
One point perspective
I learnt about one point perspectives to day which consists of a horizon line and one vanish line which was easy when making blocks and letters but a lot more difficult when I was tasked with drawing a kitchen. I felt it was a very forced style of art and it didn't really flow when it came to drawing it. I would like to practise this more but I think I need to research more into this style of art to understand it more.


Two point perspective
I learnt about 2 point perspective today which has the same principles of one point perspective but with to vanishing points instead of one.
I was then asked to show if i understood the concept of the task buy making boxes.
After I showed i knew what I was doing I was then tasked with making a room using what i have learnt I decided to make a bedroom with a wardrobe, chest of draws a desk and bed.
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I feel i could have done better when measuring out the legs of the desk and made the light and the bed look more realistic instead of making it look like it come out of the Minecraft game, I feel with more practise this will become a great source to design room for future projects.



Heading 2
Exterior perspective

Skills I knew before I started the isometric room assignment
Shortcuts to some keys
Primitive shapes
compounding objects e.g boolean, merge
adding textures to changing an object into an editable poly then change the look by extruding, insetting, bridging, and beveling to change a primitive shape make a new asset such as deodorant.
using primary and secondary research to come up with reference images and texture images
secondary research: I am properly able to reference secondary research using Harvard standard references.
mapping/unmapping textures: I have learnt how to unmap a texture to make something using a certain shape like a box which then I transfer it over to photoshop and add an image such as a crate or a cereal box then save it as a Targa file to then map it to the box to create the desired effect.
I have learnt how to do the basic things in photoshop.
the use of concept art and the importance of camera angles and lighting in games.
Isometric room 1: idea to finished product
The initial plan was to design a room using a sci-fi theme, I decided early on that I wanted to have a spaceship looking down onto the earth. I wanted to have a few holographic assets in my room such as the computer screen and keyboard but I also wanted to have a holographic hand on the wardrobe to add a sense of ownership to the room as no one but the recipient of that room would be able to use it. I used isometric paper to help smooth out the design I wanted and give me a way to design the room. I did struggle when it came to doing the circles shown in figure 3, I spoke to my lecturer and he told me the process of how to do it also in figure 3 I drew the rug before the lights and realised it was to close together so I added a not in pencil to move it up a bit in the actual designing of the assets.
In figure 1 I designed a wardrobe/locker which I gave a thin sleek look to it to make it seem crisp and clean. I had the idea of a handprint to open the contents of the wardrobe/locker very early on and was looking to finding out how I could do that during my time designing the asset.
In figure 2 I drew the stasis bed as a block because I could round it out and I didn't have an Idea of how I wanted it to look, I knew I wanted it rounded to a point but the actual design of how the lid would open/close was a thing I was debating a lot in my head.


Figure 1: Wardrobe/locker.
ideas:
- holographic handprint.
- Indents to add more depth to the asset.
- Vent to add a bit of detailing that would look rather plain if it wasn't there.
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Figure 2: Stasis bed.
ideas:
- Glass lid to see the whole thing whilst it was closed.
- breathing apparatus to add a more realistic feel to it.
- +1/-1 panel to adjust the time the person would be in there for.
- a joint like a hydraulic arm to open/close the lid.
- a type of gel that would sustain the body while in stasis.

Figure 3: Room 1
ideas:
- Floor lights arrayed in a certain way.
-Steps leading into the stasis gel.
- Space window
- Earth outside the space window
- Posters to add details to the walls
- A computer that emits a holographic computer screen/keyboard
- Swivel Chair​​
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Figure 4: The final rendition of my Isometric room 1. As you can see a lot has changed since the idea of the room. Below I will attach timelapse videos, renders etc to show you what was going on whilst I was designing the room. and why I changed it so dramatically.

