Getting my head around modelling

In our lesson we looked at 3D modelling terms such as, vertices, edges, face loops, edge loops, ring loops, topology, edge flow, textile and faces. The kind of 3D modelling we have been taught to use is called Polygonal modelling, which is made up of geometric shapes, which form faces, edges ad vertices.

When modelling, you try to keep the polygon count as low as possible to make sure to not overload the system and cause it to crash. This also helps to make the shape of the object more to correct shape, this allows it to move and changing without glitching when been animated. When there is a multiply amount of polygons this is then know as a mesh it which shape and be produced from.

Some of the best 3D models are known to have a high resolution which means they have higher details within the image. For example the faces on Assassin’s Creed are more advanced then the faces on the Nintendo 64. Therefore for higher the resolution the more edges there will be, edges happen when two polygonal faces meet.

Finally vertices or vertex the plural.A vertices happens when an intersection between edges. The manipulation of this is what programmers use to change and manipulate the polygonal mesh to make it into its final shape. This can be done in traditional 3D modelling programs such as Maya, 3Ds Max and many others.

Model of Bust – First modelling lesson

Within the lesson we was starting to realise 3D modelling, for this to get a visual representation, we used clay to create models of something we drew, as I draw a model of The hulk I decided to take the chest section of him and make a 3D model. Here are some images of my finished model.

I think my work could do with some improvements, even though it was my first go I think it came out rather well, but I do think that the abs could have been more consistent, the side muscles could have looked more realistic by matching up with the abs with accurate references to a biological model.

Casual Gaming! – How do you know?

Casual gaming is where the player doesn’t have to spend great amounts of time playing the game to get the the finish line, therefore in casual games the game usually doesn’t have an ending and it is continuous, it also seems to not have a saving system along, where as hardcore games have some sort of saving system where you have to manually save the game, for example games that don’t have a saving system are Candy Crush and Flappy Bird. Because casual gaming is so popular and easy to do this is usually because the controls within a casual game are very simple for example there is a usually one game mechanic within a casual game such as get the bird between the spaces to pass along. To do this you only have to press the screen to make the bird go up and release to make it come down, and because of this simple mechanic many games can be put into any type of gameplay and can be placed into any genre. This is different to a hardcore gamer, as a hardcore gamer can play videos game as their main source of entertainment, and often play more the 3 or 4 hours a day, which is over the recommended amount of time. A hardcore gamer will play mostly any game, unlike a serious gamer they only seem to play games they seem to get something out of, such as an educational gamer something that will benefit them.


Even though Candy Crush can be known to be a casual game, because of the gaming market and how popular it has become, and how often people play on it for long periods of time, there is arguments that it is becoming a hardcore game where people can spend prolonged amounts of time on it. This brings me to the point of peoples own opinions, because some people who don’t play games at all will see others as game addicts that only play casual games, where as someone who plays games religiously would only call themselves casual gamers because to them playing game for excessive amounts of time. Also I say this but it could be argued differently  for example say if a hardcore gamer played on a hardcore game, but within the game they played by simple rules say on GTA you both play a game a tag, which in itself is a simple game, and they only play for around 20 minutes that wouldn’t be classes as a hardcore game, compared to someone playing on Candy Crush for more then 4 hours, it is known as a casual game but because of the time period spent on it, some people could classify the person as a hardcore gamer.

Topology – First attempts

Topology can mean many things from the study of geometric shapes to the way constituent parts are interrelated or arranged.

During modelling, modellers try to make the model as simple as possible by not adding any type of polygon over 5 or more sides into the mode. Therefore most modellers will use Quads, when modelling, but because of the shape some models are Tri will have to be used to create the corners.

Okay Laura slow down. Not many people might not know what your going on about. If you do well done! If you don’t, don’t worry I’m speeding on ahead of things I’ll explain everything now.

