To create a few ideas for my imagination.
To make a presentable model.
Improve on an artistic level
Plan:
For my FMP I am going to research and create a futuristic Game console
Mind map of game consoles out now,
Target audience:
The target audience for the futuristic game console would be, gamers, maybe even older people for the nostalgia factor. The gamers would like this, as most gamers including myself, like new consoles. The games that can only be played on there and the exclusive apps to the console.
The previous consoles all had the one specific console, this was made to create a conjunction of a new and an older consoles, as seen in consoles such as the DS and DS Lite +. With it's own compartment for the Gameboy cartridge. This makes the audience want to buy it for the nostalgia factor of being able to play older cartridges and also new games. This all is a selling factor for games, making a few companies a bunch of money.
The DSi had the same sort of compartment as the original DS but with a cover to protect the compartment. With an updated back-light for the screen.
As the consoles went on, there was many handheld and new editions of old consoles. Which sold out extremely fast. This caused the thought of a newer console, playing the older games.
The console was for playing android games, which a lot of people were excited for. But as the console was a big rushed project. They screwed it up. But this sets the mark for how good a console has to be.
By making my console, not as big as the new consoles, it puts it as a more stylish, compact console.
The side of the Mega Drive system. I have drawn this to give me a start point of my game console.
Sketches to help design the console.
Pictures of consoles I have been studying sketching out parts of them. As shown in pictures before.
Ideas
Idea 1: Similar to a master system controller, this one has a simplistic, old school design.
Idea 2: A different design from the mega drive cartridges. Due to the amount of things getting smaller for convenience. As this design would suit my ideas better as well.
Idea 3: A similar design to the Mega Drive controller, making it very much work for my system.
Idea 4: A modified version of the Mega Drive controller, adding a thumb-stick and a turbo button, that is also wireless.
Idea 5: Was a PS4 esk controller that didn't feel right for the console I was going for.
Idea 6: Is a Xbox controller look a like, that might have worked, but seems too new for the console.
Idea 7: A more improved cartridge, it has a more sharp look to it, with the slim edges like a game boy game.
Idea 8: A horned controller, which would work well with games that require thumbsticks to be pressed a lot.
Idea 9: A new kind of controller, using one controller for 3 players. Making it bit awkward, but it can be used as one, or 3. Just like the Switch console.
Idea 10: A new made control. Using motion controls and 4 buttons equally spread out to make it a controller, good for quick motion games.
5 Chosen designs:
1: Idea 2, a smaller version of the cartridge is a good idea due to the fact it's happening already. Most consoles are having the smaller leap. For the simplicity reasons.
The GameBoy had 2 different versions for cartridges. As they updated it, to make it smaller.
Then smaller again for the next instalment, the DS - 3Ds has been the same.
2: Idea 3, The mega drive controller has been a classic, the one I chose is the 6 button one that is for the genesis too. As the controller has use in more than one controller, I was thinking about making a controller that could work with more than just one console.
3: Idea 4, my modified controller of this last one, is made for not just the purpose of being used with different consoles, but it's also wireless. And as things go on, everything is switching to wireless for the sake of wires tangling.
4: Idea 7, the idea of an improved cartridge makes it easier to mass produce. And more likely to make it easier to slot into the console. This was used for things such as the GameBoy and Master System, which seems to be easy to put in and take out.
5: Idea 8, The horned controller looks like a modded controller, this is most likely used with first person shooters to allow the player to shoot easier. New controllers use inside parts. But get the same effect of easily shooting without trying much.
Chosen 2 Designs
1: Idea 4, because it has much more uses than the average controller, making it more useful and better to use.I then began to draw it into my final piece. So I used it as my final project. Joined with me second idea.
The controller creates a good wireless controller, that makes this easier to use and no tangles.
I am really interested in the design as it reminds me of an old school controller with a twist.2 : Idea 2 had been used to with the final project as it could be used easily and has a nice look to it.
I even made it smaller in my final design to emphasise how much big that needs to be compared to the console.
