Final project

FMP-Final Major Project-Open Brief

Introduction

This project will be open brief, meaning I get to plan my own project and set my own targets. I have to create a concept piece, 2D promo art and a fully textured and UV'd model that works in Unreal.
I will start by doing a little mind map but I already have an idea of what I might do. We are allowed to create and asset, environment or a character. We must submit a fully Textured,UV ready and working in unreal scene/model prop. We also must submit a promo art piece and the whole process behind our project which will be recorded on the blog. Lastly is the evaluation which also must be submitted and the final piece for closing off out project. My thoughts on the project so far are great, I cant wait to dwell into a pool full of ideas and experiment with my imagination, this will be very helpful as I can set my own targets and push myself for new designs or re-creating old ones. Within this project I want to test my modelling skills so I will most likely try to do a detailed prop of some sort. I also want to improve on my Photoshop skills so the promo art will be a great challenge that I hope to successful beat. The grade I am aiming for is a distinction, my target grade at the moment is a merit so I want to push myself that little further to grab that distinction.




Time Plan-( I will be reviewing each week as I continue within brackets)
Week 1- Staring my mind map and initial research. Along with my project proposal and project overview. ( This went well as I had ideas in mind and was sorting out pictures and research for 10 ideas)

Week 2- I will be doing my primary research and finding everything I need to know about my asset/environment.(I completed the research on time and fairly quickly as I was very interested in the way drones functioned etc and it was fun to look up)

Week 3-  I will then start my secondary research of things related to my project that can help a lot in different ways. Also if I can, evaluate my research and link back.(This was done with my primary research on week 2 this way I had more time to look into more detail and find small other details like drones in games that can very helpful within this project.)

Week 4- 2D commercial concept and the practical plan for modelling and the problems I could face.(After doing my research on the drone I drew out and then went over it in Photoshop to show a concept piece of it and drew out orthographic's and how they can help me model. After doing the experiment in Maya I found problems I could face and talked about how I can fix them)

Week 5- Starting modelling phase, block out piece of project. Additional research to support my modelling.(I started the modelling phase and created a very basic main body of the model, I created the propellers fairly quickly, I used a YouTube tutorial to help me which I put in my blog as extra research)

Week 6- Adding detail to my block out and giving it real form.( I eventually gave it form and detail as it was pretty hard to get the right shape, I feel I have got as close to the real shape as I can possibly get. I then started on the bottom part of the body which is connected to the wings)

Week 7- More detail fixing and close to finishing model(I had hassle creating the bottom body and wings so it took me awhile to do, while modelling process I created clips using VLC to show my workflow and have it uploaded on my blog.)

Week 8- Finish model with no errors and problems that need to be fixed or changed( I just about finished my model in time for the plan as I had the feet to do last it was fairly quick. I have stuck to the plan and just about made it for the Uving process in the holidays)

Week 9- Starting UV process sorting out the bigger UV maps first.( First week of the holidays I started a little but didn't do much work as I know I could get it done in a day so I used to time for annotating my blog over the first week)

Week 10- Finish off the UV's and make sure there are no errors within the maps.(Second week of holidays I chose a day and sat down and went through all my UV's cleaning it up and picking out what I actually need because I had many small parts. However since a lot of the parts were going to be the same colour I left them. If i didn't I would probably be still at for days when Its not necessary) 

Week 11- Starting my texturing process and making sure they fit my model and probably finish since I tend to do textures quickly( Creating the textures was great as I could sue past skills from the older projects from this year and use my knowledge to create some high quality materials. It is taking me quite a while since I have an issue with unreal and I am still completing my Promo art piece.)

Week 12- Evaluation and recap over blog work. Get good angles of project and upload final file to drive.(I have just finished my promo piece and renders for maya and some great screenshots from unreal for my final images. I have got my promo and final render to A2 ready to be printed. Next week I will then start my evaluation and making sure everything is evaluated.)

Week 13- Recap and make sure everything on my criteria is met.(I have now finished my evaluation and went over my blog for spelling mistakes and made sure everything is annotated. All work is complete on time and finished.) 


Below is my mind map, I chose out of the things that interest me the most from each category. This helped me narrow down my decision.

Mind Map and Mood Boards

I drew out a small Mind map of the things that interest me and what I could end up modelling. I went out and also made a little mood board for the genres/ items that I would like to model. I will then choose from there what and why I plan to model including its own separate mood board. I used Pinterest which was much quicker for my separate boards.

Drone mood board-Pinterest
I was looking into flying objects and I split them between 2 flying objects that interest me the most which was remote controlled drones and spaceships. Reason I picked drones is because they can range from being real to imaginative ones. But with others such as spaceships the design are limited for real life ones, there more made up and futuristic. I like the futuristic designs for the drones and they interest me a lot with how the different designs can effect how they fly and perform with the features they have.
Small drones such as the one above and below have such small details that I like such as the propellers and little bottles. The smooth plastic design works really well which many are made out of.




Below are some images from my tutor and the close ups of the little features such as the little indents on the propeller stand.


The one above is great since is captures the movement of the propellers that can help me in the long run of this project for maybe animating them.




Vehicle mood board-Pinterest
Vehicles come in all sorts of sizes and designs, they can range from big bulky busses to small dirt bikes. However they all have there little differences that make them so good. They look very interesting to model especially with the amount of detail you can have on it. The colours can match certain vehicles very well, giving it the car a personality and a reflection of who the driver is.


These images capture all the little patterns within the metal work and the little mechanical pieces that bring the bike together.




Here I drew some out to get an idea of the mechanical pieces and the different types of joints that hold it together.







Animal mood board-Pinterest

I find animals great, their features, behaviour and growth are all parts of what make them different and special to each other. In particular I find the cat species the most interesting. Their eyes, their fur and elegance is amazing. Capturing animals movements within art is always eye catching to me. I like drawing animals a lot because of the mood they can bring to picture such as a lion creeping up on its prey and monkeys in the trees observing. All these elements of the animals body language creates within 1 picture is amazing. I wouldn't mind modelling a specific animal, possibly a snake or a lizard as I've always wanted to model a reptile type animal. It would be very hard though and I may not have enough time.

I got some reference pictures below of some small animals such as a dog and a cat and i drew a few of their features close up. This gave me a good understanding of how to do the fur on animals and the way the tone flows for it. Its hard to put a lot of detail in it as fur is hard to make accurate compared to real life.


Close up images on animals really help understand the facial structure more such as the one above cats have a lot of fur around their face covering their jaw line and cheek bones so its hard to make the bone skull structure from certain angles which makes it drawing even harder.
Here is another example of how its hard to get the proper structure for animals with a lot of fur on them.


 These are some sketches of the animals from the pictures, what I found hard about sketching animals is getting the detail in the fur looking good as its hard to make it look realistic and requires a lot of shading.





Environment mood board-Pinterest

Environments can range from all sorts of images. My greatest sights in environmental type pictures are of the forest or jungles, with all the plants coming to life and the light shinning over the tall trees.
Different sights can set different moods and feelings for the viewer. I collected a lot of dark and light imaginary but not all are realistic, some are made up environments but are very interesting, especially since they were made up from scratch. I would love to create my own scene/environment for a game however I prefer creating assets but I find scenes very expressing and unique for the viewers if done right.

Monsters and Aliens mood board-Pinterest

Monsters and aliens have always been interesting as they can have thousands of design for them and creating one is even more fun. This topic allows you to have so many ideas and designs for a character of that sort. I have a few books at home with loads of images of mythical monsters and aliens so I would have a lot of inspiration for creating my own one.
 These are some images from a book I have about Monster and aliens these types of images within books are great for my imagination and would help a lot helping me create my own mythical creature.

Spaceships mood board-Pinterest

Spaceships are like bigger versions of drones in a way. The futuristic design look very similar just the function is different. Which is why I love a lot of the designs for spaceships/rockets.
They also can be built for different functions such as racing, or warfare. A lot of designs of spaceships from star wars catch my eye as they were simple but look really nice. Also the mass effect series has some interesting designs.

Bottles mood board-Pinterest

When I first thought of bottles I thought of Pepsi bottles etc but I found a lot greater ones such as the alcohol bottles made from glass and the old inspired wine glasses. The designs that some hard were great. Some look simple but creating a nice smooth high quality one would look great with a some pattern inspired textures. I may consider it as creating a scene with loads of different bottles with designs.  Bottles in games aren't used to be super detailed many are low quality and in background of games but that doesn't mean they cant look brilliant if the focus is purely on them.
 These are some images I took as an example of the different shapes and creativity for different styles of bottles/vase's.



Masks mood board-Pinterest

I love seeing masks because they have such a variety. The have such historical relations with all cultures looking different using different colours and patterns with different meanings. You also have the new futuristic masks that relate to the sci-fi but you can tell they have been inspired by many old modern masks/helmets. There is a game called dishonered which  had a great mask in it for the main character and it is great example of how masks can be involved heavily in games as it gave him a personality. Modelling one would really put my imagination at test as there so many ideas, inspirations available. I love the animal based design ones as they can be used to symbolise something about you or something you want to be, leading to deeper other reasons.
This is the dishonered mask and I love the design of it and how it gives a creepy, mysterious look to it.
 Artefacts mood board-Pinterest
Artefacts also have a wide category of objects and the variety is great as they can date back to ancient times of civilisation. It is an object made by a human being with sort of reason, typically from different cultures from the past that have been dug up or found to be displayed in museums all over the world. I really love the Egyptian type artefacts as there was mainly jewellery and statues of their gods. They used a very attractive style of with the bright colours and sparkling jewels. There are many artefacts in games and tomb raider/uncharted portrays how precious they are. They can be of any design as long as they hold value/reasoning and they hold some piece of evidence to the past.

