Inspiring An Imagined World

In today’s blog I will be conducting an investigation into how artistic movements, specific artists or books have been or could be used to inform an imagined world. Specifically I will be discussing Lorin Wood’s journey in making the beautiful post apocalyptic landscape of the Borderlands franchise. Lorin Wood was the lead concept artist for the Borderlands games and is confirmed to have done some work on the upcoming Borderlands 3.

This image shows the thought process of Wood and how he wanted it to look in game. To help the modelers and texture artists, he would create the concept and provide some points of reference for specific materials for each model. As the buildings were modular, he would use similar reference so that there was some consistency.

Sanctuary Building Study

Also, going along the art style of Wood, it was quite clear what he wanted from the texture team in order to make the art style match his other sketches. The art style is very consistent from the buildings to the vehicles. Wood wanted to make things very rusty, ran down and battle scarred since the game was in post apocalypse mode.

Following the style of a post apocalyptic environment he wanted to make the environment speak for itself with concept art fitting the game without putting a base texture onto it, as seen in the image below:

While referring to this piece of concept art Wood stated “The intent with this asset (along with the rest) was to create set dressing as well as help to define the visual aesthetic of the game as a whole.”

yurts5.jpg

When talking about the Borderlands franchise we can’t just stop at the post apocalyptic style of the game, we have to talk about the cell-shading that was put into the game that shaped Borderlands into the game that we all love to this day. Not a lot of people know this but the art for the original Borderlands was changed very early on in the first public showings in 2008. The change has been talked about a lot in the industry and it’s widely considered a ‘last minute’ change that helped the co-op FPS series take off. The game is so well known for the cell-shaded art style that most people can’t say what the art style of the game is with some people saying the following suggestions: Space Western, retro-futuristic,  cyber punk, comic book and a lot more. In the end I think the borderlands community decided to just call it “Borderlands Style” since the franchise is so well known for it.

Before the Borderlands days not many people knew about the art style of cell shading since nobody was brave enough to delve into the genre of art. Cell shading or ,another name it goes by, toon shading is a type of rendering designed to make 3-D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. Cell-shading is often used to mimic the style of a comic book to give whatever it is on a paper-like texture. It is somewhat recent, appearing from around the beginning of the twenty-first century mainly due to the Borderlands games.

I you have seen Borderlands in its brown days you will one hundred percent understand where I am coming from when I say that the brave decision to change art style ‘last minute’ revolutionized the Borderlands franchise and (back then) caused a lot of people in the gaming industry to step their games up massively.

That’s all for ‘Inspiring An Imagined World’,

Matty OUT!

 

 

Imagined Worlds So Far

The imagined worlds project is coming to an end and we are all working on the final touches to make the project as finished as we possibly can make it. The finishing touches include: Putting in the UI assets made by Bailey, texturing a few miscellaneous assets and touching up particle effects, lights and other things to make it look as good as possible. I’ve been tasked with finishing off the UI for the main menu which I have been working on mostly lately.

As you can see from the various renders below we have come very far and we are all very happy with all the progress we have made in quite a short space of time.#

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Soon I will be posting individual blog posts on all of the things that I have contributed to the project along with my overall feelings about the project and what’s next in the future.

Until next time,

Matty OUT!

Imagined Worlds – Particle Effects!

Recently I realised that I hadn’t blogged about much regarding the Imagined Worlds Project so I have decided to dedicate the next few days to posting about the work that me and the rest of my group have done on the project.

For the first blog post I am going to cover the vast amount of particle effects that I created for the project. I will go into more detail on the main particle effects and


Fire Particle – I have already blogged about this particle effect so I will just add a hyper link to the recent blog post here.

FireGifFire GIF


Rain Particle – This particle was the most challenging of all of the particle effects because I had not worked with the different scaling of separate particles before because, up to that point, I had only worked with solid particles like the fire one but I got it done in the end and I am really proud with how it turned out.

RainGif


Lightning Particle – This effect turned out really well considering that I have never used the trails function in particle effects before. It was a fairly simple process that in the end gave out a very nice and clean particle effect and I’m pretty happy with it.

Lightning


Smoke Particle – This effect was the first particle that I worked with. I didn’t originally make it for the Imagined Worlds, I made it for a different project but when I heard the Imagined Worlds Project needed particles I put this one in and it worked and after that I wanted to do more.

Smoke


Miscellaneous Effects – Other effects I worked on. (Also made it into IW project)

Fog Particle

Fog

Player Highlight Particle

PH

Spark Particle

Spark

Overall I am very happy with how all of these particle effects have turned out and I am also happy with all of the new things that I have learnt by using and creating particle systems during this Imagined Worlds Project, I hope to create more in the future for other projects.

That’s all for now on the Imagined Worlds Project,

Matty OUT!

Diegetic and Non-Diegetic Sound

What is Diegetic Sound?

Diegetic sound is sound which has a visible source on the screen, for example: music playing with a radio present in the scene.

Image result for diegetic sound

What is Non-Diegetic Sound?

Sound which its source is neither visible on the screen nor has been implied to be present in the action: 

-Narrator’s commentary

-Sound effects which is added for the dramatic effect

-Mood music

That’s all for now on Sound,

Matty OUT!

Creative and Technical!

Recently we have been tasked with creating a model in which we have to bake before we put it into Substance to texture it. We have 13 weeks to think, plan and create and texture the model but we can finish it before the deadline and work on the Imagined Worlds project if we wanted to. As I am not looking to specialize in 3D modelling I don’t want to model something too detailed or above my skill level. Just because I don’t want something too hard doesn’t mean I don’t want to push myself which is what I am doing with the thing I chose to model. After a while of thinking what I can model that will fit with the Imagined Worlds project I decided that I was going to model a Wolf Skull which will go on the hut for the hunters in our Imagined Worlds Project. Below is the concept art that I created for the planning of the Wolf Skull model.

Wolf Skull Concept

Here is a PowerPoint presentation of my thought process going through ideas of what to model. Model Inspiration. Also, I have what I plan to bake onto the model in the PowerPoint too.

That’s all for now with Creative and Techincal,

Matty OUT!