In this dev blog, I will be covering the development of my digitally composed and processed 3d scene. In the coming posts, I will explain the processes I took to create all aspects of my project, these will be accompanied by commentary pertaining to why certain decisions were made and how those decisions were affected by different limitations. Within this section will be 7 posts that collectively cover the full development process, below is a simple description of each post:
Setting Part One – The first step involves creating a backdrop and the area in which the scene would take place. It will involve conceptualising a design for a location, mapping it out in 3d and then creating a detailed version.
Setting Part Two – Following on from the last I will further develop the setting adding further detail.
Materials – I will have to create a set of materials to accompany the assets giving them life, this step is very important as materials can bring a great level of detail and soul to a scene.
Assets – Next would be creating the assets to populate the setting, assets will vary in complexity and size. This is done after the materials to help make sure the assets fit the same artistic style as the rest of the scene.
Composition – Once all assets are created I would then have to arrange them all together in the scene. During this step, I will focus heavily on the composition techniques I learnt previously to help me create an aesthetically pleasing frame.
Post-processing – To improve the image further I will use post-processing methods. Due to the nature of the project, some of these methods may be possible earlier in the development process and I will henceforth mention at any given time.
One big change that occurred during my development was the change in how I plan to create the scene. Previously I planned to have thorough sketches and lists stating everything that would be contained within the scene and where, however after some prototyping and development (Which will be explained further in later posts) I have decided to take a more agile approach where I would perform more iterations of small planning, into prototyping, into designing. The reason is to experiment with more unique options and evolve the scene as I go hopefully reducing the amount of backtracking involved. For this reason, I will not be having an asset list and as much out of program sketches and designs and will instead have more emphasis on decision-making and experimentation.