Watches mood board-Pinterest
Watches have loads of different designs to them, many brands tend to specialise in different types of styles and colours. I prefer a lot of the old modern watches compared to tall the high-tech bright jewel type ones. Modelling a watch would be fun as I can had loads of detail and little details such as the bumps and indents for the different shapes/bolts.
 These images I took show closeups of the joints and little bolts within the watch that keep it together. All the indents and smooth metal/hard plastic give it great detail and the it would look great modelled and textured.

Below are 2 images from each idea I have this will then get me an overall outlook on what I would like to create and if it will fit in with my schedule that I made at the start.
Narrowing down my options(last five choices)
 Now I will eliminate some and go into more detail with 2 left over, however I already have in mind what I might do anyway its still good to research the others and grasp an understanding for it so it make help me in the future.
I will not be doing an environment/scene because Its not forte and If I did I don't see myself completing it in time because I may not be as into as I would be with something else. I also wont be creating my own character/monster as it will take way too long with the time allocated and also I have no experience creating a full length modelled out character, so that's off the list. I will also be taking of the bottles, artefacts and vehicles as i prefer the masks and drones idea more interesting to me.  Also modelling an animal would really cool but its just time and experience that stops me especially knowing its my final project for the course, I'm trying to take the most logical route with it.


Masks

Masks are an object used and typically worn on the face and for entertainment, stealth, protection and performance. They were heavily used for many reasons such as assassins and also at Victorian party's they would wear masks that you could over your face to cover your identity.
Masks from all over the world were created for many cultural reasons, for festivals, religious events and for fun. They had a combination of many colours dating back to the ancient times off 19th century were many were made from wood, rock and stone.
Here is an example of classic one but it coudn't be worn,  in the 19th century they were more so to tribes to hang around to let the gods watch over them through the face of the mask.
However the asian culture adored masks and they got it popular for wearing them on he face as they Japan, India, China and Korea would have their own festivals full of bright colours and masks to represent demons dancing and also angels. I like their style of masks the most.
This is a board of some the masks I found which I like the most. I think I will stick with this route of mask designs. The mask of a god or a demon would be cool to create. I love the patterns and how they contrast well with the patterns giving of a different personality or vibe from each mask as if its a person.
They now are commonly sold on the streets of their country as its a big tourist attraction.
However within this generation masks aren't always used for festivals and entertainment they can be used as ways of criminals hiding their faces with some horrific masks been made.

 Masks have been used in games a lot before but here are some that I first thought of when masks came to mind.
The assassins creed turkish mask and the comedic gta masks.





One of the most common mask used is the scream mask, of a skull or a ghost type mask.
The typical Halloween mask that is simple but effective.
 Masks are also used in sports if you want to include helmets which are used in sports such as hockey and american football that protect your head from impact damage.
Another mask commonly used for athletes are the training masks that makes it harder for you to workout , it kills more calories in less time as your respiration is working even harder because of the less oxygen you have.
It has a pretty cool design considering what it is sued for but its heavily similar to another mask used by doctors and firefighters.
The firefighters mask is to stop them from breathing heavy amounts of co2. Just shows how masks how evolved overtime to help you get stronger and to keep you alive.
This is used for situations were this is toxic gas or a breathable disease case is alerted. A lot of Japanese civilians wear them sometimes as their country;s air pollution is pretty bad.

Overall these types of designs have a huge impact on my ideas for my mask, and the reasons behind it. I would have ask my self questions about why,what and where will it be sold. Within a game I can make it so its a characters mask within the game, or an special mask of some kind that people within the game want.
I can tie the connection with my mask to hundreds of historical places, cultures around the world which is why their so interesting and cool to create.
Linking back to my schedule of the project I believe I would be able to model a mask/or mask's with different designs and styles. I would have to narrow down a choice of what style my mask would have and its job first. Modelling it seems like it wouldn't be too bad depending on the design, texturing also will be fun as I can use my past knowledge for earlier projects. The texture will also be a big part of the mask because it has to look good colour wise.




Drones
When researching and creating this I realise I will be creating a drone, I just find them so interesting even though there so little, they have such a big potential. I added a few spaceships that similar to drones because of the features they have. The reason I have picked a drone top design or to find a real life drone to model from is because I like how simple but complicated they look. The futuristic sci-fi design interest me a lot and the different type of designs and features give them different advantages and disadvantages within flying, stability, movement speed and 










Drones

For my final project I have decided to create a design for a flying/floating drone or a model of a futuristic flying vehicle. I have looked up many designs and images of existing drones that work in reality. However since this is for a game I can make the vehicle/drone work in a way it wouldn't be able to in our current time in reality, this opens up a lot of doors for me as I can now be a bit more creative with my ideas without worrying if certain elements will allow it fly with our current technology. My model will be fully UV'd and textured and implemented into Unreal.
I will be researching about drones  in real life and how they are made. Also how they are used in video games around the world.

What I like about the idea of doing a drone is that it could literally be anything. The most popular design for a drone is a flying, hovering small air plane/helicopter looking vehicle, with scanners. However there are many drones that have unique designs like the ones below, as they look like more robotic and technical. Any design could be a drone as long as it fulfils the duties of one.



To the military a drone is called a UAV(Unmanned Aerial Vehicles) or RPAS (Remotely Piloted Aerial Systems). They were used and still are to provide 24hr sight to troops in situations when it would be to risky for the air force to do it. Reasons for that could be weather conditions, the environment of the battlefield and how dangerous is it. However having a waterproof drone are very helpful as they can check roadside for bombs, listen to mobile phone conversations, following or attacking the enemies. They send back real time imagery. One particular drone called the MQ-9 Reaper looks like plane but plays the roll of drone, since a drone can be any design as long as it fulls fills it.
As you can see it has weapons but not every military based drone has a weapon. This one has them  as they are sent from one country to another for a long period of time and can be used to initiate attack or to send a warning, while scanning the area and sending back film of whats going on. Drones also don't have to be tiny like most modern day ones are. This one is very big because it needs to be. It has to be big to be able to provide the fire power and to be in the air for so long. It works like a regular plane but someone is also controlling this the whole time.

Someone controls the drone from the base. Controls for drones may vary by the way they look but they all have very similar buttons and movement.
Here are some images of different looking controllers.




Most modern day controllers may have a littler antenna to send the controllers but as they get more advanced they start having touch screen or even being able to hook up console controllers to them, making it much more comfortable for the person.
This design below is very interesting as they've made it so you can see the what they drone is recording for you.
However not all drones as you know are sued for military use and have missiles loaded on them. Many are used to capture footage for many big films such as Jurassic park, captain America civil war and The expendables 3. They all used drones to capture shots a normal person could get. Most took place very high into the sky using drones.
These are some of the most popular drones used in filming. However a lot of the very good ones are built to withstand the weight of very high quality camera underneath them taking the shots. So the drones are built more for mobility and keep a steady balance in flight for filming, all while carrying a heavy expensive camera.
The design for the propellers are very similar as the having them spread out which helps with balance when flying with strong winds.They all have strong structures to keep hold of the camera and for landing safely. This is the ideal design for a steady strong drone for filming, however they're many other design that work out really well, but the drones are used for a different reason.

The big controversy for a drone is that a drone should actually be  autonomous which means they should be independent and coded to move on its own with being controlled the whole way through. But over the years people still call them drones even if they are controlled. But their are some magnificent designs for drones that don't need to be controlled that do the job their made for.

This drone below has a design that is very unique but works very well for what it does.

 This is called the parrot swing and I really like the way it looks. It has a unique look compared to the modern day designs. It can move up to 18mph and has a 640x480 resolution. It can be remote controlled from your phone or PlayStation controller. This type of drone is used as a family toy. To have fun with. Although it looks cool and fun each design has a flaw and the biggest one is landing and strength, it doesn't have much support if it was to crash or run out of battery in mid-flight and fall.
A big question people ask about drones is, whats the difference between drones and helicopters and RC planes?
The helicopter is commonly identified by its one big propeller on top and the small propeller on the tail of it which gives it flight, helicopters are particularity used for transporting people for various reasons and also for combat as you can have combat ones. Although a drone can do those jobs as well with the right design, it is remote controlled or coded to do its job but a helicopter is a manned vehicle meaning someone is controlling it from inside the cockpit. An RC plane is also remote controlled but the materials are much different as they are combined of light foam and cardboard giving it the speed and flight it needs. But their are some sophisticated designs that allow an RC plane to do what a drone can do but they are rarely used because of the movement of the plane. That's where drones come in. Drones do move have the same functions of both but they are designed specifically for its job. As a drone type design will perform it better than a helicopter or a plane. They have limits, but a drone doesn't which will help me a lot more with my design phase.

Now that I have an idea of how modern day realistic drones look like and how certain mechanics help it do its job I'm going to research into drones in games and futuristic design of some made by artists.


Drones in games

Their are many robotic drones in games and most are sci-fi/ futuristic games.