I like this idea as it makes it so that it can be part of my project and have an easy to make, and good cartridge.
Research
I decided to research into different types of controllers, that will help.
Cartridges:
There are so many different cartridges with games. Cartridges were replaced with disks as disks were more universal and made it easier for people to write code on there, as well as it held more space. But as my work is not supposed to be around now, it's not going to have a disk.
The Nintendo 64 was using cartridges still when most consoles had changed to disks. Which I personally think lead to it's success. Around 40-50 consoles had cartridges. The newest consoles are switching back to cartridges for the way it's then harder to pirate. And it also is less likely to break than disks, and somewhat easier to mass produce. As it's like this, I'd like to model my cartridge like the ones at that time. To symbolise that it's the same time era.
Controllers:
Controllers have changed in all shapes, sizes and types. For example I could have chosen from stuff such as:
Gamepad
Paddle
Joystick
Trackball
Steering Wheel/Racing Wheel
Keyboard and mouse
Motion Controller
Guns
Guitars + Band equipment.
As these are all good ideas for parts of a set with the console. As the controller I was going with is Gamepad. A modified Mega Drive controller. This controller is also for the Genesis that was mostly sold in North America. The controller has small parts for the buttons etc that will be quite difficult to model.
Consoles:
There are many consoles that have intricate designs, slowly getting more and more simple. For the factor of simplicity and easy to use.
The Xbox one has much more of a simpler design compared to the Megadrive, but with still some similarities. The vent on this console can help create my one, having a nice, clean one.
The Megadrive is close to the design I'm going for, it has 2 ports, so it could only have a few players. So I've decided I should add more in mine.
The vents on the side of the Xbox gives it the console ventilation so it doesn't get too hot/overheat.
Project proposal
I am intending to make a old futuristic game console, having a new, more stylised console for the past. I am going to be making a vent system, and the controller, but the controller will be separate and a bit less work will be put into it, as the main objective is the console itself. The image above is a very good look at the vents that are on the new consoles. The console will have a cartridge like the older consoles, like the Nintendo 64. The sockets for the controller will sort of be like the Gamecube and Nintendo 64 but with 2 more sockets for more people to play, like a tournament console.
The console will also have a the same kind of sockets in the back, I will make it with a few well rounded cylinders.
Silhouettes
Some ideas of what can be added to my console, for example, the icon, wires, controller, ventilation systems. Or even just some detail.
Initial Concept Art
My first piece is the start of my design, I decided to merge the two for my actual concept art.
The designs are very similar but hold different aspects. Such as the cartridge is different.
Art Style
I am experimenting with different art styles as shown below.
I used a random quick model I made to create the models that I edited in Photoshop.
In the middle is the film noir version, or as close as I could get with the amount of editing I did to the actual picture. The left one is actually a render simplified and put into Photoshop to make it look as it was cell shaded. The different styles makes me want to a cell shaded version. As it looks extremely stylised.
Colour Pallet
Different colours express different emotions and changes the style all together. For example.
When the glasses change in colour, they look more playful when they're light colours, but with the darker colours, they look really professional, the same as if it's white. And white and black work well together.
So in my project I'm going to use white and black to make it look more professional, as the Xbox One is just black and so is the newer consoles.
Some colours can mean more than one thing. For example:
Red=Evil
Or Beauty
Blue=Good
or peace
Green=Nature
or positive
Lighting
There are many different types of lighting that can be made by using a light in Maya. Like this kind, where it's hovering over the item. Which happens to be my manual I made.
The amount of exposure makes it scarier/have more of a mood change
Composition
I almost fit it in the golden spiral.
The centre of the spiral is shows where the eye would look mostly. As it goes closer to the centre it's what most people focus on and where the placement can be to create the effect.
Orthographic
The orthographic doesn't need to be drawn, as in the modelling experiment I used a few pictures of the Megadrive itself.
The orthographic is used to create a guide to make the model itself. It makes the model as clean as it can be.