To the left: I uploaded my isometric room to Sketchfab so people can get a feel for the room that you cant from pictures. It also gives people a chance to look around the room and see all the little details that have gone into making this room. Unfortunately, Sketchfab didn't like a lot of my textures which is why the walls and floors are black.
I tried making a diffuse map of the whole room using rendering to texture under the rendering section of 3DS Max which looks like this
This lets me condense all
textures on that file into
one texture that you can
then save as a Targa file
in Adobe Photoshop
this then lets you add it
as a texture to the whole
room, Via the shortcut -
M key. You do have to
change the channel map
to number 3 otherwise
it doesn't recognise them
picture. I did add a little
easter egg in this picture
but again Sketchfab
didn't it as a texture so its
just a dark grey box.
It was meant to be a picture of a military soldier with his family "back on Earth" after a tour in space.
​

I did have more video render of me making assets such as the window, stasis bed and the whole texturing of the room but due to technical difficulties the videos were corrupted and I lost around 12-15 hours of recordings.
In this time-lapse video, I created the Locker asset I used within my Military barracks room. As you can see I had a bit of trouble when it came to the vent because it didn't look right when i was just slicing it out of the side of the locker, it just bent and contorted and didn't look all that pleasing aesthetically when I looked at it. I figured a way to sort it out after a while by deleting the vent that I had made then I adding a pane and sliced ad rotated the cuts to meet a standard I was happy with. I wanted to add a holographic hand scanner image but that was out of my ability at this point so I decided to have a button that glowed red when the door of the locker was closed and green when it was open. Overall I am happy with how this asset looks and I have learnt about problem-solving skills whilst making this asset.
This is a video of how I put the room together. I have done it a very weird way when designing it as I had the window and the big oval thing to boolean the arc for the door. usually, you would have the base of the room then add the assets to it. I went down the route of designing a lot of the assets first then add them in at a later date. I feel it worked out well but it's not something I would do again as I had to change the idea of the room because it was to bare.

this was my finished product of the isometric room but when speaking to Frazer he said some of the parts of the room looked bare and suggested I add something to it to give it a better look and a fuller feel so as you can see in the final rendition image (above) i added a couple more plants one to the corner by the PC and one on the desk closest to the stasis beds.
Room 1 reference list:
Berlesque
Pinterest. (2018). Pin by ALEXANDRA VON KREUKEN on D I T A | Pinterest | Dita von Teese and Dita von. [online] Available at: https://www.pinterest.com.au/pin/341921796690112093/?lp=true [Accessed 13 Oct. 2018].
Gel
Freestock.ca. (2018). Blue Gel Macro. [online] Available at: http://freestock.ca/macros_g67-blue_gel_macro_p1322.html [Accessed 13 Oct. 2018].
Computer Screen
Pond5. (2018). Technology Interface Computer Data Screen GUI Background ~ Video #011432130. [online] Available at: https://www.pond5.com/stock-footage/011432130/technology-interface-computer-data-screen-gui-background.html [Accessed 23 Oct. 2018].
Keyboard
I.pinimg.com. (2018). [online] Available at: https://i.pinimg.com/originals/96/3d/b2/963db2ae9c767c69123580dc736f3152.png [Accessed 23 Oct. 2018].
Floor
texture, A. (2018). Added seamless concrete block texture. [online] Seamless-pixels.blogspot.com. Available at: http://seamless-pixels.blogspot.com/2011/12/added-seamless-concrete-block-texture.html [Accessed 23 Oct. 2018].
Plastic desk
Colourbox. (2018). Sammlung von sechs Gel gefüllt Schaltflächen mit Presse mich text | Vektorgrafik | Colourbox. [online] Available at: https://www.colourbox.de/vektor/sammlung-von-sechs-gel-gefullt-schaltflachen-mit-presse-mich-text-vektor-1169142 [Accessed 23 Oct. 2018].
Isometric room 2: from start to finish
The idea of this room started as an old worn-down vault/armoury that had rusted walls a massive vault door and wall lights that dimly lit the area to the point that the corners aren't lit. I was planning to have tables running along the centre of the room with weapon racks lining one room and lockers running along the next. when I started drawing I struggled a lot to design what I wanted the room to look like and as a way to relax I started doodling other ways I could design the room and one of the ones was a lockdown room for a mob boss, which is what I ultimately went with for my isometric room 2. I designed the layout in a simplistic way because I feel that once it comes to making the assets I have a better vision of where it would look and how big it needs to be. the drawings are a great way to have an idea of what you want to do but I feel that the creation of the room works best when you don't let the ideas you have to stop you from trying to improve it to a point where you couldn't originally see. figure 1 shows the idea I decided to go with.