There's 2 drones in Black Ops 2 after It got more futuristic. They have the Hunter killer drone that was used to fly out and find the nearest enemie and explode on impact.
 Its classed as  a drone since it isn't remote controlled and coded to find an enemie and explode on impact.
The other one is this controllable drone that you fly around for awhile util it self explodes but you can fly it around and shoot enemies with it in the game. 
It has a pretty realistic design that would work in the modern day military.


Air Hogs
Air hogs is a company that create all sorts of remote controlled toys, however they have a drone flying game. On the controller you see your drone in a different world but your still flying it around in reality. It seems like a pretty cool idea but the graphics and simplicity of it looks too repetitive and boring. However its a great idea that will probably develop a lot more in the future as this is rarely done for games.
The designs are very realistic and interesting, you can play loads of different drones but you would have to buy them in real life.
The controls for the drone look very straight forward making it easy for younger kids to play it.






FallOut
Fall out has a lot of robots within the series, however many look like drones but aren't, it was hard to pick out the ones that weren't robots. As they can look similar in futuristic games. But a robot works on it own and are closely related to how a human brain would so its different from a drone.
This was from the first fallout and it was a spider drone than was made to walk around and explode on enemie impact. The design of it makes makes it job even easier, making it small so its hard to detect and spider type body type to crawl around quick and over bump, awkward landscapes.
The graphics weren't the best back then but if it was to made now the details on it would look a lot more interesting. It has a simple grey robotic design making it pretty hard to see in the dark.

Colours make a big difference the way designs look and how it can effect the drones job. Each mechanic on a drone and colour has a reason as they need to be there to some how benefit it, or it wont be able to do whats its meant to.






ZMR Game
Zombies monsters robots is a online shooter were you go around killing different enemies and taking loot to level up. However there was a DLC that added drone companions and they look very interesting. I like the design they used and the colours you can choose from. It gives them a real futuristic dangerous look. These ones are made from attack rather than to scan areas so the build of the drone is a lot different from the usual.
 This one above looks a lot more offensive as it has a mini gun attached to it, i really like the design of it. The colour works really well giving it a vibrant tone, asif it wants people to notice it. However I cannot create drone like this because it will have weapons on it which isn't allowed.
This one looks great, I like the use of colour mixture making it look deadly at night. The claws are a cool feature to the drone along with the spaceship type head. This one is made to find loot while flying with you but can also attack with its claws making it a useful asset.
This is the other colour scheme for it still gives of the dangerous look.
This one is very interesting as it doesn't look like your usual drone, but a drone can have any design as long as it fulfils its job, this one is made to look like a dragon. I'm not too keen on the colour but the design looks great. But seeing this will now push me to be more creative with what I can design.




Drone N Base
Drone N base is another game you can play with a real drone but also inside a game controlling it with your phone. The graphics on this one are pretty good. The designs for the drones are pretty similar to the other drone game but because they have to be able to work in real life they cant create anything crazy, since it has to be able to fly. So that stops them from doing crazy cool design that will only work in a game.
Below is how it looks in the game and I like how simple but clean the mesh looks in game.It defianlty gives it a futuristic look.
Below is how it looks racing people online but in real life. You race and train to fly your drone in this game and you get points and ranked by them.
The little landing  pod is where your drone starts to connect to your phone. The colours look very nice on the drones making them eye catching.

How do they work?
I looked up some separate parts and they also sell the base of many drones if you want to build them yourself. I looked at a few different bases and the physics behind them. Some have advantages over different ones.
The propellers on an aircraft are very important as they generate uplift and move the object upwards. The propellers have to move fast to create enough uplift or else it wont have enough power to move its base depending on how heavy the drone is.
These are many different combinations of how the propellers can work on a drone. The more symmetrical the propellers are on a drone equals how much balance it will have when flying. The bottom right will have less balance but will most likely be better at turning/ rotating at high speed because it can angle its self easier in the air because it less stability. However it wont be able to land very well compared to the bottom left which will be able to stay straight in the air even with strong winds. This makes the bottom left one better for filming and capturing still images. The top row and bottom middle will be best for capturing movement and fast speeds at high quality as it will be bale to move quicker but also steady. Bottom right will be better for general movement and having fun, racing with friends or spying.

I have went online and went to stores and found some of the parts of drones and the names for them, this will help me have a better understanding how they all connect giving it a good flying performance.
Online stores usually sell the drones in pieces but also has a base which you can then build from.
Here are some I found that have different designs.




These are the base and the shell of some drones, the inside looks a lot more complex than I thought, meaning everything has to be equal and symmetrical in length and width in order for it to fly perfectly. However I wont be modelling the inside unless you can see it, so its not much of a concern for now. But its good to know how the inside looks on general drones so I can get a feel of how wide and high I will need to make the body shell like the one above.
 Inside contains wires and a battery and I will need to account to how much space will be left inside, for all the little pieces and also the body frame.


 These are how the average battery looks for a drone or any other small vehicle, they may not last for long as most drones last for about and hour or less, especially if there powering a camera at the same time.
These are the wires that are used to send the power from the battery throughout the drone to make it work. The wires are usually very thick so water doesn't easily get in them and so they don't tear quickly.


Propellers come in all sorts of sizes depending on the drone size. They can all be easily detached and placed back on. However they can be pretty fragile and snap easily with enough force.

These are the usual camera sizes for drones as they cant be to big since that will make them heavier, making the drones movement worse. The average specs for a camera for a drone captures pictures as jpeg's and with an image size of 4000x3000. Not many drones will have great quality but the expensive ones usually have a HD picture quality.



Artist Research


I found some great 3D artists that have modelled drones or a drone in the past and these are the ones that I find very eye-catching and interesting. Looking at these below gives me an idea of the level of quality I might need to model mine too. This makes me want to push myself further now when I start modelling. I can tell a lot of the artists wanted as much detail that visible to be really good, making it look as realistic as possible.

Ryan Kohr
He is a student artist and created a drone in high poly and looks really good. I like the way he;s showed of a lot of the interior pieces to get more detail in the drone and to make it look more attractive.
The only downfall is the propellers as they look a bit stiff when they should be more curved/rounded.




I can take inspiration from this as I am making a drone as well and I can see what mistakes I could make such as the propeller edges and bolts and little features that i could add to the drone I'm modelling.
He used 3ds Max and Photoshop for textures. A lot of people are using 3ds max because its easier, however Maya models tend to come out look nicer. 





Igor Puškarić
He is a 2D/3D generalist He designed and created concept art for his drone model which he made on 3ds max and textured using Photoshop. 
The colours he used works really well for the concept as it almost blends with the sky making it look like the drone was truly meant to be flying around up there. Giving it a personality of its own.
Below is the model and the design looks really intimidating as this inspires me to make my drone just as nice and clean. His topology is really good and kept everything look smooth and clean.


Karol Majeran
Karol is a CGI artist and developer and she modelled a brilliant replica of the DJI drone. It looks realistic and she used corona renderer to make it look like its a photograph.
She also used for Photoshop to create some great textures. I want to be able to make textures similar to this as the drone I'm modelling is plastic and will have that fresh clean look to it.
Below you can see the geometry of the model and its done really well in holy poly. She did really well creating the features such as the camera and the little bolts and rounded propellers.


Mikhail Bakhirev
Mikhail is a 3D GI artist and created a small drone that has old but futuristic look to it, almost like a steam punk look. It looks like it would fit in with fall out because of the dark old colours it has.
IT just hows how much colours can make a difference and the material of it.
IF this was white and a plastic material instead it would look very similar to the one above, new modern and fresh.


However I still like the design of it and how it well it would fit in with a lot of games.
The model below looks very clean and he textured it great. The what he created the rounded head inspires me to make one just as great since the drone I'm modelling has an awkward body shape wit the rounded head.


Promo Art Research

Many real life drone company's have promo art to show off there drones for advertisement. This helps draw attention to the product and then later on sell it.
 Promo art is pieces of art work for whatever the product your developing or have already made but want to build up a hype/love for it before releasing it to be purchased. As a game fan I love seeing promo art for many games before they come out, or seeing promo art for characters for online games such as paragon and league of legends.
These are some of my favourite pieces of promo art for drones and for games.

This is a skin of a hero called Steel and before it released to unlock in game it was showed off top the public this is a way of getting people engaged and wanting to buy it when it comes out.
What I like about this is the feeling you get looking at the details. It gives a vicious strong look for the character making it look more interesting to play as him in game.
The vibrant green makes the shield stand out with the grey wary background. They also showed all the good details in one picture, the composition of it matter a lot. If he was standing from the side it wouldn't look as good because you cant see much of the major details.



This was a promo piece of a character called Kallari before getting released, the lighting and composition of the image makes it look great. The background gives the image depth and if the background wasn't as good the overall picture wouldn't. The stance of the character and how close she shows how far away the the objects in the background are. There isn't much detail in the background of some of the tall rocks because its not needed, this gives a better effect of there being strong fog in the background.

This is image is from the Pokemon sun and moon game. This art was released before the game to show off the different features available in the game and to get fans talking and thinking about the new features. The way they set the layout for the promo art made it easier to understand the different features and the use of colours made each segment stand out.



