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Autodesk Maya 2010 Vehicle for Games

Overview
In lesson01 you will explore the framework of the visual development process. Before any actual art for a game can begin an artist must flex his or her artistic prowess by way of a clear idea. Often this requires an artist to identify key themes and notions about a particular asset which in turn invites speculation on how this asset might be used or how it functions. Through consultation with a variety of people directly involved in the aesthetic vision of the game, an artist must attain a comprehensive understanding of the art asset and how it fits within the scope and context of the actual game.

ARK II Scientific Vehicle

Goal
The goal of this lesson is to familiarize yourself with the visual design process and the steps needed to go from a simple design idea to a clear identification of an art asset. The tasks will involve listing specific physical features within a believable set of parameters to reinforce the use and functionality of an art asset and in turn establish a rich field of possible artistic directions to begin the concept art phase. This research phase will be the cornerstone in establishing a clear vision for the required art asset which will be a vehicle.

Objectives

Autodesk Maya 2010 Vehicle for Games

This lesson will teach you how to understand the visual development process. The progression from a simple idea into a story rich with visual possibilities is crucial in identifying an assets use and functionality. Once these mechanics have been determined, a simple diagram can be created to establish key themes and a clear visual direction towards the development of the conceptual art for this vehicle asset. In this lesson you will learn the following: How to elaborate upon material provided by a designer How to identify key themes towards establishing mood and atmosphere How to breakdown physical components of an asset as it pertains to use or functionality How to prepare a program of operation as it pertains to the design needs How to create a simple diagram that lists primary elements

Main Lesson
The Visual Development Process

The design and creation of any game asset involves a visual development process. This creative procedure makes use of a variety of artistic representation methods from drawing and painting to modelling and texturing. Artists are often tasked with inventing new and curiously original items for any given game genre. Whether it is an ancient architectural structure, a heroic main character, or a futuristic weapon, the steps taken to realize these assets constitute a visual development process. This process consists of a research and development stage. The research phase can be broken down into the following stages: 1. Story and Design- The main idea or backdrop 2. Use or Function - Mechanics 3. Simple Diagram Rough schematic The actual art development phase (Lesson 2) can be understood across the following steps 1. 2. 3. 4. 5. Thumbnail Sketches Quick studies Preliminary Studies - Form and Shape Detailed Drawings Exploring function and assembly of forms Orthographic views Examining contours and silhouettes Surface Articulation Materials and colour treatments

From this initial phase comes a series of images to assist in the modelling of the asset.

The World

Atmosphere - The Setting


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Autodesk Maya 2010 Vehicle for Games

From the ideas provided by design, it is important to identify the world in which the vehicle asset will be placed. All material and information must be examined and explored thoroughly to establish a clear notion of the universe being presented. Below is the initial idea for this concept.
When life first struggled for awareness on our young, innocent planet, contained within simple organisms it held a spark of consciousness to support primal existence. Simple life forms protected the birth of intellect. Our world developed into diverse and beautiful environments and life raced forward in harmony through balanced evolution. At first knowledge was a tool to sustain the fundamentals of life, knowledge to protect, knowledge to seek food, knowledge to seek shelter. Over time the complexity of life changed and human kind used knowledge as a means to acquire true understanding. Human life forms protected the birth of spiritual consciousness. Our planet, now older and less innocent, desperately needs the sum of human intellect and spiritual awareness to avoid destruction. Now knowledge is a tool to protect our planet and human creativity must evolve solutions to regain harmony. This EVOLUTION PROJECT demands of human creativity the ability to achieve an ecological and sustainable automotive design solution to protect our planet.