Figure 1: The base idea of the room after deciding to go with the Mob boss lock-down room. which was going to have a type of inkwell with a journal, a stolen famous painting with lights emphasizing the painting, I made the money into a box just so I have an idea of what I wanted and I decided to add a safe for certain things like Gems/drugs.
Above is the final rendition of my second room as you can see it's a bit dark as I added the sun lighting tool. I positioned the sun behind the door and just below the floor so its dark for a reason.
Below is a rendition of the room its not at the exact isometric angle but it does look isometric, I changed the position on the sun to show a bit more of the room off.

Here is the first of two videos I made to show what I have done during the process of making assets texturing and ultimately finishing the product.
During this video, I made the vault door, gems and a necklace.
when it came to making the vault door I made the basic shape of the vault door, I then expanded out of video which took longer than I expected to make it look similar to the image below which I used as a reference.
I also made Gems to add a little bit of variety to the number of valuables that is locked up in this vault. The gems were pretty easy to make after you realise how to do it in the video you can see I added another line to add different types of cuts to the gems, unfortunately, it didn't work out as well as I had hoped, I still really like how it turned out in the end.
With the necklace, I just used the line tool to draw a random line. I then used the sweep modifier and adjusted the parameters to get the desired effect. I then used the egg line tool to make the "pendant" and was thinking about adding loads of gems to make it look valuable, instead, I went with one big gem and that seemed to look better to me.


Left: the reference image I used to make the vault door.

In the second video, I started filling the safe with gems and necklaces. I used a pane to make the rug and a pain with an opacity map to do the tassels then arrayed them and adjusted where it was needed. I played about with the idea of putting a chess board within this scene but ultimately decided against it, I then made a type of security system that would show other rooms with a basic looking basic extension plug to plug them into a wall. I also created a table to place the plug on.
This is a rendition of the gem/necklaces I layered into the safe. I realise I haven't got textures on the necklaces. I figured that being that it was so crowded in the actual rendition I wouldn't need to, to save space within my material editor.
This is the rendition of the vault room before I got feedback from my peer Eoin who suggested I add some type of lighting to this scene to give it a more realistic vibe. So I added a sun positioner and angled it to so that it looks really dark but light enough for you to see the assets in the room.
Room 2 reference list:
Vault door (reference image)
Doors, V. (2018). Vault Door Design Vault Door Design Through The French Eye Of Design Bank Vault Doors. [online] linearts.info. Available at: http://linearts.info/2017/03/16/vault-door-design/vault-door-design-vault-door-design-through-the-french-eye-of-design-bank-vault-doors/ [Accessed 23 Oct. 2018].
Rug
Mateusz Olszewski (2018). Tapestry photo. [E-mail] [Accessed 14 Sept. 2018].
Sapphire
Shutterstock.com. (2018). Sapphire Images, Stock Photos & Vectors | Shutterstock. [online] Available at: https://www.shutterstock.com/search?searchterm=sapphire+&search_source=base_search_form&language=en&page=1&sort=popular&image_type=all&measurement=px&safe=true [Accessed 23 Oct. 2018].
Diamond
Shutterstock.com. (2018). Diamond Images, Stock Photos & Vectors | Shutterstock. [online] Available at: https://www.shutterstock.com/search?searchterm=diamond&search_source=base_search_form&language=en&page=1&sort=popular&image_type=all&measurement=px&safe=true [Accessed 23 Oct. 2018].
Ruby
Shutterstock.com. (2018). Ruby Gem Images, Stock Photos & Vectors | Shutterstock. [online] Available at: https://www.shutterstock.com/search/ruby+gem [Accessed 23 Oct. 2018].
Emerald
Shutterstock.com. (2018). Emerald Images, Stock Photos & Vectors | Shutterstock. [online] Available at: https://www.shutterstock.com/search?searchterm=emerald&search_source=base_search_form&language=en&page=1&sort=popular&image_type=all&measurement=px&safe=true [Accessed 23 Oct. 2018].
$500 bill
3dtotal. (2018). Making Of 'The Vault'. [online] Available at: https://3dtotal.com/tutorials/t/making-of-the-vault-jason-generalvivi-mojica-scene-money-vault-bullet [Accessed 23 Oct. 2018].
Cocaine pile
why’, &. and Saul, H. (2018). ‘I’m a woman who works a 9-5 office job and sells cocaine on the side. This is why’. [online] inews.co.uk. Available at: https://inews.co.uk/opinion/comment/im-a-woman-who-works-a-9-5-office-job-and-sells-cocaine-on-the-side-this-is-why/ [Accessed 23 Oct. 2018].
Cocaine strips with rolled up money
The Fix. (2018). Cocaine Cut With Cattle Dewormer Rots Human Flesh, Study Says | The Fix. [online] Available at: https://www.thefix.com/cocaine-cut-cattle-dewormer-rots-human-flesh-study-says [Accessed 23 Oct. 2018].
What I have learnt during this room:
- Opacity maps
- How to create realistic looking money.
- How to effectively use lighting
- How to make assets using lines
HOw I would Improve:
- Use fewer polys
- Gather more primary research
-make sure I texture everything just in case.
Isometric room 3: from beginning to end
The idea for this room was to make a biodome that would provide oxygen to the other rooms on the space station like room 1/2 but as I went with a different approach with my isometric room 2 I decided to do the same with room 3. So, I started building a back garden and a house that you would see within the Sims games with collapsed was so you could see every room that was on that floor. unfortunately, I then had to scrap that idea due to time restraints so, I have made the room you see below in figure 1 it is a modern styled living room, which I personally wish I had more time to add more details into it such as cushions for the sofa a remote for the TV details on the DVD player etc.

