Archive for May, 2014

This task will see you exporting your models into a game engine. You must take account of the file size and file type with regard to the chosen game engine. This criteria will include preparing your models for export such as decisions regarding polygon counts etc.



For this task we were taught how to properly export out our finished models. First we learned a technique called baking. Baking or ‘baking out textures’ flattens out your 3D model into a single UV image and is exported individually by: Diffusion, Shadows, Reflectance, Ambient Occlusion, Emittance, Opacity, and Specular Highlights. The advantages of separating these things is to save time by rendering these things(sort of like a cache in a sense), and if you need to make any future changes to anything you can modify them by themselves.

So instead of baking out our models we decided that since it was our first time doing this we would just bake out a simple cube. On the top we extruded it inwards a bit so it could add a bit of shadows. We textured the cube with the cloud texture and coloured them pink. Then we baked individually, the diffusion, shadows, textures, and ambient occlusion (pictured below). Then we put these files in the proper folders, ready to be imported and opened up into a gaming software.

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Next we learned about passes which uses the nodal compositing system. Which is basically the same as baking only for film or animation.We used an textured oil can that our lecturer Tony designed.  This had a few base colours, and a few textures, like rust, and a logo. Again just like baking we rendered these passes individually, the diffusion, shadows, textures, specular highlights, and ambient occlusion (pictured below). Then we exported them out individually by saving them in the correct folders ready to be imported by another video program.

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 Criteria 4.1

Evaluate your Idea

Critically evaluate the success of the completed project

Consider the success of the artifact in terms of technical quality and fitness for purpose in accordance with your original brief as well as the working practices and production skills used and developed.

Present it as a final blog entry on your individual Blogs and at the end present a simple action plan that highlights your ability to improve in the future.



The role of a producer is to plan and organize the day to day production of a film. They are usually well established in the acting community and have many locations at there disposal. They are the direct link between these things and the movie director. Our purpose for this project was just to do the same and get this film made.

So how do I think my group did for this unit? I believe that Gareth and myself were very successful in this producer project even though the final video was never made. We had set everything up to the best of our abilities. We  made necessary script amendments as well as acquired actors, and locations in place for filming but it all fell through. But at least we had set everything up in place so if it was going to happen everything would have run really smoothly. And who knows? We could potentially still film it because everything is still properly set up.

Acquiring locations for this story I believe was really simple for our group. It was very convenient that most of the setting was in a pub and I happened to work at a pub. Plus my boss is really nice and said I could film there whenever I needed to. It was especially good as the pub is set in a nice rural setting and could double as multiple locations. Outdoors next to a canal/ and indoors which has 2 bars a restaurant, a TV area, a Snug, and a back garden.

Personally I thought getting actors was probably the most difficult aspect to this project unlike sorting the locations out. We wanted older more believable and experienced actors. Our lecturer Jon Holmes gave us contact information of a former student who is well established with loads of actors who are in the local area, however he never responded back to any of our e-mails. So unfortunately we had to settle for some level 3 actors from the college instead. Although they aren’t as old or experienced as we would have liked, we had no other choice unless we wanted to fork out some cash for some professional actors.

Reflecting back on this task, I really enjoyed acting as a producer. I think I would have liked it more if it was for a project of my own, so I didn’t have to rely on other parties but overall I would say it was a good experience. Gareth and I did our job as producers and ticked off all the boxes that we needed to do. However saying that I do think there are a few things we could have improved on. Such as in our regular meetings we had with Jai Masters, since he was the only one turning up to theses meetings, we should kept insisting to him to let his group know that it was required to turn up and be involved so everyone was kept well informed.

If I was to get another opportunity to properly produce something like this again in the future I would definitely try to keep everyone in the loop, and if they weren’t interested in doing any work, then I would find someone who was. If I were to have another go at this I think I would focus more toward getting suitable actors for the position as it comes across as more believable in the film. Also I would have like to follow through with some of our other ideas. For instance getting the media make-up department to provide us with makeup so our characters could look older possibly with wrinkles and dyed grey hair.

This has been a real learning experience for me and I’ve gained a lot of organization and communication skills in the process of being a producer. I realize that some aspects of it can be really easy but others a bit more difficult. but I guess thats with almost everything right?

Criteria: 4.1 & 4.2  





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This task will see you texturing your models in preparation to exporting them into the game. You should use industry standard techniques to complete this task. Once again higher order techniques might need further explanation through a BLOG or log.



For this unit we had our lecturer Jon Holmes show us some more complex texturing techniques for our models rather than just adding colors and images from the web. For this we used already built test model ‘suzanne’ the monkey. For this lesson we decided that we were going to texture it a very heavy metal but not a shiny metal, we wanted this to be a rusted metal that has been left in the jungle for hundreds and hundreds of years.