This is a promotional advert used when the bebop 2 came out. They used an interesting way of showing it off. The background of the different environments gave the viewer it works well in all types of places that have different temperature's and wind speeds. The showed the bebop in flying motion giving the viewer of what it looks like in flight from that angle. They kept it simple and clean with the font of the writing. The professional writing works well with the simple nice looking image of the drone. The even put a bit of detail in it by saying it has over 25 minutes of flight time.




This is my favourite one I found and the colours match very well together. The layout of the drones specs work well with the composition of the drone image. It is close up enough to get the details needed to show for the drone such as the propellers and the camera. I like the fading of the colour at the bottom as it fades from blue to white making it look like its rising in the picture.

I am planning to have my final promo art piece made when I have fully textured my model that way I can get the best image possible, then Ill take a high resolution screenshot to put in Photoshop and add an environment beneath it.


Lighting and Composition

Lighting makes a big difference within pictures and pieces of artwork. It can change the way settings look and can create/show more or less detail on the object within the frame.
Here is an example of the way light can be positioned to create different effects on the outcome of the picture.

I will try re-create these positions in Maya and render images out to test out lighting and see how much it can change the image. I will also try this when my model is fully textured to capture more colour change. I used my finished model (came back after modelling it to complete lighting). The reason I didn't use a block out is because it wasn't finished and it wouldst look as good, this would benefit me more doing it now that my model is finished as I can now use these ideas for my promo art and have an even better understanding, They also look ten times better with the model finished. I can also edit these and go over them in Photoshop to practise and see what I can change for my final promo art piece.
Starting with lighting I used the direct and spot light to test and have a mess about with the way I can use it one my model. I set up a floor and side walls to catch the shadows in the background.
 I first looked through the settings on my spot light and began to use how wide and intense the light will be.
 I used the walls to get a nice shadow placement. I also looked up that Arnold render in Maya 2017 can be a lot better with picking up light than mental ray so this was good to use it and test it out.
 Here I am using Arnold's render view as it helps me see my adjustments as I change the light settings and automatically updates the scene with a lower quality render. This was very helpful as it saves loads of time.
                                                                        
Here I have the intensity very high and my model looks a lot whiter, less intensity it looks darker and you notice more shadows on the actual model. I then started to re-create different positions of the lighting and rendered them out to a decent quality.
 It came out pretty nice and I wanted to create that sort of shape of light to give it a more attractive look. The lighting fading by the feet was a nice touch that I didn't intend on having but it works great.
This one I used a spotlight above it and had the intensity pretty high, this gave it a very clear and bright model, it looks great with the complete darkness around it.
 This was a birds eye view version of the spotlight.

This one might be my favourite as the light reflects on it perfectly creating a fading shadow in the background and a bright reflection on the floor of the light. This is a considered position for my promo art.
 Here I put the light beneath my actual model giving it a glow in the dark type effect which worked pretty well. I like the way it turned out, I turned on the effect that makes the whole scene dark and only light is visible this made it easier to create.
Here I turned down the intensity down a lot and used a direct light instead, the difference with direct is that the shadow isn't stretched like the spotlight one would do, it has the same size as the actual model. It looks like its been textured black but its just the lack of light creating this cool colour on it.
 This one you can barely see as all is visible is the tiny light on the side of the head. I put this in anyway to show how little light can be seen even when in total darkness.
This also might be another favourite and I moved my model in the corner of the walls I built around it to stop the shadow of the back been seen. It worked out great as only the bottom can shadow can be seen beneath it and the reflection on the main body adds an even better effect to it.

The lighting also ties in with the composition, as I prefer doing close ups than far away shots I am leaning towards a close up image for my promo art. I am thinking of having it on a stand with spotlights around it creating a cross lighting effect. I will test this out on Maya and in other positions.


Composition however is very experimental within art and can the use of it can bring out some great pieces of art. There are many forms of art and they all have many different elements and details that combine to make the overall composition of the image. This research of different types of elements used to create art can be helpful for myself while creating my promo art.



The image above shows many different ways of creating different visual effects. My favourite one that I like is the radiating line effects as it looks great showing the distance of detail the further you get away within the image. That one also relates to games as you see less/more detail in the objects/environment depending on close or far you are.
As the drone will be my main object within the game I need it to look high quality at all times since your always looking at it.
However Its hard to show composition when I'm not doing a scene, because I'm only doing one object its hard to show different examples.

 Here are some images of me trying out different angles of my model with objects with it.
 Here I used a cylinder to create a better effect and I might be considering this type of angle for my promo art when its fully textured. I will put the image below in Photoshop and mess about with it to get a promo art feel for it and it will be good for experimentation with colours.
Here I'm getting different views to experiment with the composition of my drone with a platform like this that are sued to show off pieces of work.



The intensity is turned down along with the exposure giving it a dark clean look.



Colour Pallet & Design Mods

Many different colours combo well together and create different moods and effects on objects. Such as having a black and red combo creates a deadly evil mood depending on the object but that's because they are pretty dark colours when together.

This colour pallet shows the lighter and darker variations of colours and the in between colours such as the blue-green which is known as cyan.
I want to be able to have a mice mix of colours for the drone. I will only be mixing two colours as my concept will show. I haven't yet decided but I am thinking of a nice dark blue and black. I will showcasing my colour combinations once I have my model done in Maya and then take into into Photoshop to test out different colour combinations.

Mods

The mods on my drone are the cap on the propeller stand and possibly the water floats attached to the feet. These mods may happen. ( I will come back and put pictures showing if the change happened).
 As you can see I modded the drone as it originally doesn't have the cap but It can have it if necessary, I feel as I have made it pretty close to the original.
Below is a mod that is on my wishlist along with my animation of the propellers.

As its simple to make, I can give it a spongy texture to finish it off I think it will look great with my model. But it wont be on my final render, these can be on the separate ones to show of the mod but not on my complete finished promo art.


I am also considering adding a logo on the side or even some type of pattern but I feel like it will ruin the simplicity of I which is what I'm aiming for, simple and effective but still looks nice. I don't want it to look over the top.
Here I made 4 spheres and that were around the accurate size of how the real ones would look on the drone, this is a mod for when flying above water or on a calm lake. This is will looks nice in some renders over water that I can do in Unreal that will give more of a realistic effect.
 I combined them so they're all on one UV map saving me time, I can then create one texture for all of them. I will then take this into Photoshop and then unreal to capture what it looks like.


Different art styles 

There are a lot of different art styles within games and in general art.
Since I'm modelling a prop I'm limited to art styles but with an environment you have a lot more choices. I'm going for the detailed realistic look instead of a cartoony or low detailed style.
I searched up a few art styles and how they can look a lot different.


 Different art styles can link together and have abit of mixed up ones.
 This one has a very messy, paint strokes type style to itcreating a foggy unclear image for the viewer.
 Many typical graffiti haver a cartoony look to it with bright colours and but they use the colours well making them blend, stand out and work well together.
 This one was amde from a pattern as this style can be used widely within art as you can draw any pattern and create a normal image with it such as this leaf.

This one has black and white drawn, detailed style. It works very well even though it doesnt look real the detail is still heavety withint he cartoony style it has.




Here I got one of my old materials I made and then went over and created different styles that his image of wood can be created as, my favourite style would have to be smooth painted one and the roughly drawn style. As you can see the styles have different effects that can change an object completely and its good to know how different ones work for the future. This can be very helpful for promo art and showing off your work.
( I will revisit this later on after my drone has been modelled and try different art styles on it to see what it would look like)


The Parrot drone bebop 2

The drone is made by the french company called Parrot. This drone is a remote controlled flying quadcopter. It is designed to be controlled by a smart phone or tablet using their apps on IOS and android. The first parrot drone is called parrot bebop 1 and has a different design. It had the same function and could record and take pictures in full HD. However the battery power was its downfall and slight stability.



As you can see the parrot bebop 2 has a rim around the wings helping it if it was to crash against something on the side. The main body on the bebop 1 is less rounded also the feet design look a lot different from the bebop 2.
 The bebop2 however is bigger in general having bigger propellers and body size as the size is 32.8 x 38.3cm but the bebop 1 is 28 x 32cm. 
Bebop 2 has propellers at the length of 6 inches but bebop 1 is 5.5 inches.
A slight feature the bebop 2 has a new LED light at the back of it which is also the on/off button and stays on when its powered up. Bebop 1 never had that and had a little switch at the back instead.













The battery sizes are also very different in sizes and bebop 2 was highly buffed to 2700mAh and the bebop 1 had 1200mAh. Bebop could fly for only 11 minutes but was then buffed to 25 with the bebop 2 battery.













As you can see the size is a lot different but doesn't make much of difference for weight as they are both made from very light plastic.
The bebop 2 now has a 180 degrees lens and points slightly at the ground,m this allows to capture less sky and more focus on the ground environment. It can also shoot up to 90 degrees as well, the bebop 1 could only shoot normal straight up camera vision.

The bebop 2 is extremely better for speed and flight as it can reach a top speed of 18m/s versus 13m/s for the bebop 1.
Bebops 2 maximal vertical can take off within 6m/s versus 2m/s. It has much better acceleration and is now more useful for filming. However the bebop 1 still isn't that bad as its still fast compared to most drones but its a lot cheaper so it would be better to get bebop 1 if you would play around with it more.
The bebop 2 has a much better GPS signal as it reacts faster and has new features to increase the range it can be away from the controller compared to the bebop 1.
The motors are also much better improved on bebop 1 as there's less risks of technical difficulty's if wet making it have much better resistance.
I really like the look of the detail inside the motors, it will be a nice drawing to do.
I will sketching out all the positions of the drone creating orthographic and then putting them onto Photoshop. I can then create my concept art and get a feel for the little pieces of the parrot drone such as the propellers and LED light at the back.