A quick drawing of the idea of the room, as I was running close to the deadline I didn't take much time when drawing this.


Above: the final rendition of my third room, I am happy with how it looks considering the amount of time I had to put into it.
Left: what was going to be my final render but after receiving feedback it was suggested that I add lighting to show off the room better and that the plant looked out of place so I removed the plant and added a sun positioner to show the lightbulb working better.
for this room, I tried a new way of creating the floor and walls by slicing the floor then extruding it up to the desired height. I made it an editable poly then detached the front of the walls and the floor to make them separate from the back of the rest. I already had the TV unit and couch made from trying different asset designs out at home I just needed to boolean the holes for the wires to come through.
I then created the coffee table which I referenced from an old coffee table I used to own when i was younger I then scaled it down to size to fit the room. After that, I made a bookcase to which I used boolean to make the inside of the bookcase then used the slice tool to create the shelves and feet of the bookcase I also used bevel to give it an edge at the top, I then added books which is just the two box shapes one which is boolean to make the cover and spine and one that is just a white box to mimic pages I then copied the books as I have had trouble previously when I arrayed it then tried copying them the spine of the book disappeared. I also made picture frames using the slice tool to make the stand and bevel tools to add some indents to the front and then I added pictures from my own photo library to add a realistic look to the room I created the TV and DVD player. I added a mirror to show off lighting in the room better.
Responses for my isometric rooms
These are the responses I have received regarding my isometric rooms. They are mostly positive with 20-30% of people thinking I have done enough to fit the criteria of all three rooms. with room one 10% of people think I should have added lockers to my Military barracks room, which I already had done so I can only assume they either didn't notice the lockers so that could mean I need to make more prominent lockers or that I should have separated them to show that they were lockers and not a type of wardrobe.
90% of people like the contrast of themes, which is nice to see, as I personally wasn't sure it was the right move to make.
In room 2 everyone agreed that there was enough detail, but 50% of people think the lighting was off which I agree with I only decided to add the lighting after I had gotten feedback from my peers. I have not used lighting in a sense of ambience so I know where I need to improve in this regard.
Room 3 has the most responses to improvement ideas, which I can completely understand and agree with one of the respondents said that it looks more like a 70s living room rather than modern. I completely agree with the people that gave ideas of improvement but due to time restraints, I feel that I couldn't make it as well as I would have liked.
I personally, like respondent 9 answers as they have been critical when answering my questions and giving details of what needs to improve and why. They even messaged me saying that they forgot to add that in room 2 the desk should be the focal point of the room. This gives me something to strive towards because I want to get to the point where I make games that people enjoy and they're a lot of factors I didn't take into context which I am going to try and improve that in the future.