed point (though not yet the blade of the spear). 

At this point I began to add the blade. 

I then imported it into mudbox to finish off modelling and do some projection texturing. 

As you can see I made the spear more streamline, this is due to the fact that when I did research I found out they made spears streamline to make it easier to pull out of the fallen opponents. 

Here are some examples of spears from the middle ages that show this design. They are slightly rounded for the purpose of not getting stuck when on horseback or in battle so that the knight can continue to search their "lord". Despite its rounded edges it is still viable weapons for knights for these reasons. 

Here is the spear in the knights hand both textured and untextured. 

Next I will explain how I modelled the shield. 

I used this image that I found on google as a basis and planned to stretch it out after modelling it due to medieval shields being more well known to be longer. 

First I clicked onto the panel layout 

Then I selected the view bar, went down to image plane and imported the image of the shield.

Once I had the image imported into maya, I began to model on top of it in the -Y view panel. 

I started off with a cube shape. 

I'm a paragraph. Click here to add your own text and edit me. It's easy.

After I had completed the basic shape of the model I used the scale tool to stretch it out, I imported it into mud box and added a little twist and the shield was complete. 

Props

I coiled the knights gloved hands over the shield to look like he was holding it. 

Prop number one is a wooden cart. 

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Prop number two is a guillotine.

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Prop number 3 is another cart with a very different design. 

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Prop number 4 is a bow with two separate textures, this is because I will have two and put them on a weapon rack. 

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The Castle

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My storyboard

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My castle is complete with turrets, stars, a drawbridge, a gate, bumping mapping for a brick like texture, flags, stalls, a guillotine, carts, grass, water, a bridge and grass. It originally also had trees however the transparency failed to work the more I opened the file so I decided I would add tress once I transport it into unity. The castle itself took quite a while to model, and the textures took hours to find because I wanted them to be perfect for the model. 

Everything I have modelled in this project has been done using photoshop (to create my own textures such as grass and bloody peeling, painted wood (for the guillotine), mud box (to shape edges and insert bumps that maya cannot and the main program that I used for the castle, maya. 

In these renders and screenshots you can see the development of my texture and lighting choices. 

I ran into problems such as;

Textures not working, the render not registering, my computer with all my work on being in use, my one drive storage being full so I could not send myself more work. Each obstacle I encountered I found ways around them or figured out what I would do when I could get to do my work by making plans and timetables so I could keep up to the amount of work I planned to produce. 

To the left, you can see the chains I created for the drawbridge and the modelling of the arch before it was textured. 

The darker grass texture in this render is only a basis to guide me where I want to add grass to when I have moved the scene into unity. 

In this birds-eye view render you can see the design of the castle, the various carts and other models such as stalls. 

Below are some galleries explaining the designs of my models and the pictures they caption. 

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Here are some renders using hardware render 2.0 on maya of my model of a knight. 

I purposely put the knight into a blank black background so that the whole focus is on the knight as i believe this makes it easier to appreciate the knights modelling and texturing more. 