These are some pictures of the parrot drone bebop 2 (red) in real life.



As you can see they have plastic material to them.
The base of the bebop 2 is made from a material called WindForm and its a poly-amide base glass fibre reinforced composite material. Its a smooth dark, flexible materials and is highly used in a lot of objects for performance. Its also waterproof and resists against absorption of moisture liquids and isn't a electrical conductive material.

The structure has a really smooth but yet a slightly prickly texture to it. The material can only be black so I cant change the colour of it when I texture it.
This is a video link to how they make the structure.


The 3D printing way is best to use since there are no human errors, plus its quicker and cheaper.

Possible Changes

I have a few changes that I would like to change or could if I have time near the end of the project.
The first change is putting a cap on the propeller opening. As you can see below there is an opening but you can also buy caps and to close tho openings with its raining or happens to get wet inside.
The cap can come in any colours.
I also prefer the look of it with the cap on, giving it more of a safer look.
Another change I want to make but only if I have time is adding 4 plastic round floats that attach to the bottom of the drone. They are light so it wont disrupt flight but if you drone happens to run low on battery above water it can will float safely. It also can be used for filming and taking pictures on lakes and calm rivers.



I don't know what colour they can come in but they are black to match the colour scheme of the drone. I may change the colours of the drone but the base must be kept black because of the material type.
I will also draw these out attached to the drone and detached. No bolts/ screws are visible on the parrot drone so that's one feature I don't need to add as they are all click attached to each other.
 Here I have sketched out in pen the features I will be changing or might be changed due to time.


Sketches




Here are some drawings above showing different close up pieces of the drone and the changes that I might make. The last one is showcasing what I want the camera angle to look like while flying it in 1st and 3rd person.

Orthographic's

I used Photoshop and went over using the pen tool to go over the outline of the images of the drone. I used a red indicator to show were the red highlight will be.






They both match and line up perfectly for the front and back view.

This is the side view of the drone which will a lot with modelling.



Project Experiments

I started a practise model for my drone to see and find out what I issue I could run into later on. 
I firstly set up my reference pictures as orthographics in Maya and started to model. 
I recorded while doing it, however not all of it recorded. 









I go these views from their official website as the ones in real life at the moment I have seen only in boxes. I should hopefully be bale to get some real life reference pictures later on before I seriously start modelling.

Silhouettes

Here I created some silhouettes using the pen tool, this gave me some easier understanding how the views look flat instead of 3D. It also shows the shape it would have as a shadow.

These would also be helpful as orthographics with the upcoming modelling and photoshop concepts.


Practise Run/Experiment


Throughout the practise run I found it pretty tricky to create the body shape as it has a awkward rounded shape to it. It also had a awkward lower body that connects but i eventually got the hang of it. I also used the lattice tool to solve the problem of creating the body shape as it allowed me to edit it easier and also using the extrude tool to create the face accurate to the picture.

Below is another video of how I experimented using my orthographic's , I wanted to test if they will be beneficial for my actual modelling phase. I had a hard time creating everything smoothed out and its pretty tricky to create its form properly with clean topology. I also used the bottom layer orthographic's for the drone but the issue is keeping it to size with the rest of the orthographic's.

After the practise run through I found a few issue I might have like keeping the body looking smooth and in shape. Another issue is that It might be hard to create the lower body and feet to be connected all in one. The propellers and wings I will find pretty easy as I made one quickly within the practise run.



Block out practise in Photoshop

 This is how far I got with my first initial block out. After i restarted and started to make my actual model. I chose to to finish with the block out since I knew how to make the pieces and now all I had to do would re make it and add detail. The practise run and creating the block out was very helpful as it gave me an insight on how I was gonna make them.

This is a block out and I will edit it in Photoshop. 



These are some combinations I could use for my final colour way













Here I used Photoshop to simple change the colours on the ambient occlusion and I am leaning towards the red and black or blue and black. I think it works very well together and keep it simple.
I am also considering to change the colour of the cap on the propeller stand to a light yellow or grey to add some more colour to it and to give it a bit of an eye catcher a bright colour would be good as its only a small part of the model to catch someones attention.

I chose the red and black colour way in the end as it matches great with the design so I hope to see it work when I start texturing.

Bottom layout



I have figured out a method of how to model it. I will be creating the main body first (the cover) then creating the lower base with this orthographic along with wings and feet. This will help me match the orthographic's to the already made cover making it a lot easier for me.

Concept Art Phase

I have gone onto Photoshop and started to create my concept art for the parrot drone showing the colours and little features I will have changed for the model version.
Below is a video of clips I took while creating it on Photoshop.

I will be changing the colours of the purple section to various ones and then choose what one I feel will fit the model best besides from its original colours.

Here is also the other colour I might be doing which is a lime green. I feel like it matches well because it gives it that bright jungle type feel while flying it outside in the sun.
It also gives it an alien robotic drone type feel to it.


This was a before modelled look of it and his helped me lot before modelling as it gave me a size and an idea of the colours that can go with it.


Game Context

The game my drone will be made for is more of an exploration game as you will be playing as the drone itself exploring the open world landscape online or by yourself completing mulitple task within it. The tasks can range from capturing certain images of animals, trees, iconic figures in he make belief world. You can also customosize your drone so that you can give it a personality, ranging from different colours a, logos, lights and much more. I want to be a chilled laid back game that you can play with a few friends and mess about but enjoy playing as a mechanical machine.
 The purpose of my object within the game is to give the player some reality through a simple but effective machine such as a drone.

Game Backstory

Every prop, environment and model has a story to it. It gives a bit more life and depth for the gamer. The story behind mine is that It was created to be have best performance of any drone in the world. Having the best quality, speed, stability and style it quickly lived up to its expectations. Millions were sold across the world but there was one  issue. They became alive, they developed a mind of there own and wanted to record and capture what they wanted to and made choices a human would. This caused them to fly off and visit different places capturing and recording things at their own will. This was bad as he company lost loads of money and some drones were took part and captured.

The ones surviving are the ones you will be playing as, having being solar powered you don't need to worry about battery life. Now you have the chance to be play as one of the last surviving Parrot drone bebop 2 drones in the world and your purpose is to never stop filling up that online unlimited gallery of adventure.

Promo Art/Experiments


Earlier within the project I did some promo art research, finding out the most common colours, positions and lettering. I also considered different meanings, behaviour and feelings could be projected with those elements.
 I took a few high res screenshots of my model once textured i unreal to get some nice shots and put them into Photoshop to mess around with. By changing the filters and going over them to get a feel for the right angle/colours.
This type of style would be great for poster type advertisement or leaflets. I like the cartoony effect for it. However I need to make it look as realistic as possible as if it was a picture of the actual drone on the promo art.

 I cut a drone from one of my pictures I took from unreal and used the trees option to give it a outside feel to the flying drone. Here I was also playing with the lighting within the picture, this tool can be very helpful for the finished piece.
Here it looks pretty real and turned out alright for an experiment, I will be doing a few others to get a better feel.
Below Is a picture capturing the drones propellers moving with a slight blur to it, I want to try capture that type of effect within my own promo art. I can do that by using the Photoshop tools or to make it look better I can put it in Maya with the textures and use a propeller animation to make them turn at a high speed. Then Arnold's renderer can pick it up within the render which will make it look ten times better.

Here I was trying to re-create the blur from this piece image, motion blur is very annoying to get a clean render off. The main source of getting rid of noise for it is increasing the camera AA and samples.

 Here I was adjusting the exposure and amount of samples to get a cleaner image on the render view.
 Here I increased the keys higher and it got a better blur on for the motion but it still had a lot of noise. However I can sort this out in Photoshop as increasing the settings will take extremely long to render out.
 Here I was messing with the time frame of what part of the movement it was capturing but it was getting even more blurred with noise.


 These setting I screenshotted as they were good so I can go back to this setting if needed.
 However if I put them up to high this is the result, they move so quick they cant be seen and it looks like dust flying around.
 Here was a great blur but the background was getting effected by noise more than the actual blur.
From above this type of image would be great for promo art especially with the blur.

 Above I found a setting that allowed me to add fog to the render image and I could mess around around with the value and also the colour of the fog.
I really like the idea of the fog surrounding the drone, its a sort of mystery to it.


Next After finishing my textures and making sure they all work I then put them into Maya and came back to this to get a nice angle and look for my promo art to which I could then take into Photoshop and edit it to look professional. 
 Here are the few images that I took from my favourite angle. I chose this angle because it has the right amount o detail shown by the light and the right amount of shadows showing, It also shows a great reflection the drone in the image which is what I want. This is a way of showing what the bottom of the drone looks like.