First I opened Blender and added the monkey in. I changed the rendering from blender render to cycles render. This is a more efficient and less time consuming way to render because it renders in real time which really comes in handy. Then I added a subdivision surface and then smoothed it out a bit by pressing the smooth button.

Screen Shot 2014-05-01 at 10.27.12

Next I had to light the model by using 3 point lighting by adding planes and setting them to luminance (pictured above). I then selected the proper strength to these lights so I could see what I was texturing. After this we then discussed the order of operations to build a ‘shader’. A ‘shader’ is the procedure of using nodal texturing. Nodes are a much easier way of editing then layers are. This allows the user to change or delete one area without effecting other areas which is really ideal. First you color the model or diffuse it. Second you add in detail otherwise know as bump mapping or displacement.  Then finally you add in the proper reflectance or gloss to it.

Screen Shot 2014-05-01 at 11.06.32

(Above) I diffused the model by adding an old metal texture that I found online, which I made seamless using the application GIMP. I did this by adding a image texture node then connected it to the texture coordinate node so the image would cover the model. However the texture looked more like stone rather than a metal but I would fix this later on in the ‘shader’ process.

Screen Shot 2014-05-01 at 12.11.56

Then I started the second stage of my ‘shader’ by doing my displacement or bump mapping. This creates all the bumps and the indents of the model. I did this by duplicating the image texture and the texture coordinate nodes and adding a color ramp node. This color ramp node allowed me to tell the model where I wanted it bumpy and where I wanted it indented and this is by controlling how strong I want the white and black areas. I then added a multiply node and plugged it in the displacement in the material output node. The multiply node allowed me to adjust how bumpy or not bumpy I wanted the values to be.

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(Above) Finally to complete the ‘shader’ I added the proper reflectance to my model. I did this by adding a glossy node and connecting it to mix shader. Then once I got it the way I wanted it looking I connected the glossy node, the color ramp node, and the diffuse node all into the mix shader and plug that all back in the material output. (Below) Finally after tweaking all the settings to how I wanted them I ended up with this texture for the model. I believe that this would be suitable for a rusty metal monkey head that has been left in the jungle for hundreds and hundreds of years.

Screen Shot 2014-05-01 at 13.04.25

For our second session of texturing models we wanted to have a go at texturing one of our models. I picked the one I liked the most which is the spray paint can that I did. I wanted to make it really rusty like it had been left outside in the rain for ages. Below is the before and after of this model. And I will explain the process i went through to get to this stage.


So to fully understand what a rusted chrome spray paint can looks like I did some research online a found a couple of reference photos. So differed from others but i found a few that I really liked. This picture (below) is one I particularly thought was a good reference for texturing this model. Since there are a multiple cans in this picture, I decided to choose the second one from the right as it had rust as well as chips of paint on it which would be great for texturing.


Rusted Metal BackgroundFirst I looked online for a rusty metal. I found loads but I really wanted one that had a reddish tone like the ones pictured above. so After looking hard for a good ten or fifteen minutes I came across a really nice one that I liked (pictured right). This rust had a good texture to it. The picture was evenly light and there were no water marks so it was perfect to used for texturing. So after making this image seamless using GIMP, I added a image texture node and connected it to a object texture coordinate node (pictured below). However it wasn’t a so smooth toward the bottom of the can. So I had to add a mapping node and this allowed me to scale and rotate the image to get rid of the inconsistencies toward  the bottom of the can.

Screen Shot 2014-05-08 at 13.45.43

T_Rusty_Scratched_Metal_0691361Next I added in a second image in to go on the top of this image. This image (pictured right) was to be the top layer of the paint can. I did this by duplicating the image texture, texture coordinate, and mapping nodes. But the paint was too white for me which did seem dirty and rusty enough for sitting in the rain for ages. So I added an RGB Curves node and adjusted this properly. Next I created a matte by using another image to show where the rust should shine through the paint. This means using black and whites to define the two using a color ramp node. So I duplicated the image texture, texture coordinate, and mapping nodes again and connected it to the color ramp node. I created a bump map by adding a multiply node to the color ramp node and adjusting it to how I wanted. However the image looked bumpy enough already so I didn’t have to adjust it much. Finally I added in my reflectance by adding in a glossy node. Below is a screen shot of the all the nodes together, as well as them being marked correctly so I know which one was which, because once you get quite a few it does become difficult to remember which one does what.

Screen Shot 2014-05-08 at 14.17.37

Unit 69: Criteria 3.1, 3.2