Top
Front
Bottom (Not really needed)
Side
These were all used to make the model below, the the make a solid attempt at being usable as I took the pictures quite well.
Modelling Experiment
What I can create in one day compared to the final project. Seeing the results, I think I've chosen a reasonable object to create.
Concept art:
I have chosen to keep the black from the Mega drive, and as it makes it seems slim and more futuristic.
Backstory:
What I'm going to do is create a box, sort of like a time capsule, including stuff like a manual. I have taken a picture of a mega drive manual for reference on making my own.
The console itself was an old model, buried deep in the ground, similar to the ET story, where they hid the game because it was so bad. They did it to this console due to money issues, it was too advance for its time.
I have created my own, only parodying the games themselves. And I do not own the rights to any of these games, all of the games belong to their respective owners.
I came up with a simple design for the logo and created fake instructions etc. But making it so it looks at least slightly realistic.
I made a version of it in Maya and made it look a bit more realistic.
My game console could be used in a game itself as a console that a character may use/a minigame in a game. It could even be a console just placed around for any specific reason. The manual could be on the floor with the console if needed, for the feeling of them both being together. It would probably look better.
Artstation inspiration to help with the changing the Concept art if needed.
Michael McDonald is the artist that created this.
The simplicity and the end result of this "SUMI PlayStation" shows how it can be done well without a lot of polygons.
Their 3D art is very simple but every piece is extremely high detail.
Their art can be found here https://www.artstation.com/artist/michael_mcdonald
Concept art
I made some sketches and decided that this one was the best so far, so I have started to create it in Photoshop.
I was using this piece of wood for a reference for the wood.
I put in the top right of my work to help be inspired by it as I don't make wood floors a lot, but I do now enjoy doing so.
I had made the wood slightly different in each one, changing the design slightly but keeping the same colour to create the same wood-like texture.
As I went through the process quite slowly, the outcome was worth it. My concept piece was complete.
My final Concept:
Concept art breakdown
In my concept art I am going to just model the console. On the model, I will most likely have to model the vents separately due to how many little vents are there. I have attempted this before. to make it, I'd have to use small squares/rectangles and curve the edges. As there was a problem with the practice model.
The cartridge is going to be modelled too, so it can be put into the console and taken out for a look with and without it in there. This will be quite easy to model with it's simplistic design. And on my wishlist I'd like to create a detailed game design on the front.
The console will be modelled in one whole part, adding the sockets as textures. Trying to get the design cell shaded with the tools I have.
Time on Final Model
For the console, I would aim to spend around 4-3 hours creating it. Trying to minimise polygons while keeping the model up to detail. I will spend the most time on this, as this is the main thing I'm going to create.
For the cartridge I am to spend 1-2 hours on it, making sure I get the size right compared to the model.
For the vent, I aim to spend 2-3 hours on it. Trying to get the right size and shape for the model itself. For my wishlist I will model the controller which will take around 2-3 hours, getting the shape will be hard. But I'd have to make an orthographic first.
UVing=
Console - 1 hour
Cartridge - 10-30 mins
Vent - 2 hours
Controller (Wishlist) - 3 hours
Final modelling
I started modelling using Photoshop, making a front, side and top view.
(These didn't need to be perfectly made, just do create a near accurate map for different sides of the model.)
I drew out the side,
front and
top angles to a pretty close. Making sure the sizes are right so I can get to work on my console model. The vents are quickly sketched as they will be equally spread out on the model itself. I then proceeded to block out my model, adding the simple block to get the main bulk of the model down.
I then rendered it out with Arnold and made it an ambient occlusion.
This is how I drew over the ambient occlusion, using Photoshop.
I have then finished the ambient occlusion of the block out, giving me a little look at what it can look like.
After my block out I started to create a base model for the console, with more polygons than just the block out, using the front side and top view.
From that I began to make the cartridge, adding a few details to the cartridge itself. Making sure it looks very similar to the actual thing. I didn't use a orthographic for this, but I managed to do it without as it's not a difficult model.