The one above is probably my favourite one but it came out a lot darker in the render than I thought, after I found the button that shows the lighting the render will have when finished. However It can still work well but I didn't render it out to A2 size which the promo and final render will be.
 I then took a few of my favourite images I have of my drone and put them into Photoshop and really liked the idea of going with a cartoony but detailed style. This way I feel it will appeal to younger ages more but still grasp attention of older ages.
This was the style I was going for as it had the right amount of detail. However I didn't like position it was in.
Here I used the stamp filter and adjusted the balance of the black and white to a point to which I liked.
I love the angle I have for the above and below screenshots from unreal that I put in, however they wern't A2 and it would stretch too much.
Below I added a little logo I created and it looks rather nice with the promo art, giving a small little view from the front. It something small to look at after visualising the main object.
It came out well and I'm pleased with the logo, I wanted to go with an image rather than a worded logo as it stands out more for the drone.



Modelling Phase


Modelling Time Frame (brackets are the updates)

Main Body: I will try to complete it within a week (Actual time completed in 4 days).

Propeller and Wings: Will take about a week (Took a week and re-done wings twice to get the right look).

Feet Of Drone: Will try to complete within 1 day (took 2 days as I was doing the wings as well)

Back Light and Side Connection: 1-2 days (took less than a day)



I am now starting my modelling phase. I have already made orthographic's which I firstly set up in Maya, I also used a six foot man model that we had given awhile back. This will help me with the size of the drone when modelling, also setting my grid will also be very helpful.

I set it up with the scale of it and the length/width so it matches the size its supposed to be.
I first started by modelling the body and creating it was a struggle at first. My experiments I had done helped me a lot as I now found a easier way of doing it in medium poly.
The video below shows the process I went through for the Main Body.


Main Body






I am trying to keep my topology cleaner and I feel I have achieved a clean body for my model with nice smoothed edges. I'm also keeping up on UV's as I go along as it more helpful and easier to eventually finish off when I reach the UV stage.


 Here I was sorting out the topology and making the edges nice and smooth by adding edge loops.
This is what it looks smooth on the edge, I think I've done well by keeping it clean so far.


Here I have cut of one side so that its easier to keep adding adjustments and when I'm done I can reflect the other side.
 The hardest part was keeping it clean and smooth. Giving it the realistic shape I needed was the challenge, I feel I have built it well and kept the geometry well sorted out.
I will be creating the the wings next and the propellers to go with it as its the second hardest part to complete.



Propellers and Wings

Creating a propeller was easy but creating the curve and to make it look natural within the propeller was hard. So I did some research to overcome this problem. I found a YouTube video from that showed me how to create that specific type of propeller. Mike Hermes is his channel and the video is below. 

I found the new tool I learnt from the video called soft select as it helped me get that right shape needed. The tool was very useful and I will probably use it in the future.
Here is the video of me creating the propeller for my drone.

The hardest part was keeping the shape of it as it would alter everything else if you changed something, while using the soft select mode.


Wings and feet

I Then started to model the wing using my orthographic's to get the right shape. Also after doing that I created the join of the foot connecting to the wing. As all of these pieces connected to the bottom body are made by being moulded nothing requires screws besides inside such for keeping the motor and propeller piece together. However you cannot see them as they are very small and inside. I am thinking about texturing the tiny flat ones instead to make sure it has that realistic feel.

Below is a video of some progress of making the wing and feet.


The feet were confusing to make but I managed to create the right shape when smoothed. I used the orthographic's to help get the curve in the foot. I feel I have got the size and shape right.


 Getting the right form for the end of the wing was the hardest for this piece. I had to keep it smooth and with clean topology.
The 2 images below are of what i started to make my wing like, but then I realised it was wrong and it wasn't supposed to be modelled like that. So I had the change the shape which was a little issue but I got passed it.


The image below is what the new wing looks like and I showed how I modelled it in the video.




I have the sharpish ledge running along the side which I wanted to show the depth change for the wing. It looks well so far with the propeller and propeller stand.
Soon I will be editing it to make lid look like the one already made.

Below is a video of how I made the cap for the propellers. This is a change in the original design which can be altered if you dont want water leaking into the propellers, I also prefer it looking better with the cap on.

I found that the extrude tool was very helpful with creating this part od the drone, it allowed me to get the shape of the cut out perfect.

Re-Work of wings and body

However due to the reason of I'm not happy with the first wing being made I have created a new one. The first wing i created I made it separately from the bottom part of the body. That way will make it harder to connect both. So I decided since its moulded all in one in real life, to do the same. So i modelled the bottom body with the wings and it looks a lot better and realistic.
I simply extruded out from the sides to match the orthographic's, this way was a lot easier and looked better geometry wise. Below is a video of how I made it along with the body and tiding up the geometry.

BackLight and Side Connection

To create the backlight of the drone that glows when its on I used one face that I can texture easily. I will be using a glow map for that.
I also created a side connection that looks similar to spring in real life. I found a tutorial from mike Hermes that helped me create this rather well and im pleased with how it turned out.


I also have a video of creating both the back light and the side connection piece.
This is what it turned out like after extruding the faces I selected it came out looking pretty nice, it also closely matches the connection on the actual drone.




Experimenting with Ambient Ollusion

I used this to experiment and take some nicely rendered images of my drone. This will also help a lot when taking the images into Photoshop and create some 2D art of it.

This is the process of it and i was swapping up the settings to get cleaner images.
These setting prod cued some really nice render outs.




Foot and Wing Re-work

I realized that the actual drone has depth in the feet with a shape similar to one I changed it




All I did was extrude a few faces that matched the shape and moved it inwards. I then add edge loops to get a nicer smooth bend to the corners,
For the sides of only the back wings I extruded some faces inwards and edge loops to create a nice looking hole that looks accurate to the original.



Unreal Engine Test

Before I go any further with changing little details of my model I put it in Unreal to see if it actually works and to check if there's any issues within the model.
Before I put it in unreal because its modelled smoothed I had to use the convert smooth mesh to polygon preview tool. This allowed it to stay smoothed in unreal.
I tested it to see how many polygons I would have and it wasn't as much as I expected, I thought it would be a lot.
In unreal it came out pretty well.
I am now going to make small adjustments and to try and get as much detail in my version of the drone.

UV Phase

Firstly before i start anything I have to make sure I create a copy of each piece and modify it to polygons to smooth mesh preview option to keep it smooth when in unreal. This will make the Uving  more challenging than I have done before but I will see how I get on.

Top Body UV's

I started of with the main body of the drone. I used the automatic tool to split the UV up into different pieces. I had to then arrange them and use the sew tool or sew and move tool. 
I then used a tool that gave the borders of the shells a colour to make it quicker to see which ones matched up. This made the process a lot easier. I began to attach the front of the head to the sides and back.
Making sure the shells were the right size were the most important thing because when sewed they can make the overall shell out of proportion.


Here is the complete UV set for the main body. I left the back pieces separate making it easier to layout and to go over in Photoshop.

Bottom Body UV's

The bottom part of the body was the hardest one. It had loads of separate pieces big and small. I took pretty long to complete this set.


Here I was struggling to get the right net shape for it as the shells were in awkward shapes to begin with. I had the hang of it as I went along though.
Here I used the cut tool to cut the shape up and make it easier connecting the rest together.


Here was the main part of the body which I sized up well to match each other and I think I got it pretty accurate.
The next 3 images below are of an issue I faced. I had a hole in my shell and It was very frustrating and small to deal with as I had to connect tiny separate shells that fitted in the hole.


I was using the vertex's to make it easier to move the shape around.
After solving the issue I then began to straighten out the edges and make it look cleaner.
I then placed the shells appropriately within the square. I had many separate pieces but they are all very small ones that connected and overlapped each other. As I am only making this 1 colour its easier to keep some separate such as the wings and then the body.

Propeller cap UV's

This was one of my cleanest UV's out of all of them. Although it was more simple and easier to understand and I finished it fairly quickly.


I began to create the big pieces first and find where they connect.
It began to work well together and looked like a right net for it.


Above I had to turn the curved UV straight so it matched the net and it was little of a problem until I found a way of doing it by lining out the vertex's with the enlarge tool.
I then started to fill in the missing gaps.

This is the finished set of the propeller cap. The circle shell at the bottom is the face beneath the top part so it count go anywhere without being overlapped so I left it on the side. It wot be textured anyway as it wont be seen.

 Propeller UV's

The propellers had an awkward shape but I worked around it but making it accurate to the actual model.
I used the cut tool a lot within this UV set as it made it easier fitting in the awkward shells.
I then did the bottom side of the propeller.

I did this one fairly quick aswell as it was only a small amount of shells to work with.

 Feet UV's

The last set to finish was of the new feet that of the drone.
This was had simple shapes to work with so it was done pretty quick.


The coloured border option helped a lot with this one as many of the shells all connected.
I fitted in the missing shells and then I was finished.
I moved them around to fill as much spaces possible using the tool that automatically does it for you.


Texturing Phase

I am now saving out my UV maps as Tiff's. I will need to have it quality so it looks good enough for you to be looking at for the whole time so I did made the specs pretty high.

I will be starting to edit the easier maps in Photoshop first then going to the hardest which is the main body.

Back Light-
First I started with the easiest quickest part which is the back-light of the drone
Here I used a simple way of creating the lines using the pen tool and turning it into a normal map.
I chose a more of red colour than orange. I also created a glow map and enhanced the glow in unreal.




It gave off a nice bumpy effect to the light.





Bottom Body
I then started on the bottom body of the drone and I have chosen to make it more of a grey colour, also the material for the actual drone is plastic matte like so I tired to create that and it looks like it worked out well.



