Friday, 16 June 2017

Use of Software, Techniques Overall Opinions and Experience of the Final Products


Now that you have completed your models and your blog, you need to produce a written document (with screenshots) to document your use of 3D software, the techniques you have used and your overall opinions and experience of the final products.

1. Discuss the 3D modelling techniques that you used to create your final images. (Box modelling, extrusion modelling, extend, combine and/or duplicate etc. Screenshot images of where you have applied the modelling technique with a short explanation of what you did
and why you did it. What was the technique done to achieve? 2. Discuss the techniques you used to add effect to models (texture, colouring, materials). Again, screenshot what you did and discuss what it brought to the final product. Also, discuss any other effects that you used such as lighting, animations, etc. 3. Explain what you initially set out to do with your models. Have you achieved this? 4. Explain your use of the 3D software, including any problems you experienced and how you overcame them. What would you do differently if you completed the work again? 5. Offer some critical reflection on the overall product. Have you met the requirements of the assignment brief? (Survival, PEGI 16).

GIVE SPECIFIC EXAMPLES FOR HIGHER MARKS
         

Tab Key -
The tab key, located on the left of the Q key on a Qwerty Keyboard, lets you switch between Edit and Object mode.


Ctrl + Tab Key Combination -
By pressing the Ctrl key and Tab key at the same time while in Edit mode you are given a little menu that allows you to quickly the Mesh Selection, aka if you can select the vertices, edges or faces.


5 NumPad Key -
By pressing the 5 button on the NumPad you can change the camera's perspective, this allows for much smoother and more hands-on camera control.

K for Knife Tool -
By pressing the K button while in edit more you can use the knife tool, this tool creates edges onto a face, by holding Ctrl you can centre it right in the middle of an edge for a clean cut. This is one of the most useful tools in my opinion, not only does it split the shape however you wish but it allows for extra details you can personally create.

Shift + D Duplicate -
By pressing Shift + D while holding a selection you can duplicate it as seen in the example. I used this technique/tool in my crow model's legs, if you look closely you can see that the toes/fingers of the crow are the same- this is because I modeled one finger, duplicated it, rotated it and finally attached it to the leg. This was much easier than modeling the fingers all over again, it saved me alot of time and energy.



How I Model (Part 1) -
I start by getting a picture of an object I want to recreate in 3D, this picture will give us a basic starting shape for our models so dont worry too much about getting something accurate to what you want. For this example I'm using a house. By pressing the N key a side menu will open, scrolling down will reveal a label called "Background Images", opening it will reveal an "Add Image" button. Simply press it and then open your desired image, this will come in later.



How I Model (Part 2) -
Delete your cube and replace it with a plane shape, plane shapes are much easier to work with (especially with this method, you should then rotate it by 90 degrees, if you dont do this then your model would be lying on the ground instead of standing up. Press 5 to go into Isometric (If you aren't already) then press 1. You should now see the house image behind the plane. Go into edit mode and switch to vertices.


How I Model (Part 3) -
Right clicking on any points (vertices) allows you to select them, holding Ctrl allows you to select more than one, do this and then press the "E" key, this will extend the selection you have, by pressing and holding right click over a point you can drag it around, use these abilities to cover the entire house as seen in the pictures. Now, go back into standard camera with the 5 key and examine your work. Select all the faces with the "A" key and extrude one final time. turn the camera to face the other side, select all the faces there and delete them, this should give you a "Shell" like shape, with the model having a large hole where one of its walls should be.

How I Model (Part 4) -
Go into the modifiers tab (represented by a little wrench) and press the Add Modifier button, from there select the "Mirror" modifier. Decelect the X and select the Y Axis, this should make your house mirrored correctly. Push the faces around until you create the desirable shape of the house. Keep in mind that the mirror side cannot be edited- it mirrors your model, any changes you make to one side would show on the other.


How I Model (Part 5) -
Go back into edit mode, if you press Ctrl + R you can split the house further, this allows you to add extra detail, do this where necessary/desired.Now its time to texture the house, click the "Blender Render" tab on the top of the page and change it to "Cycles Render". Now change the "Method of Display" to "Material".