Within modelling, the model is made up of different polygons, and within modelling there are only three different polygons that matter, the triangle, quadrilaterals and N-gon. An N-gon means a polygon with 5 or more sides, quadrilaterals AKA quads means 4 sides and triangle are pretty self explanatory.

When in modelling modeller tries to use quads when making a model because it makes a clean and easy flowing model which can then be manipulated. This also helps if you are passing the model off to someone else to then develop the model more, because it easier to make a quard model into a tri model then the other way around. This is because when making a model it can then be taken into Zbrush and textured, so its easier to texture is the model is in quads.

Besides polygons there are other things you need to know about. Which are edge loops, sculpting, subdividing and smoothing. Once again I shall explain, edge loops are circles are round the whole model for example it is most likely to occur around the waists as it should go all the way around, these help to create wrinkles in clothing and sometimes on the skin to show emotions when animated. Sculpting is for adding little extra detail, such as writing on the side of buildings or on rings. Its better to use quads when doing sculpting because it will help to move the mesh easier. Subdividing is where to split the model up further to help make the model more complex and detailed and smoothing basically explained itself, it makes the edges smoother to make the model flow better and less blocky, if that even a word.

Because within 3DsMax the topology of the objects are placed on the surface of these which help manipulate the object easier. Therefore our tutor Paul set us a task to draw onto an image where the topology would be, but we didn’t get to choose what we drew the topology onto we had to find an image of an old warn leather sofa, a World War 2 plane and the bust of a famous be it an actor or a cartoon character. Here are my final pieces:




These where my first attempts at topology and from this I think I will continue to work on my topology as I could make the face look better was the lines aren’t consistent and could do with some more lines within the cheek section and the upper forehead.

Initial Ideas for game concept

In class we got asked to think about a game concept, to help us start designing our new game. we had to take this from a different kind of media such as, books, films, songs, musicals something other then gaming. So I have chosen to create a game based on a set of books called Beast Quests, within the book to heroes go on a quest to save 6 magical beats that protect the land and to help save the realm. Each beast is split up into a book for its own therefore there are 6 books to a quest.

We then got asked to design a structure for an aspect of my game for example a building, or a courtyard. We also had to choose a genre or the game and an aesthetic. My genres I have chosen to go ahead with is an action RPG game. As I am hoping make the game a free roaming game to add an element of adventure. The aesthetic I have chosen to do if futuristic. My idea is to have a futuristic environment but with old fashioned ways of fighting such as medieval. For example the weapons used will look futuristic by they will be traditional weapons such as swords, axes and bows.

We also got told that we need to open our minds, so I then have to think of a list of 36 items that could be within my environment I have to design, and from that list of 36 items I have to pick 3 that could potentially be moved around within my environment. The list I came up with was:

  1. Stairs
  2. Fireplaces
  3. Stone basins
  4. Horses and Harnesses
  5. Suits of mail
  6. Bows and Crossbows
  7. Cables
  8. Arrows
  9. Swords
  10. Daggers
  11. Axes and Poleaxes
  12. Maces
  13. Shields
  14. Helmets
  15. Pottery
  16. Beds
  17. Couches
  18. Throne
  19. Instant Communicators
  20. Force Fields
  21. Statues
  22. Spears
  23. Drapes
  24. Columns
  25. Cattle
  26. Tarts
  27. Swan
  28. Lamb
  29. Pork
  30. Herring
  31. Straw
  32. Stables
  33. Iron pots
  34. Blankets
  35. Leather shoes
  36. Chandelier

Even though I have found 36 items that could potentially be placed within my environment I could have come up with many more ideas also I could have gone into more detail when listing these items for example saying there will be status within the environment is been very simplistic if i was to pass this list onto a designer they might create the same status and just reproduce the same one where as many in the design all the status where different. Therefore when making lists it is best to add detail and completely explain your self to be able to achieve the overall desired look of the concept.

The three items within my environments I have chosen to be to move interact with the main player is a Sword, a horse and Chandelier. From this I will then go into sketch up and start to digitally mock up my ideas within the program.