It comes it more grey in unreal however it looks darker here. I wanted a very small grain texture on it like the actual material that has a nice matte look.



Below is what I had an issue with. The wings for the were stretched and that was because of my UV's, so I went back into maya to fix them.
To fix the issue I used a tool that showed me if the UV's were folded over. So I selected all of the UV map and used the tool to unfold everything and set it to accurate size proportion stopping the stretching. Since is all one colour it doesn't needed to put all together.

It replaced and unfolded the UV map which I then re-imported into unreal and it looks much better I may make it darker though. It might change near the end of the finished result.

Propellers
I next started to go over the UV maps that I edited to have all the propellers and cap on the same set. This made it a lot quicker to do that specific piece of my drone. I gave the colour a dark grey with a matte plastic look. giving it a 0.5 value for roughness to create the effect.


Above is the simple way of how I connected it together.
 Below is a targa file, I saved them as that because the quality is higher and can make difference the way it looks in unreal.
Below is the way it came out, the lighting inst great in this image making it look darker but it came out a lot nicer than i thought matching the drones style.


Drone Feet
The feet were next to do and I simply used the same dark grey colour for the feet in photohshop to match the drones proppeller. It came out pretty nice and has that nice plastic smooth look to it.


Main Body
This was the hardest one to texture as I have to put the texture the camera on it and the pattern from the actual drone which I might change to my own pattern soon as my own mod to it. But the camera will remain in the same place as the actual drone.

The pattern will be similar to this with the red going around the face of it and the camera in the middle. They also have the company name on top of the drone in small writing which I need to put on.
Below is a video and some screenshots of my process of editing the uv layout in Photoshop. I also re-arnaged my UV's so that I can get a better view of how I'm putting the pattern on my drone.
 So far this is the normal base map with the flat colours on, I will also be creating a normal map for the bumps and indents on the main body. I'm going for a dark red and grey colour that looks pretty nice unreal when I tested the colour.
So far it came out nice but I need to edit the red colour and the holes that have no colour.
I added their logo on the strip of my drone to add some realism to it. This will go on the normal map to make it stand out.

I then turned it into a normal map with the parrot logo also on it.
Here's a video that is showing my process up to this point.
omg

I eventually changed the logo idea and decided not to have it on the normal map and just have it flat in black over the red stripe.
I had set it right so it was the right size in unreal.





I then started to add the texture for the camera in Photoshop. I used the oval tool and filled the colours on. I used the text in Photoshop to get the text that it has on the actual drone.
I used the text bend tool to create a curve in the word so it fit well. I then decided to make a normal map and create a outer and inner ring to make it look realistic instead of flat.
Here I just outlined the original shape and then created a normal map so that the camera will go inwards the outer ring will push outwards.
It came out well but before I tested it I wanted to create a more realistic feel for the camera in unreal by adding a metallic like texture to the camera. I created a metallic, roughness and opacity map to add tot the camera piece.
This is the opacity map.
The metalic map was the most important one for the camera.
 I then put them into unreal and assigned them like this.
However I have a little issue when all are applied I get the perfect camera that I wanted but the normal creates a glitch on the rest of the texture for my drone creating a weird effect on the top of the drone. The camera came out great but it wont look as good without the normal map so I'm looking for a way to fix the issue.

I then went back to my UV's and noticed that the split between the main top part of the boy that is coloured created a situation in with the texture as they weren't connected.
So I went back to Maya to connect them. I unfolded it and sewed them together quickly and used the layout tool to move them around equally.
     Now that it was fixed and looked alot neater it was alot easier to navigate where the colour would go.
I then went over the new layout map and quickly created a normal and roughness map for the camera to test if it now works.


 I then put it into unreal to see what it would look like, adding the the roughness to give it that slight shine to the plastic material.
I then added the normal map with the rougness and the results were pretty good.
 Above is without the roughness and just normal and below is the working normal map with the roughness to give the camera a realistic lens feel.

This was the type of material I wanted to give the drone so I did a test with random values of roughness and metalic to see what I could find, thats what lead me to that type of material for this image below.
Here it works great on the proppellers and I might consider it to be on the final look.
As you can see I have floats which are a mod for it when near water and I textured it with a simple pattern from the filter gallery on photoshop to create a foam type feel to it.




The diffuse and normal map came out well for them and gave it a simple but effective look for them.
Here is also a better picture of the bottom body with completed textures.
Here are some more high quality screeshots from unreal, I will update with new ones if changes are amde.
 The one above is the my favourite one so far but the only issue is not having ripples with the shadow as it doesnt match and look right. I will need to somehow get the shadow to match the water using the lighting options.
The water and clear sky look great with drone as the scenery matches it giving a lot of focus towards my asset.


I also had of a bit of a play around and made my light of the drone flash on and off. With the use of an emissive map and the help of a sequence that was already on Unreal I copied the way they did it and added a timer for when it flashes on and off.

Above is a video and a set up of how the material was put together to create this cool effect.

Animating my drone

This was on my wish list and i had time to do it at home so I used the timeline in Maya to create a propeller movement. I put it so for each 10 frames the propeller did a 360 turn, this made it look a lot faster and realistic. Here's a video of how I did it and what the animation looks like.

I went up adding 350 each time to each frame to keep it rotating at the same speed.


 I used a tool called set key that set the amount of rotation for each frame and kept it as that.
Here is the video of it moving in real time without the clip being sped up.


Maya Render's

I re-made my textures in Maya's hypershade, this allowed me to edit the material like I did in Unreal. However Arnold is very annoying with getting the normal to look good. I had trouble making my bottom body looking decent when rendered. However I looked online and I didn't find much about it, apart from the fact that it does lower quality normal maps. However I created a shiny plastic type material in Maya to replace my bottom body texture. This made it look a lot better when rendered.
 Above is the original material. It looked messy and I didn't have the current texture I wanted in maya.
 Here I was setting up the next material to use for bottom body instead of the original one.
 I gave it a shiny plastic material by increasing the roughness of the black paint and the messing around with the specular map values.
 Here I attached my propeller material that I made and increased the values to make it look more plastic and have a tad of reflection in the light.
 The camera came out well surprisingly and messing around with the roughness and spec maps to get it to look more realistic made it look loads better when rendered.
 Here was a test render and I added a material to the prop its flying over and made it so it reflects the bottom of my drone to purposely show what it looks like underneath. I also put motion blur on so when it does renders it captures the motion of my propellers moving quickly which worked out great as it looks like its just taken off.
Here is the backlight having a normal map over it and came out well since it was a simple one.

Here are some renders I took with the motion blur on and off.










They came out pretty dark but im still pleased with how well the textures came out in maya with the right lighting.

Final Unreal High-resolution screenshots





Comparing the 2 renders
Honestly the render look a lot better in Maya with the right lighting and adjustments, however in Unreal they look a lot more realistic but I'm glad the materials work well with the drone and well it came out if it was to be played in a game engine.



 Final A2 Render from Maya

I had eventually chosen to get a final render from maya instead of unreal to be on A2. The textures looked great with the dimmer light surrounding the drone. I purposely went with a darker look to give it a mysterious, dangerous but attractive look. I put a podium below the drone to show that the drone was off the ground and it gave it a professional look as I made it so the render captured the motion blur of the propellers. I had one spotlight above and one hitting the front of my drone, both having the settings of 50 samples and 16.00 exposure that gave the perfect lighting to show enough detail and by leaving the right amount of darkness around the drone. I used a bit of a drop off effect to create a tiny dark edge around the podium.
I saved a jpeg and a PSD version of the render so I could go over both and make any lighting or changes that may look better. But I went over a few of the colours that could of been on my final design but weren't chosen.




These were some of the colours that I could of chosen but I stuck with the dark red in the end as it matches great with the dark theme I'm trying to go with.


Above is the final one, if it looks dark at first glance it might be the brightness of your screen but its pretty light and I made it so its nicely balanced with the right amount of light been shown upon it. (any further changes regarding changes to my render when I know what it looks like printed will be noted down).








Final 2D Promo Art to be printed

It took my awhile to start my promo art as I was conflicted with different ideas and angles, lighting colourd and much more.
I eventually got a very nice render of my drone that I then took into Photoshop. I wanted to go for a cartoony type style for my drone as it can attract a range of ages. I think it will be a lot different as well as most promo arts for games usually have a realistic version of whatever they are showcasing of from the game. With high detailed backgrounds and small little hints about the game within the image. 
However I didn't want mine to pumped with detail. I want a simple but effective look that captured peoples attention. I went with a combination of black & white and a filter called stamp that saved me a lot of time that went over the image with the style I wanted.
 I then created a logo for my drone that I placed in the top right and a little image of a drone in the bottom left showing it from the front view. The little image from the front is like a side image that makes you notice it after awhile so instead of just one image there's multiple little things to see that you may not of noticed yourself.
Above is the finished piece and I'm glad it came out well considering how huge A2 is. So the size in the middle fits the sheet perfectly adding with the 2 little images in the corners.


Evaluation

For this years Final Mayor Project we was set a task to produce in the end goal a 2D promotional art piece printed to A2 and to produce a fully textured and UV'ed model rendered in Unreal Engine and also an image of it rendered to A2.
We set our own targets for this project and explained what we want to improve on or what we want to try new. We also had to consider 3 areas within what we could create which were Asset's, Environments and Characters. We were not able to create a weapon or anything that indicated violence as it wasn't allowed by the college. We needed something that we would generally enjoy making and found interested enough for us to research about. We also had to create a project proposal to be handed in to prove what we will create, along with our targets and a wishlist.

