During week 8 we were taught how to use swatches to create colour for characters and objects. First we gather all the colours we need, then we use photoshop to create squares of the colours which we need. Finally we import the final image into the source image folder in order for it to be used within the project.
Then we take all objects in the scene and assign them to a single lambert and plug it's incandescence into a file and select the swatch we have created. Finally we move the UVs using the techniques we discussed in week 7 in order to make the UV look correct.
Tove practice
We practiced this on a model of Tove. First we got her original UV swatch, next we took it to photoshop and changed The colours of the squares. Finally we imported the new image into the source images and replaced the original texture. This was my result:
Scene construction
During this time we also decided as a group we should come up with a scene. This task was given to me whilst the others refined our props to a more acceptable level. So I gathered all the assets my team-mates had made available on codecks and imported them into a single scene. Afterward I applied suitable lamberts to them so we could get a very rough idea of what our final scene might look like.
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To accomplish the above image I looked at what roki's rooms generally look like:
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From this I gathered that that they tend to have large open spaces with objects in the foreground and finer details scattered throughout the scene. As a result I kept key objects in specific areas and added details around them. I also decided to split the scene into two separate area, the higher and lower levels in order to add to the contrast between the characters.
Once completed I added the completed scene to codecks and waited for someone else to upload a new prop or an updated version of a prop.
New props
I also took the time to re visit techniques that I had been taught but never used in previous weeks to make more objects.
Statues
The first of these was the wooden statues. Firstly I looked at examples of Scandinavian wooden statues.
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These are small wooden figurines that were typically carved by ancient Scandinavians.
I felt that these would however be too detailed for the Roki Style and kept this in mind when designing my sketches.
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I then used these sketches when designing my actual model. The main technique I wanted to use was how characters use a template by brining a face template image into a scene and set the model you will be modelling a face on as being x-rayed. Next we set the object as live and select quad draw, this lets us draw a face out of four sided object faces with the result being stuck to the live shape. The rest of the model was easily contructed using extrudes and other techniques.
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This is the final result which was added to the scene and uploaded to codecks:
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Mossy Rocks
I felt that to add a bit more colour to the swatch we needed to have variations on the rocks. We agreed the best way to do this was by adding green moss on the rocks. This was accomplished by using the rock assets I had developed earlier. Then I used the colliding technique by making a cube and smoothing it, dividing it with multi-cut, flattening it and finally widening it. Then I selected it and applied the N cloth option "Create passive collider", next we select the rock and set is as a live object. Finally we press play on the bottom of the screen and the moss object will fall directly down onto the rock. We then pause the object at a suitable point and duplicate the moss before moving the original, setting playback back to zero, combining the rock and duplicated moss and repeating for the next rock by setting other objects as not live and repositioning the moss before setting the new rock as live.
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