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Week 7

This week I tried to recreate the main helmet. I decided that the best way to go about doing this was to first create a template made from lines and curves that would follow the general shape of the helmet. I wanted these to be as accurate as possible so I followed some of the photo reference I had. Once these lines were in place I started positioning the scales, one at a type. I started with the top row and went row by row all the way down. Once I had all of the scales in place, I next needed to create the inner lining of the helmet, I did this via poly modelling, following the shape the scales had created. I found this quite difficult and the end result didn’t resemble the references.

After review I decided that I needed to start again placing the scales as the current artefact didn’t look very natural or look like the references. Next week I am going to focus on creating the scales once again, however this time I am going to focus more on the placement and try to use more scales to fill any holes.

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Week 6

During week 6 I spent my time trying to work on some of the small details of the artefact rather than the main body. I decided I was going to try and create the yin and yang symbol that was going to be placed on the front of the helmet. I wanted this detail to be detailed and have an interesting shape rather than just being a flat cylinder with a basic texture placed over it. I decided the best way to go about creating this detail would be to sculpt a high poly version of the emblem and bake it onto a low poly cylinder. I chose to use blender to sculpt these details as it is the sculpting tool I am most familiar with. To go about sculpting I first tryied to manually paint the yin yang shapes onto a flat cylinder, however I found this to be quite difficult as I could not get it to look uniform and flat where I wanted it to. To overcome this I created an image which contained the yin yang symbol which I then used as a stencil within the sculpting tool. I then refined and beveled the edges to make it look more smooth and appealing. After this, I exported both the low and high poly models and imported them into substance painter to bake and texture.

 

These were the results of the bake, I am quite happy with then and think they are suitable to use in the final asset.

Another thing I decided this week is that I am going to change my method of creating the main shape of the helmet. Previously, I was trying to use a combination of arrays and curve modifiers to try and wrap a flat layout around the head, however I couldn’t get this to produce the shape I wanted without causing distortions.

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Week 5

In week 5 I started to try and create an actual asset which would resemble my final artefact, I also tested out a few methods and tools which may be useful during the final production. The first thing I did was create a low poly and high poly variant of one of the scales, which I was going to repeat across the whole helmet.

However, the low poly variant may need adjustment or to be replaced completely in future, as I think at may contain unnecessary details which are causing the poly count to be much higher than suitable.

After creating the scales, I used an array modifier to create a helmet scale pattern, which would then be rotated and curved around to create the main body of the helmet, this ending up looking quite good.

Once I had created and tweaked this pattern, I imported a pre-made base mesh for the head to see how it would actually fit the skull and look in context.

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Total War: Three Kingdoms

Week 4

In week 4 I decided I was going to try and figure out more accurately how I wanted the artifact to look. One thing I had to decide on was the type of lamellar plate used on the helmet.

The first thing I did was decide on a colour scheme for the helmet, I wanted this to match one of the elements/warlords present in the game. Since I had chosen to follow the theme of Huang Shao, with his colour scheme being yellow. I decided I would implement the colour by using a cloth band on the front of the helmet which would be coloured yellow and have the Ying and Yang symbol on it, furthering its connection to Huang Shao’s theme.

After deciding on the colour scheme and general shape I decided to create some prototypes to see which scale shape I liked more. I did these in blender and I used a pre-made head base.

I decided that I am going to use the scales shown on the right as they are a more interesting shape and have more detail, meaning the artifact has more chance to stand out and look good.

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Total War: Three Kingdoms

Week 1 – 3

Through weeks 1 to 3 I spent most of my time researching the Three Kingdoms dynasty in China, which took place from 190AD to 280AD as this is the time period in which my target game “Total War: Three Kingdoms” is placed. Before doing this module I had never played any of the Total War games before although I had watched some gameplay and understood the style of game it was. 

Next major Total War: Three Kingdoms patch due “within two months” | PCGamesN

I first began to research the styles of clothing, armour and weaponry of the times as these were the areas I was most interested in creating an artefact for. I collected various references of clothing which depicted lots of different styles from the times. Researching the weapons showed me the types of artillery and arms that were used during the era, I found out that early crossbows were developed during this period and I found their design quite interesting. Finally, I started to research the armours and how they looked and were built, I discovered that during this time, China mainly used lamellar plates made from fish scales for defense. 

After doing this research, I decided that my chosen artefact would be a helmet as this would allow me to be able to create a reasonable asset in the module which would represent the time period and theme of the game well. Furthermore, the styles of helmet used during this period were quite recognizable and interesting as they were often made from lots of different plates making for an interesting surface and look.