Tuesday 20 March 2012

Modelling: Architecture Research.

Our next project is to make a door or window based around the architecture of a game in Maya. My first choice for the game was Mass Effect 3. The main reason being, the game has many different cultures, all of which have different architectural styles. These styles are based around a very well thought out history and visual theme for each individual race. However, the game is extremly long and does not allow the player to return to certain missions, some of which have brilliant but rare architecture. Although I could look up the missions on Youtube or find pictures on Google Images, I feel it would be better to be able to look at the architecture from all angles in game. It is for this reason I chose to look at the Legend of Zelda; Ocarina of Time. I know the game very well, so I can get to areas easily and quickly, and it has several different races, each with their own visual style. This game was also made 10 years ago, so the game lacks detail on its architecture. After looking at the briefing presentation we were given, it says, "Design and produce orthographic drawings
(Front, Side, Top, 3/4 View) of a doorway or window
suited to the game aesthetic." The brief does not say I must create a model that is in the game, just one that is suited to the style. This means I could interpret the style of the game into something with a higher poly count and higher res textures. Although a lot of the archtecture can be a bit unexciting, there are areas where the visual style shines through to give the feeling of a culture.
Hyrule Castle
Hyrule castle, for instance, does not have a particularly unique or insteresting style of architecture. The castle looks like a standard 12th century castle. As similar story can be seen in Market Town.
Market Town
Although there is a bit more style to Market Town than the castle, it still has a very basic medieval theme.
However, when I looked at the other cultures in Zelda, I found there to be much more style and culture that could be shown in something as simple as a doorway or window.
Kokiri Village
 The Kokiri live in hollowed out and painted trees. Although, like much of the game, there is very little detail, there is a very definite "earthy" colour scheme and style.
Link's Kokiri Tree House
I could look at the patterns, colours and fabrics used by the Kokiri and create a more detailed and interesting asset to suit the culture.

Darunia's Chambers
Although the Goron's have much less in the way of architecture there are many clues as to their culture that could go towards producing something for them.

Zora Cavern
The Zora have next to nothing in the way of architecture, using water filled caverns as their homes. Despite this, I could design a cave front decorated with some of the patterns found in the patterns and designs found in the Zora King's Chamber (below).
Zora King
I have, never the less, chosen to use the Kokiri for my asset, since they offer a good oppertunity to produce something with interesting, organic shapes and colours.

The Kokiri are a woodland people that remain children forever (and dress suspisciously like Peter Pan). They are guided by the wise Great Deku Tree. They live in Kokiri Forest where they live in hollowed out trees. As a result their colour scheme is a mixture of browns and greens. The few petterns and shapes created by the Kokiri, like the Kokiri Shield and the Kokiri Emerald, all uses desaurated earthy colours and flowing organic shapes. With this in mind, and a bit more research, I believe I can create a door for their tree-houses in Maya.

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