HERBIE SOUTHERN ANIMATION.
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Modelling Progress

20/10/2016

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So far I am modelling my assets ahead of schedule which is great. My plan is to see how long it takes to model my character and then decide if I have time to make the additional assets listed or whether I need to move on to UV unwrapping and texturing to make sure I have things done within the time frame.
I'm running into the problem at the minute where at home I use Maya 2016 whereas the computers in the Uni buildings all use 2015. This means that some of my UV unwrapping has gone wrong and will need to be fixed if it doesn't work fine at home. Minor problems like this are why I have left a fair amount of contingency time.
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Work schedule planning.

13/10/2016

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Around 13 weeks for negotiated 1
Around 17 weeks, closer to 15 for negotiated 2
Asset list:
  • Door+door-frame | 1 hour | Complete
  • Shop window | 2 hours | Complete
  • Large window | Complete
  • Small window | Complete
  • Roof | Complete
  • Attic window extension | Complete
  • Brick groups | Complete
  • Drainpipe parts (short,long,curved) | Complete
  • Floor tiles (At least 3) | Complete
  • Pavement | Decided not neccesary
  • Bin | Complete
  • Lamppost | Complete
  • Bench | Complete
  • Planter | Complete
  • Newspaper | Complete
  • Construction barriers | Complete
  • Bin bag | Complete
  • Character (Foot, Leg, Torso, Arm, Head, Hand)

Roughly 4 weeks to model everything listed if only including lesson time, around 2 if including lesson times and at least 4 hours of work each day for the rest of the week.

Potential assets if time allows:
  • Tree
  • Garden floor tile
  • Fence
  • Grass
  • Bushes (3 variants)
UV unwrapping the models will be the time consuming part. It is difficult to say how long I think each part will take but I'll make a guess to get a rough time frame.
  • Door and frame = 3 | Complete
  • Shop window = 4 | Complete
  • Large window = 3 | Complete
  • Small window = 3 | Complete
  • Roof = 3 | Complete
  • Attic window = 4 | Complete
  • Bricks = 1 | Complete
  • Drainpipe parts = 3 | Complete
  • Floor = 1 | Complete
  • Pavement = 2 | Complete
  • Bench = 4 | Complete
  • Planter = 5 | Complete
  • Newspaper = >1 | Complete
  • Construction Barriers = 4 | Complete
  • Bin bag = 2
  • Character = 12
Texture list
  • Door+door-frame (4 variants)
  • Shop window (4 variants)
  • Large and Small window (2 variants)
  • Roof (3 variants)
  • Brick groups (2 variants)
  • Drainpipe
  • Floor and pavement (3 variants)
  • Bin
  • Lamppost
  • Bench (2 variants)
  • Planter
  • Newspaper (2 variants)
  • Construction barriers
  • Bin bag

If I am able to use downloaded textures and the software 'Substance Painter' then the texturing of these objects should not cause much of a problem and only take 2 weeks maximum. If I am required to make all of the textures myself then I may have to sacrifice a lot of the variation and quality for the sake of not spending too much of my time on the task.

Potential textures if time allows:
  • Tree
  • Grass floor
  • Fence (2 variants)
  • Grass
  • Bushes (2 variants)
It could take some time to rig the character if I need to do it without any software help, however I believe I can use Maya 2016 to auto-rig a character and there are other website alternatives such as Mixamo. If I can use these then I estimate maybe 2-3 hours to rig my character. If I cannot my guess would be around 15 hours.
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October 06th, 2016

6/10/2016

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Today I made a start on my project by doing a very basic, quick build of my Victorian building concept. The first test ended up having far too high of a poly count for what I'm planning to create but it helped me to visualise what it should look like and how I can build it modular to cut down on time.
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I've decided that the front of the shop I made here uses far too many unnecessary edge loops and extrusions and could also benefit from simply being composed of two parts; the door+door-frame and the window. I plan to use these parts alongside other simple pieces to make different variations of building, keeping the environment in the game from looking too repetitive. I will also be able to achieve this using different texture sheets to change the colour and fine detail of different sections of wall and paintwork.

​Below I have made a start on the shop-front window piece to see how it would look and how detailed I can make it without sacrificing performance.
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    -Herbie Southern

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