Specialisation

Joshua Hoare
Aug 25, 2017 · 3 min read

Post-Mortem

This specialisation project was one that didn't really stick to the area of study it started in. Once out of the research stage to the project I had to shift my focuses to environmental art.

What went well in the project, and why?

Working on developing skills that came in handy for ciu212 was definitely a great bonus here. But possibly the best events that went down this tri specifically orientated towards specialisation were those when I had developed final pieces. Such as my Rick character model and rig, or my Environment

What didn't go well, and why?

Putting the main focus on specialisation as final project ended up being the cause to having to shift focuses halfway through this specific project in studio 3. Although it ended up being a great change, I could have also of stuck with character animation and had an even better deliverable.

What would you do differently next time?

Next time I would do nothing different. Except for more research into the second topic I started studying in week 8. I followed tutorials and was inspired a lot by environmental artists and designers who work in unreal engine. So I had them to constantly reference, but I did find I didn't do as much research as I would find myself doing if I was to research a new 3d topic for the first time.

What you learned during the project?

This project I learned a lot. The character creation pipeline was something I have previously done as a student at SAE and a trainee at Lightmare studios. But this time it was different, it was easier and more successful. I'm happy with the 3d model I have of rick, and with that comes creating a rig. I learned how to create a great custom rig which works fluently and with a load of controllers. Thanks to Steve giving me the name and details of the artist who works with digital-tutors who made the tutorials which I followed.

Another two topics which I covered to a level where I feel I have learned a lot is Post Processing in UE4 and creating Foliage in 3ds. Post processing was something I picked up in the later stages of World Builders. But it was a topic which I didn't get enough time to study before having to finish the deliverable. And with the change to working on environments I made some foliage assets for my final project and tied them in with my level creation and composition within Unreal engine, here is where I picked up on the post processing where I left off in the world builders project.

Future goals for skill development?

In regards to future goals I really would like to see myself creating a bigger and wider library full of variety which I can use for foliage and level creation. The first major goal I am working towards with my new career goal is developing post processing effects and environmental effects in unity to the point where we can use them to bring out the overall atmosphere in the environment I create with my foliage. The reason this is a big task is because we are working in VR on my final project and that means I need to find low budget ways of making environmental work look realistic and nice without lagging the computers running the game.

Overall

Overall this trimester for specialisation I found myself working on multiple projects with all the goals of having some finished artworks and or models that could be used for deliverables and game builds. The exhibition was my deadline for all of these and this deadline was hit. Thanks to the support I had from my lecturers and sources such as digital tutors and unreal engines youtube channel I have found I as an artist have improved to the point where I believe if I polish my skills I am ready to start seeking an internship within the field of my choosing.

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Joshua Hoare

Written by

Animation Student

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