All posts by Matthew James Quon-Wing Chan

Weapon 1: Ol’ Faithful

I’ve been busy in between this post and my last submission. I began work on a model for an AK-47 following a tutorial series on YouTube, this is still a work in progress and so will be posted at a later date with a complete project. In the meantime, I began work on one of the assets I want to showcase for a project. Because of this,  I used all of the methods I had previously learnt for the item such as extrusions and booleans. I thought about recurring themes in post-apocalyptic texts and thought about how in most texts characters use make-shift items, combining items to make weapons or enhancing existing tools with additional ‘pain-inflicters’.

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Baseball Bat

I liked the look of these items, they say a lot about the character and their preferred method of fighting. Melee weapons are typically favoured in games as they use no ammo and rely purely on the strength and energy of the characters. In an apocalyptic scenario, food would be scarce and so to resort to melee weapons would be a last-ditch effort for the truly desperate. I considered a baseball bat but thought it would be somewhat fruitless to make a prop already so common in video games.  I considered other melee weapons that would be common especially in a world covered in vegetation. I thought of a woodcutting axe. I liked the idea of this as I thought that in a post-apocalyptic setting, the wood would have a more natural shape to it whereas the axe head might have been salvaged or re-used. I wanted the axe to have a multi-purpose and so thought about enhancing the axe with some nails through it, poorly added so will have bends and shape to them. To reflect on the item being makeshift, I bent the nails out of shape trying to add a bit of variety to the way they pass through the handle. Making an axe futuristic was a bit of an odd thought, in order to accomplish this, I added micro details such as the branding including the establishment date of the company being in the future. Screen Shot 2018-03-28 at 15.57.13 Screen Shot 2018-03-28 at 15.57.30 Screen Shot 2018-03-28 at 15.58.39 Screen Shot 2018-03-28 at 15.58.43 Screen Shot 2018-03-28 at 15.59.01

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To get the twist of the bolt, I used a deformer with extrusions on the long faces of the bolt to give it the thread, this was a new skill that I learnt to complete the project. With the axe model complete, I began a UV mapping process, this involves plotting all of the shapes in a two-dimensional space and making sure every item has enough space around it for textures and detail to be added. This took a while as I went through and did each part of the item individually to get it right and make give the items a good resolution. This was the most time-consuming part of the construction of the axe as unfolding the handle would often crash the programme and so I’d have to find a workaround. Eventually, though, every item had its own UV map for textures to be applied.

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Following this, I could take the item into Substance Painter where I could continue to explore storytelling in 3D modelling and prop design. In a humid environment, the metal properties will have rust and become weakened by the environment, because of this I added different rust textures to all of the metal parts also considering the base metal they would have been made of, the axe head being made from steel, the iron nails and glossy steel bolt. I added blood to the axe head to show it as being a weapon used. With the textures done, I could export them back to Maya and export the final project with the textures added.

Link to the untextured Axe!

Link to the textured Axe!

Game Inspiration: Fallout

Fallout is a video game series set in a retro-future America. In a world where nukes wiped out the majority of the Earth’s population and leaving the Earth’s landscape, a wasteland. The amount of narrative construction within the aesthetics and props in the series is incredible. Through the items we learn that there are multiple factions, we also learn of how the alternate version of Earth’s technology progressed at a delayed rate until they harnessed nuclear energy. We also learn that aliens have visited the Earth even though this is not a major plot point. The games play as though they were episodes of the Twilight Zone with big characters and interesting plot points of deceit and disgrace. A lot of the characters have reverted to primal ways leading tribes rather than communities. The vehicles, weapons, buildings and landscapes all show signs of energy sources enhancing old technology and the creative use of limited resources in order to survive.

A big influence on the Fallout look is the 1950’s science fiction stereotype. With very over-the-top visuals in order to communicate how alien and shocking the technology is. A lot of round shapes and metals being used to convey futuristic technology rather than the contemporary ideals of the future which is a blend of curves and sharp edges to create a sleek look.

Armour LaserGun

Game Inspiration: The Last of Us

The Last of Us was a hugely critically acclaimed video game that introduces the audiences to a man losing his daughter amongst the chaos the world has been thrown into. A parasite has turned humans into zombie-like creatures that thrive in forest-like environments. This has lead to the to vegetation reclaiming urban environments as the fungus spread in a parasitic fashion.

LoU

 

Like the other bits of inspiration, the need to survive is what pushes the characters to adapt to their environments. Considering this reaffirms what the other pieces have told me in storytelling through prop design. That everything has to be there for a reason and that putting useless things in detracts from the overall look of the asset. Every part of the assets have to show how the owner has adapted to the situations they’ve been through.

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A major part of the Last of Us is the set dressing with the nature tearing its way through the urban, concrete landscapes. Because of this a lot of the assets have been distorted and ruined, if I can be able to show this level of distressing in my assets then I’ll have been able to communicate what I want to, to the audience.

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TV Show Inspiration: The Walking Dead

The Walking Dead is a stereotypical zombie narrative. The human race has been overcome by a devastating virus that has infected the population so that upon death, the person is brought back to life with nothing other than primal instinct controlling them. With this, a lot of urban environments have been reclaimed by wildlife and it’s created a beautiful hybrid of life and death that can be shown on screen through the landscapes. The show also deals with desperation and war amongst communities. People look out for themselves and so a lot of made-up, mish-mash items have been created in order to give the user a one-up over anything that comes across them, alive or dead. Resources are limited so there’s a reliance on melee and handheld weaponry that have been enhanced through creativity and necessity. I like this show as it fits into post-apocalyptic storytelling which I want to cover in my assets. With the show being as popular as it is, there must be something to it and from what I’ve seen the set design is part of it.

The story shows a wide range of locations which allows the set designers to explore different creative outlets based on the different stories they want to tell within these locations. With the items, it’s important for them to tell the audience something about the character through the look of the item. This careful consideration to detail is the key reason that this text stands out to me.

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Game Inspiration: Crysis

Crysis is a game set in the near future where Aliens have overrun Earth and left major urban environments such as New York abandoned. This has lead to nature reclaiming the cities. Plant life and vegetation has run rampant and rust has taken it’s toll on the metals of abandoned cars. This is near enough the exact look I want to accomplish in my final pieces. This reclaimed look brings a nice hybrid of worlds to audiences as it looks almost alien in nature. I find this also fascinating as it brings the idea that alien technology is surviving in the world and influencing how the world operates. However, this is different to mine in the sense that the aliens are hostile whereas the aliens in my narrative were peaceful and helpful to the existence of mankind.

I also like how the game took a setting that people are familiar with and added a distorted view to it with it being overrun by technology and vegetation. It makes the world look a lot more dismal and really expresses the world as being post-apocalyptic. I’m also a fan of the weaponry of the game as it’s almost like a cybernetically enhanced version of what we have on Earth now. It displays the true influence of the alien technology and the human need to evolve and push past the current limitations in order to survive. I want that in my assets, I want to display the sense of desperation felt by humans to survive and if I can convey that in my props then I will have reached that goal.