The Knight

Final Evaluation 

For my final major project I aimed to create an architectural visualisation set in English, Roman or French medieval times (from the 5th to the 15th century), which I decided upon doing after researching into the medieval period and finding many of the structures and objects from that period to be very interesting. Prior to this idea I had many previous plans such as a model of wolverine and a zombie hotel house/hallway, however I wanted to do something more unique as I saw that there were other people modelling similar things. I believe that I have met my aim/ intentions because I have made an environment within Maya which captures the essence of the time period. I believe that my research was successful in developing my final major project because not only was I able to change from ideas that were quite common but it enabled me to get reference images (from both games and real life), which gave me examples of how the buildings and castles looked and how the the castles structures were designed. The most relevant research that I did was researching game representations of the medieval period from games like Assassins Creed, Knights of the Crusade, Kingdoms of Amalur, Knights of the Temple II, The Guild 2 and King Arthur (the video game). As well as this I researched shows such as Game of Thrones and another tv show by the name of Rome. This research is what inspired me and helped me get examples of the type of textures that they used and what kind of assets that they. From completing the research I learned how to layout my castle and how my buildings and props could/should look like. For my FMP (final major project) I relied on subject knowledge a lot because I required it to use the different techniques that I used to create the castles, the knight and all its assets. 
My development stage was after researching the castle designs and knight designs I decided to draw up and plan each structure and model. I also looked into how I was going to layout the castle and whether I was going to make an interior or not, in the end I make stairwells and some tunnels that you could theoretically walk into however did not make them to be the focus of my project. Throughout the project I experimented with different lighting systems in Maya, I also tested out different water textures and effects until I found the perfect water effect for the moat. The flat headed helmet of the knight in Kingdom of Amalur and the armour of the character called Jorah Mormont from Game of Thrones inspired the design of my knight.  There was a point in my research where I looked at photography of castles and there were many pictures of castles in a lighting with mountains in the back with a bright horizon and so this motivated the testing of the lighting systems for the overall lighting in my scene. The idea of experiments and development helped develop my project and though at first I was unsure of what I should do before the castle idea, once I had the idea of the castle in my head I had a clear idea of what I wanted to do and so I showed my thought process throughout and which also helped to show that I have tested out different effects to find the one that works well for my scene. The problems that I encountered was an issue with Unity and so I changed the idea to have a Unity environment into having architectural visualisation, which I ended up liking alot better because the final renders I believe turned out very well. There was also the problem with the grass which I eventually fixed to make it look realistic, originally I was going to import it into Unity so it wouldn't have matter but then I had to work to find and create a good texture for the grass in the interior ward. Another problem that I had was modelling and texturing the medieval houses that surround the castle. Not only did the model cause Maya and Mudbox to both crash often, but the texturing afterwards proved to be very difficult, as when one part would texture, other parts changed to that texture also. As well as this I was selecting each face to do so and due to the way I had modelled it there were hundreds of faces on a single model. In addition to this I had to create a plane to replace the unity environment plane and I had to shape this plane around my castle and houses, not only to make it not flat and look realistic but also so that nothing seemed to be floating, this was eventually achieved in the end. To stop the programs from crashing I decided it was best to compress all the file involved, including textures, this turned out to be an excellent idea as my renders were very fast. Though the last three renders took 6 hours each, this was due to me downloading another render so that I could get better quality renders, I believe this waiting time was worth it because I am happy with the end result of my renders. 
I decided on how to make my final product/outcome by glancing through my previous projects where I needed to make a NYC level, this is because it is also a building model despite me not using unity in the end. The methods that I used to produce my work involve Maya and Mudbox to make the models by using a variety of tools and techniques e.g. extrusion, edge loop tool, bridge tool, bevel tool and for Mudbox I would use the smooth tool, bulge, foamy and flatten etc, as well as using these I also utilise photoshop to create and edit textures. After the models were complete I would then texture them so that I could import them all into one file and gather my medieval visualisation. My choice of methods enabled me to fulfil my statement of intent because the methods that I put in my statement intent were the pivoting guideline that I was going to use throughout my project. I would model in class and do write ups at home, render in class and texture at home. The strengths of this method is that I could organise and split the work load. The weakness of this method is that it could not prevent any issues I would have during the production of my project. I would have not changed anything in the methods that I used as I believe that this method worked well, issues in my work where not foreseeable and so I believe it t be the best way. The characteristics of my work are that the methods that I used to create my models e.g. The knight, the castle, the stalls, the carts, the stairs, the flags, the guillotine and the houses. 

My audience for the final outcome is my peers as they were the individuals that gave me advice throughout the project. My audience will interact with my work by going through my website and then finally watching a video of the scene that I created, the constructive criticism will hopefully help me improve my work. I hope that through this my audience will get a sense of the time period that I have attempted to construct. I believe that my final major project has answered my original statement of intent because I have created what I have set out to create after setting on a better focused set of ideas.

As a final body of work I believe that my project is as successful because I have made it with the best of my ability.  The changes that occurred is the choice in what to make my project about and going from a game level to an architectural visualisation. My peers believe my final outcome really put across my ideas of medieval times. I believe that my final outcome has turned out great and has been done to the best of my ability.

I planned in using my time at college and home by doing the modelling and taking of screenshots at college and then continuing with the modelling or start texturing a model at home. I followed my timetable to a certain extent throughout the project because I knew what I had to do on certain weeks so I used it as a guideline for how long I had to do something. I tried to manage my time as I intended even though halfway through I had to change what I focused on at college and home and what models I was able with the time that I had left. If I was able to re work a section I would improve on the models by making them more detailed by using a mixture of techniques/ methods. If I was given more time I would model the inside of the castle and transfer it into unity to fix the problems within that program.

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