I looked within the 13 weeks we had for this project and thought over ideas that I jotted down on a mind map that could be possible for the time frame we have been given to work with. I researched into 10 ideas that I had chose from my mind map and created mood boards on them from Pinterest and linked them to my blog. This was helpful as it saved time but made it easier to update the boards. I kept narrowing down my choices from 5 to 2. The final 2 ticked all the criteria I needed, they are possible to create in 13 weeks with my skill set but to also challenge my self I chose rather detailed interesting ones. The final ones were modelling a mask or a drone. The reason I never chose to do a environment was because I don't find them as interesting, I prefer focusing on one object and picking out all the small details that most people wouldn't be able to pick out. I was also a lot more common with asset's it wouldn't be very wise to model an environment that I have never touched on before. As I was researching mask's and drones I noticed how much detail and colours/texture was involved. I wanted a challenge to take my modelling within Maya to the next stage.

I eventually chose to model a drone as It seemed like an exotic idea and the different types of designs for them can help me with mixing and changing features of the drone I will model. I had to then create a project proposal and carefully plan out a potential workflow of how I will go about modelling, UVing and texturing the drone. I also planned out the potential software I will be using which was put down as Maya, Unreal and Photoshop. I used all of them to produce the end piece. 

My targets for the Drone project I had set myself were to finish on time and to keep my blog up to date with annotation. I also wanted to improve on my way of explaining how I complete processes such as texturing and modelling by adding more videos and screenshots to show I got to each stage. I also want to challenge my modelling and UVing as those were what I needed to touch up. I was pretty confident with my texturing going into this project.
Throughout the progression of the project I learnt many things, a lot from my own research into how to make specific pieces in Maya, lighting values for good renders and how to get the best quality textures for specific materials. I learnt a lot new Photoshop shortcuts for creating great promo art work including the ambient olllusion work that I never knew about. The biggest part of the project I learnt new things about were within the lighting and UVing work. I learnt great angles, light values and settings that can create different elements with a simple render shot. Within the UVing process Maya had updated and I had to re-make all the UV's but the new updated version Maya had new tools that made it a lot quicker to clean them up and fit them perfectly to be textured. These new features that I now know will come in great help in the future. 
One of the best improvements throughout this project was my time manangement, I stuck to my time plan and did everything when needed, I also had about 2 weeks free since I had already completed what needed to be done, this gave free time to do more annotating and touching up on my model as i have Maya and Unreal at home. I also managed my files a lot cleaner this time, putting them in specific folders so I didnt lose any files or delete needed files.

Creating my 2D promo art was great learning experience for me as creating it involved manhy quetions suh as the colours and the style for the specific audience that im aiming for. It researched into differena angles and elements within promo art that helped sell games and what parts grabbed peoples attention such as the colour combinations and how they can change the mood of an image. I was creating my promo art to apeal for the ages of 14+. I also loved the simple cartoon style type of image. I didnt want a colourful bright promo piece, I went for a black and white combination that stood out on its own without using bright colours, along with my 2 other little images of my drone to add something to look at after the main attraction of the art is viewed. Originally I was supposed to complete my promo art on week 4 after creating my concept piece. However I waited until I had my final specifications such as the colours, composition of the promo art and the style it will be done it. I eventually got to it after making the materials in Maya and going over a nice render from a great angle with the right amount of light on it which I had set up using the spot light. This made the promo art quicker to produce with a higher quality. 


 The hardesr task throughout this project was deffiantly the modelling. We started with creating a blocked out version of our model and I ended up creating 1 side of it which I then could copy over to make a whole but looking back I've noticed how terrible it was and how many mistakes I had made. It was a great way for me to start off though. I then made a new file and started modelling the main body of the drone which took a lot longer than planned as over the weeks of making the other small accesories I noticed little changes I needed to make since the main body was the most important piece. Even now I am still not as satisfied as I want to be with how it looks. I created the proppellers, feet and bottom body shortly after. I used a YouTube tutorial on how to make the proppeller wings as It was new type of shape for me. I also created a little spoiler which was a sort of mod/add on from the ogriginal design which I eneded up taking off as it wasn't necessary to have one. The one thing I didnt model was the camera on the front of the drone as I was going to texture it and use a normal map to create the illusion of it being there. I was on my last week of modelling ant everything was complete on time, I also had time at home to create an add on for the drone which was the attatchable floats which was also textured. I also used Maya at home to create an animation of the proppellers spinning pretty fast. This was great to play around with as it taught me something new. It also helped a lot as it allowed me to capture the movement of the spin  for my final render. It came out with a great effect and looks like its about to take off fromt he stand. 

Texturing on the other hand was fairly easy as I wasn't new to anything. We had done a materials project near the start of the year teaching us the differences between a texture and a material. We also learnt how to create different maps and pattern type textures. This knowledge allowed me to get through the texturing phase rather quickly. Although I had a slight delay because one of my UV maps were stretching out the texture so I had to re-do one. The textures came out looking great Unreal but in Maya it was a different story. The normal maps didn't work great at first in Maya but I kept playing around with the settings and found that I had to turn on tangent space normal's. The maps started working fine and I could get some great images with the studio lighting I had set up while researching and experimenting with them earlier on in the project.

I created a few different textures for my drone. The longest one to create was for the main body as I had to get the logo on it and the red stripe to be perfectly inline. I also had a specular and a roughness map that added on top to give the camera that shiny, reflection realistic feel to it. I created a different material for the bottom body in Maya instead of using the original one in Unreal, this was because the normal map for it wasn't coming out well even when changing the settings, so I had to make a brand new one.
I wanted that shiny plastic type look for my drone and I think achieved that. 

Many changes were made throughout my project and I will list and tell the reasons behind them as most may of impacted my project a lot.

I was originally wanted to create my own drone but as I was researching different drones already made to get an idea about how their made, I found one called Parrot Drone- Bebop 2. It was a fairly new drone and one of the best out currently. It caught my attention and I immediately wanted to model it. It had a peculiar design for a drone and the different colour combinations I can change and switch up got me thinking about it a lot more. I ended up deciding to model it but I changed slightly how the stripe pattern looks on it to my own liking. But the drone was modelled very accurately.
Another change was 2 UV maps were changed, I added the propellers and propeller cap pieces all into one UV map instead of having them separate as it would only make it longer to texture. I also made a new main  body UV because I was having issue with the normal map in unreal, it was too stretched and had to be changed. Those were small issues I overcame easily as I didn't have much other issues within this project besides from deciding different choices for the drone such as colours and mods. I took very long to decide those crucial parts that needed to be known earlier.

What I can take away from this project is that I have came very far with my modelling and Photoshop skills. From not knowing anything about the programme to making this asset has convinced me enough that I want to continue this hard work and carry what I have learnt from these projects into my next chapter of university. Looking back at my targets I set at the start of the project I feel I have achieved all of them. The timeline for my modelling, texturing, UV'ing and annotation target was achieved as I stayed up to date and didn't miss out on important things from the project criteria. I have defiantly improved on my modelling topology as I think its pretty clean and the smooth mesh preview option made the quality even better within Unreal. My Photoshop knowledge improved a lot more and so did my practical work as my concept art before the promo art was made looked pretty good compared to all my old Photoshop work. All of these new tools and short cuts I learnt within Maya, Unreal and Photoshop will come in very handy for when creating my own work in my free time to experiment with  but also when I'm at university working on a project.  


Criticism from peers was also very helpful within this project as we would look at each others work and agree/ disagree on what could be improved or changed, helping fellow peers was also good for me as I could explain what I learnt to someone else who then can spread the knowledge even further.

Overall I am pleased with the outcome of my project and can't wait to see what the future has in toll for me.






Bibliography


Bibliography
A­-Z
http://www.airspacemag.com/flight-today/build-your-own-drone-180951417/ - Smithsonian Institution,AIR & SPACE Magazine
Smithsonian Institution
PO Box 37012
MRC 513
Washington, DC 20013-7012-27/03/2017

https://www.artstation.com/artwork/YRNzV Karol Majeran- 30/03/2017
https://www.turbosquid.com/3d-model/drone Turbosquid, TurboSquid
935 Gravier Street, Suite 1600
New Orleans, LA, 70112

Fax: +1 (205) 278-8506
Press Contact: press@turbosquid.com
Marketing Contact: marketing@turbosquid.com
Copyright Agent: agent@turbosquid.com

Sales Contact: sales@turbosquid.com -24/03/2017
http://www.robotshop.com/uk/uav-parts.html?p=7 Robot Shop, RobotShop inc.
555 VT Route 78 suite 367
Swanton, Vermont, USA, 05488
(Closed to the public)
- 02/04/2017



Research into displaying art

There are different ways of displaying your work, you can submit your work if its good enough at exhibitions. There are also loads of online websites available to upload work on such as art station, deviant art and behance. This way you can look at and show online users your work. This can be very helpful for promoting your own work to people who work in companies and also a way of getting feedback from a community that can help you improve on your field of work.

I made an account with art station and uploaded my work as a way of getting feedback and comments from the online the community.
I set it up as a student showing the render from this project.
















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