Sunday 8 December 2013

Specification/Brief

So I wrote myself the 'project specification/Brief' for this project. This is only a draft at the moment and still needs approval from the University Lecturers. I think the budgets I have set are reasonable and within sensible limits.

Here it is -------

Project Outline
Produce a series of concepts and models from and in the style of Joe Madureira’s ‘Battle Chasers’ comic. There must be a minimum of 3 complete models, at least 1 of which must be completely designed by me.

The models must show good appreciation of the final aesthetic, proportion, colour, silhouette and detail density and accurately depict the characters from the comic.  The meshes must be well laid out, with clean flow lines in the geometry and include efficient use of texture space.

Each model needs to be carefully rigged and tested with a simple .bip file and then completed with a unique walking animation loop to show mesh deformation.

A suitable scene or plinth can also be created but must have a respective tri and texture budget to complement the characters.
 






(Some Battle Chasers imagery which has been seen in recent posts)



The idea behind the project is to accurately create some characters from the Battle Chasers world as if was being made into a playable RPG game for the PS3. Joe Madureira’s style is very recognizable and works well when translated into 3D models. This is evident from the Darksiders game franchise, of which he was the creative director. The entirety of those games were heavily based and developed in his particular way of drawing, which means the models from Darksiders can be of judgmental aid throughout this project.

Darksiders Reference 






Technical Specification
To coincide with PS3 specifications each model must;
Have between 15000 – 20000 tris
Use one 1024x1024 diffuse/normal/specular map for the body
       one 512x512 diffuse/normal/specular map for the head
and one 512x512 diffuse with alpha for any hair
Have no more than 45 bones (to allow for full finger movements)

 
The plinth/scene must;
Have no more than 10000 tris
Use one 1024x1024 diffuse/normal/spec map (which can be appropriately broken down into tileables)

 
Total Assets needed;
2 or 3 Models accurately depicting characters from the comic
1 Model personally designed which is in keeping and coherent with the overall visual style
Optional scene or plinth with which to situate the characters.

 
Final Outcome;
3-4 Complete models with a believable walking animation
Final renders of characters in a variety of poses, preferably one mimicking the layout/style of the comic book covers.
 
Software Needed
3DS Max
ZBrush
Adobe Photoshop
Mudbox
Knald
UDK

I think this covers what it needs to in order to give me an outline to follow throughout the project. It has also defined a 'goal' which the project is aiming for. There are no doubt things its missing but its just a draft at the moment so there is time to update/change it.

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