How I Model (Part 6) -
Press the "Material" Tab and press the "New" button. Now let's grab some images from google, these will serve as our model's  textures. For this house I'll use some roof shingles, some bricks white paint texture and several others. Now that we've gotten our textures, let's turn our attention back to our model, press the + symbol to add another material, then press the "New" button like before, we do this because blender automatically applies the first material to the model without asking, if we use this material for (lets say) the roof then the entire model would become the roof texture. Press the little dot next to the "Color" tab and then press "Image Texture"- now select the first texture you want to use, the model should not have changed yet.



How I Model (Part 7) -
Ctrl + Tab, select the "Face" button and start to select every face that you want to texture, for example I will select the roof faces as seen in the images. After this is done and while these faces are selected you need to press the "Assign" button, the model should STILL not change, this is intentional- no need to panic. Drag the bottom menu up as shown in the picture, then you should press the "Current Editor Type" button in the bottom left corner and select the "UV/Image Editor" button.




How I Model (Part 8) -
Press the "Open" button and select the same image you did for your material, the image should show up below, get used to doing this as you'll do it for every texture. Now press the U key while your mouse is on the model, a menu should pop up called "UV Mapping", press the "Unwrap" key. The texture should finally display into the model, by pressing the "T" key over the texture on the bottom a little menu named "Transform" should pop up, use its tools to rotate the texture as you please.

How I Model (Part 9) -
That's about it! Just keep adding textures, editing your model and adjusting its surface properties until you're happy with the result, here is the finished house model! I rushed it slightly so the model lacks details like modeled doors and windows but the basic concept is there.

What I Set Out To Do With My Models -
Backpack-
The backpack was originally a singular, sloppy bag model I made in an hour, that model was what inspired me to create a more detailed version, I did the sketch of the bag, added extra parts (little side satchels and large chest on top) and eventually made the final model, at first I wasnt going to add any extra bags, I was planing on just refining the original model and calling it a day but I decided against that idea.

Medkit-
This was originally supposed to be a chest like mechanic with plenty of medication such as potions, bandages and medical herbs, it was supposed to have an animation of it popping open to reveal its contents, the chest was originally made out of wooden planks and didn't have any gold elements (like the rim and handle) but as time went on the gold was added to bring some variety to the materials.

Plague Doctor Crow-
I set out to create a detailed model of a crow wearing a plague doctor mask, I wanted the mask look separate from the crow, the mask was supposed to look like leather and be a slimy type of shiny while the crow's feathers looked dull and un-reflective.

Goat-
I had more grand ideas for this model, it wasn't supposed to be so flat and low-polygon but instead a creature you could find in the wild, create a farm with and butcher it for food, this idea of murdering an innocent creature didn't feel right- it didn't fit into the family friendly world I was planning. Due to this I decided on making the model a background element.

Ring of Necromancy-
This model was originally a standard silver ring that just had an eyeball attached to it, because of my lack of abilities when it comes to 3D modelling I was unable to create the veiny look seen on the sketches and had to work around it.

Moon Staff-
The Moon Staff didn't change much from sketch to 3D model, the only thing that was added was the texturing and material decisions, the star inside the moon was never supposed to be a crystal but after accidentally selecting the option it stuck with me, the main marble texture was originally a cool metallic colour but was changed for marble due to aesthetic taste.

Problems I Faced And How I Overcame Them + What I Would Do Differently -
Backpack-
This was the first model I used UV mapping on, I had no idea what I was doing and how to display the texture correctly, I didn't know about the "UV/Image Editor" so I was stuck with the "Smart UV Project" which did not map the texture how I wanted it, I was eventually able to correctly UV map after watching some youtube videos and doing some research.

MedKit-
This model was the one that taught me about "Normals", a normal is the way a face is pointing, in blender you can see both sides of a face but when put into something like blender it glitches and looks unfinished, to get around this problem i used the Ctrl + N shortcut to flip the around as necessary.

