Table Colours


Now that i have uv unwrapped my model, and given it a normal map, the next step is to add texture to it. Before i start making the textures however, i need to know what colours to use. Using Google i did some research to help me – i searched ‘sci fi table’ and made a moodboard of the colour combos that i liked. Below are some ideas of colour schemes that i have considered.





Table Update


Since last time i have made good progress on the normal mapping. The error i faced last time was the result of the low poly model not being uv unwrapped properly – when using a normal map you can’t have multiple texture files or it makes it a lot more difficult.

After using automatic layout to fix the uv problem, i tried the process again, but a few errors presented themselves. There were large yellow areas on the normal map itself, and i couldn’t figure out why.


Baking attempt with errors


It turned out that the problem was that the normal map had baked down parts that it should’t have, like the button panel and the lever.

To solve this i could have edited the map in Photoshop using the patch tool. An alternate method is to delete certain parts and redo the steps, so that’s what i did. I removed the table’s support, the lever, and the button panel. Then i redid the normal map and it worked correctly; the ridges on the sides look like they are actually there.


Successful baking attempt


After that i reintroduced the parts i had removed, and gave them a simple blinn shader to match the normal map. You can see what i have so far in the featured image at the top.




Space Table


Today i worked on my asset for the group modelling project. Since i had finished the low poly version of the table, and i uv unwrapped it, i started making the high poly version. For the high poly version i added bevels to a lot of the sharp edges on the table. I then extruded sections inwards and outwards, and added ridges to the sides by using stretched spheres.


Low Poly


High Poly

The Next thing i wanted to do was use normal mapping to physically bake the details from the high poly to the low poly one. I tried to do a normal map, and followed Matt’s tutorial exactly, however something obviously went wrong, as when it finished baking it looked like this:


Baked Model


The Normal Map

I am not sure what went wrong exactly, and don’t know what settings to change. So i will ask help from Matt next lesson, and in the meantime i will use google to try and find a solution.

Monster Project


In our Art lesson we started another project. We were given the objective to create our own designs for monsters, eventually choosing our best design and doing a detailed drawing of it. To start off, i have made a sheet of silhouettes of my monsters, each of them has a different, unique shape that makes them easily identifiable. Later i will post sketches of them, showing their faces and details that the silhouettes hide.

These are the 5 designs i have made thus far. I have a rough idea of what all of their backstories would be, but i will narrow it down once i know my final design.


They each have vastly different sizes, but i had to scale them down to fit them together. I might do a scale chart, with each of the monsters next to the height of a human. In a future art lesson we will have a group crit, so that we can get feedback from others and decide which design to choose.


Art Theory in Context


In our lessons, as well as at home, we had to write a 1500 word essay on the topic of art. The brief was to ‘Consider a piece of art that could influence a product in the Games, Animation, or VFX Industries in terms of colour, composition, light, perspective and volume. For the chosen piece of art, discuss the traditional processes that have been used and how these could be translated into digital imagery through the use of software systems and processes.’

My topic of choice was the game Don’t Starve, and i compared it to the art of Tim Burton. Since both the game and Burton possess a dark, whimsical style, it was relatively easy to find comparisons between the two. I found it quite difficult – having a set number of words that needed to be done – and at times wondered if i was droning on too much. Reading it through though, i think i have done a good job, and to improve i could be more specific in my bibliography.


Art Essay

Game Jam


This week, our class began our Game Jam Assessment. The task for this was to make our own 2D platformer from scratch. In our temporary accounts, we were provided with some premade assets for us to use, this was to save time and allow us to focus on writing the code. Since it was an open book assessment, we were allowed all of our notes with us, which was very helpful as i find it difficult to remember code.

According to the list, the core features of what we had to include were:

  • Obstacles in the way of the player
  • At least 3 moving guards
  • If the player hits an enemy/bullet the game should restart
  • If the guard spots the player, it should stop and fire at them
  • When the player moves out of sight, the guard should resume movement

I successfully managed to complete all of these, however my enemy sprites do not face the direction they are moving. This troubled me a bit, since i did not remember how to do the face direction script, but in the end it did not matter because that wasn’t on the list of marking criteria. Overall i think i did quite well, considering it was my first ever games test, i was even one of the first people to finish.


The Sims 4


The Sims 4 is a life simulation video game for the computer, developed by Maxis & published by Electronic Arts in 2014.

The franchise first started with The Sims, which was released back in February of 2000. Back then PCs were not as advanced as they are now, especially when it came to visuals. The Sims creator had to consider this, and this is why the graphics of the original game are so pixelated. In the Sims 4 the graphics have been improved so that they are sharp and clear on today’s PCs.

the-sims-games-fps-ready (1)

The Sims


The Sims 4

When it comes to an audience, The Sims 4 is not aimed at one particular age group. Instead it targets people of all ages; it has no gore so children can play it, but does contain some mature elements which targets older viewers such as the ‘wohoo’ option. The game copes very well with it’s console; the computer. It is easy for the player to move around with mouse and keyboard, but if it was on a PS4 (for example) the controller would make it difficult to select sims and interactions. The main attraction of the game for many Sims users is the Create A Sim section. This is where the best customisation can be done, as you can make a sim and change their appearance by physically dragging parts of their body rather than just using sliders.

As well as positives, the game also has its downsides. After buying the game, you would think that all of the content would already be there for you, however there are limited things to do without purchasing an additional expansion pack. There are many of these packs, which cost quite a bit, and some add very little to the game. Sometimes in the middle of gameplay, the animation of the sims in the game will glitch out – they may be stuck doing the same task, or won’t do any interactions at all. This can be annoying, as usually the only way to fix it is to restart the game. When it comes to customisation, there are very few accessories in the game. The fact that there are so few clothing and hair choices meant that creating interesting, original characters became difficult. However many of the game’s users have taken it upon themselves to create their own content for the game. These people are the backbone of The Sims’ community, as they help many people by sharing their content online.