After the cartridge, I decided to model the wires in the back, I count this towards the console part of the model, adding a background to draw the background on, as it's just a coloured wall. I am going to put a colour on them instead of texturing them as they are just one colour.
I then went on to add random additional things such as the socket. After this I made the floor with a block as I then was going on to UV the objects.
I began making a floor and a wall to create the scene around the model itself.
Final Model
With wireframe:
Without
Ambient occlusion:
Changing the lighting around to look for better effects
It was a little late at this point but I realised that I made a mistake by not adding the vents.. So I had to solve the problem by drawing them in on for the final bits.
Coloured ambient occlusion/Paint over:
UVing
Here's a video of my cartridge from my model being UV'd. It uses the same method as I did with the console.
I UV'd my model in the same way with the console, this is the result of that UV.
Using that UV I created a texture that closely resembled the model itself.
I then completed the model but with a different texture map than I first thought as
As I carried on with the work I soon got to finish the model itself. This being my final render.
In Maya:
Unreal:
Evaluation
I have made a new console in Maya and rendered it out in Unreal, with the vents and cartridge included.
My 2D concept art was developed well with different ideas and such. I researched different types of controllers, but I stuck to the older ones as my console fits that theme better, though I had a lot to choose from. My console had my own, style, just how I draw for 2D, as it seems original to me. I broke down my 2D concept and made it into a few models that I had to do, I found this extremely difficult. In conclusion I feel as my 2D concept was well made and I feel as people could clearly see what it was.
My 3D model however. The 2D to 3D was a huge pain, as I needed to draw different sides of my model, though it took some time to get the scale right. It turned out well as a guideline. I blocked out my model, making it easier to create the model piece by piece. It wasn't difficult, just a little too off putting as I like to go straight into the model personally. But this did help me use less polygons than I otherwise would have. The detailing was probably the hardest part of the whole 3D model as I couldn't exactly get the right sizes for every part of it. It was very stressful but easy enough. I came across only one problem during this, being the detailing not getting the right size, but it is now sorted. My model felt more fleshed out than it is, I looked back at it after all I've done and saw small bits missing such as the amount of sockets I put in the orthographic. In conclusion I feel like it wasn't a fully fleshed out model, but it will help me with future projects with the amount of time I spent doing such things in Maya.
The UV and texturing were a big pain, being the longest and most stressful part of it. The UV process was simple but time consuming as I made a mistake and had too many polygons to begin with, making it take longer than it needed to. I personally think that UVing is complicated. Even when simplified for myself. The photoshop was the easiest part for sure. I enjoy drawing, so this was a breeze to create the textures for it. I had remembered how to create normal maps and such. Which are a lot easier to generate them in Photoshop. It was very much the easiest thing out of the whole project, enjoyable at the same time. Though my Project is now complete, it had not got to the state I wanted it to be in. I am unhappy with how it turned out, but overall I enjoyed most of the project.
In conclusion I feel as I underestimated this challenge and if I was to do it again, I would be onto it with more enthusiasm.
Progression Review
My FMP from level 2 was a monstrosity. As my idea spiralled out of control until it wasn't even my initial design anymore. In this project I managed to create and stick to my idea that was created. Even if it was quite simple, it's what I intended to create and did so.
In my FMP for level 3 I had only created a 2D piece, so I really needed to push myself to create more in this project. As 2D is more enjoyable for me. This Level 3 project could've been done better with more time. But the effort put into both FMP's were very similar. As I tried my best for both of them, doing significantly more on this due to certain reasons.
Get noticed?
I have created an account on Artstation that I should start uploading my models etc. To get someone with this, just encase some sort of job can come from it, and if I put my personal projects on there. They can see more of what I do and could potentially get me a job.






































































No comments:
Post a Comment