Once a strong story is in place and the various details of the place and setting have been established, the asset must be broken down into its different components. Each of these elements carries with it a particular function and offers the artist a logical foundation for any artistic decisions needed to bring about the vehicle asset. The Asset

ARK II The Science Vessel This incredible vehicle is the result of years of salvage and reengineering by the greatest scientific minds available in the 23rd century. From vast resources accumulated over the decades, engineers have repurposed parts from military vehicles, deep sea research vessels, and heavy tunnelling machinery to make this harbinger of restoration a reality. While some of the parts required little alteration from the original salvage, others were melted down and reinvented in the creation of this instrument of salvation.

Autodesk Maya 2010 Vehicle for Games

With a limited time allotted for this surface expedition it remained important to identify the main elements required for ARK II to satisfy the various functions needed for such a mission. An example of this might look something like the following: Breakdown of Elements Cockpit Main Cabin Survival Compartment Storage Bay Locomotion Core Sample Mechanism Plough Demolition Deployment Atmosphere Apparatus Power Supply Recording Devices Functions Navigation Controls Communication Sleep / Eat / Waste Supplies / Research Samples Wheel / Treads / Legs / Brace Drill / Pile Extractor Dig / Clear / Scoop Explosives / Mines Weather Balloon / Kite Solar Panels / Battery Cameras / Scientific Sensors

While in manoeuvres on the surface, the ARK II is required to shut down and rest in a stand by state for a minimum of 4 hours for each 24 hour period of operation. This translates to positioning the vehicle in a sub-surface state to stave off the violent radiation storms of the desolate planet. By digging a trench or burrowing into the earth, the ARK II maintains improved chances of survival in a partial hibernation and offers the occupant increased opportunity to rest and document the gathered information. Understanding the various real world components needed to represent a convincing asset requires a deep examination of how the asset will function and be portrayed within the game. The primary modes of operation for the ARK II are might be as follows: Transport Mode Soil Extraction Mode Air Reading Mode Sleep / Survival Mode Night View Mode Recharge Mode Demolition Mode
(Exploration) (Core Sampling) (Balloon / Kite Deployed) (Buried Defence State) (Exterior Lights) (Solar Panel Positioning) (Rare Deployment of Explosives)

These various modes are available to the occupant and encompass the obvious operation of the ARK II to survive any encounter from the hostile environment. Adding detail to the requirements simply adds another layer of credibility to the asset and provides additional clues to visualizing it within a richly crafted universe. By including accessories or a suggested history, the assets sits on the edge of reality. GOPHER 542

Autodesk Maya 2010 Vehicle for Games

The ARK II also comes equipped with a remote rover. The GOPHER 542 is an independent scout device that allows for expanded analysis of a given site and remote exploration of difficult to reach adjacent regions. It can detach from the ARK II scientific vessel and assist in expansive research efforts and communication beacon. The Diagram

From the Archives The Plan The final step in the research phase results in a diagram that identifies a clear plan or strategy. This can be represented as a narrative component to add realism to the asset. The following is an example of a lost image that pertains to the essence of the vehicle called out by design. The Archives have recovered one of the early sketches of the ARK II. While it has evolved over the years into a symbol of scientific marvel, the basic ideas of the early image still ring true in the final incarnation of this incredible vessel of hope.

* ARK II Archive Image

Summary
The visual design process is a fundamental concept in establishing a strong foundation for the visuals of any asset. Beginning with the research phase and going from a simple design idea to a clear identification of an art asset is paramount in understanding all of its specific physical features. While determining the use and functionality of an art asset establishes a rich field of possible artistic directions for any concept art phase to follow. Taking time for a research phase will help streamline your decisions when creating even the simplest of art assets for a game.

The Assignment
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Autodesk Maya 2010 Vehicle for Games

Using the visual development process as a guide complete the research phase in preparation for the art development phase for a vehicle that will travel through the Amazon rain forest. This can be set in the past, present or future and can be for any type of game genre. Complete the following: Elaborate upon material provided by a designer through writing a narrative Identify key themes towards establishing mood and atmosphere Create a list of physical components of a vehicle as it pertains to use or functionality Prepare a program of operation as it pertains to the design needs Create a simple diagram that lists primary elements

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