Internal Art Test 16th -27th January
We have two weeks to complete and internal art test, which is then followed by another industry style art test. The 3D environment brief is to create a cryotube from the concept given. The concept was for FUSE, however we have to complete the asset in the style of Doom and Wolfenstein. Specifications include a 10k vert limit and in-game images to present at the end.
Project Doomenstein
To begin I gathered some images from both games so I could grasp the mood and atmosphere the games possess. Both environments very dark and unsaturated, information I shall consider when texturing. I plan to stick to the concept as much as possible and add any alteration in the texturing phase.
I have began by defining the silhouette in rough shapes. The angle given is hard to work from and the lighting confuses depth information. I have slowly cut into ares of definition, adding the detail gradually, making sure I am happy with the main shape of things first.
These are some screenshots of the initial development. I planned to make a low poly and add edge loops ready to smooth into the high poly. When I started adding edge loops though | realised that having triangles was a big issues, and proved even bigger when trying to take them out to make the low poly. As the two weeks come to a close I am still making the poly count under 10k.
My first art test has proven to me that I have much to learn about efficient high poly modelling. This set back has made the rest of the process slow down and in turn, I have not completed the project in 2 weeks.
Foundry 42 Art Test 30th January - 10th February
The second art test is to produce an environment from the concept given from Foundry 42. The concept is given in black and white so we can interpret colours and atmosphere ourselves.
I have began by doing the main modular unit that is repeated middle. In Maya I have blocked the items out and also began blocking out the pipes and wall around. Revisiting the brief, it is suggested to use custom normal's as that is the way they model at their company. During a session we learn ways of getting these smoothed edges without baking.
I plan to bake the main machine on the right of the image, so I can get all the details on a lower poly count, however everything else I shall not project.
Hours spent working:
Week 1: 20 hours
Week 2: 22 hours
In retrospect I should have spent more time on this art test, so in future need to manage my time better with other responsibilities. I will hopefully be quicker and more confident in the process also to get the main set up all done in the first week so I can focus on texturing and lighting in the second.