Plague Doctor Crow-
While modelling the feet of the crow I was faced with a problem, I needed to create 3 separate toes that all looked similar, I struggled with this until I discovered the duplicate shortcut, by using Shift + D, I was able to clone a finger and make the feet look correct without much effort.

Goat-
This goat was my first attempt at correct anatomy, I wanted it to look correct while also not being too detailed, I was able to create an anatomically correct mesh by using the background image tool along with pictures of goats t correctly move and adjust the model.

Ring of Necromancy-
I wanted to have veins coming out of the eye, because I wasn't able to do this I went with a different direction, I made a thick layer of rotting meat that surround the ring, it fuses with the eyeball and gives it an odd and vile feeling.

Moon Staff-
The largest problem I faced with this model was the moon shape, due to the way it twisted I had to manually cut out the centre line for extension, I was able to get the line curving correctly by using the background image tool again, this time with a photoshopped picture of the moon's proportions.

Legal / Ethical Issues

Legal/Ethical Issues
This post focuses on the legal issues with creating my 3D models.

Intellectual Property (Copyright)
Copyright is the legal right a person holds over a creation that means anyone without their permission cannot use that creation without the permission of that person. Copyright of music, artistry, code and any others lasts the life of the creator plus 70 years (different countries have different laws).Copyright can be confusing as it throws most people for a loop, it's extremely unclear as different countries have different copyright laws meaning that in some countries you are allowed renew a copyright early while others do not. You can assign your content to a company and after 35 years you can take the contract back if you please. Reproduction is a violation of copyright law, for example a reviewer using a picture from a game but fair use says in certain instances a person can use a small portion of the work for purposes of criticism, education or parody.

PEGI Rating
PEGI (standing for Pan European Game Information) is a rating system that allows the audience to see the recommended age of a game along with the reasons for that warning, an example of this is Portal 2, the game has been given a 12 meaning anyone below 12 should not be allowed to play the game, the reasoning behind this is that the game can be played online, it has depictions of violence and it has bad language. These warnings are great for people who know little about the game and want to be careful with what they show their children.

My game has a limit of PEGI 16, the most I can get away with would be a non-violence based video game with depictions of realistic violence that is not focused on, relatively extreme language and drug references. Judging by how my models are more family-friendly oriented I doubt I would go anywhere near crossing the line on this project.

Bad Language
The most extreme the bad language seen in my game would get can be described as mild, phrases like "Damn" or "Hell" are the worst it would get.

Discrimination
The game features no racial discrimination, the NPC's would have randomly generated skin colours and the game would not feature elements of segregation.

Drugs
Other than generic vials of magical liquid drugs are out of the question and would not be mentioned.

Fear
As for being scary- the game would have intimidating endgame enemies that might be frightening towards young children.

Gambling
The game would have absolutely no gambling (as it would not make sense in the context of the world).

Sex
Depiction of sexuality would max out at childish flirts that can increase the relationship between the player and the villagers.

Violence
Violence is a slightly complicated one, the player would get into fights with enemies and even friendly NPCs (if they wish to be aggressive) but there would never be anything other than that, no death, no blood, no torturing even. You just defeat the enemy and poof, you're gone and you've won.

Online Gameplay
Last of all, this game would be single player only with no plans for multiplayer support.

Ethical Issues & Discrimination
Sadly stereotyping can be a big part of video games, the amount of shooters that give the enemy a Russian or middle-eastern origin is off putting to say the least. The worst stereotype of them all is one women have hat to deal with from the beginnings of video game and that is being seen as sex objects. Most developers target their games to the straight white male demographic because that's the stereotypical gamer even though there's been many studies that say otherwise, stereotypes are there because story writers are too lazy to give characters unique and captivation storylines and goals so they revert back to basic and easy to understand ideas like a street thug, or a sexualized and lustful woman. This needs to and has been declining, and it's a good thing too, studies show that if a person is exposed to segregation and discriminatory language they become desensitised to it and may even start to go along with the hate speech. My game throws theses beliefs in the garbage where they belong, the is not discrimination between characters, everyone is represented equally, gender and race are not seen as a character trait but in fact as a reasonless design decisions, if they are indeed used they are used in a positive way to further give life to the character instead of make them cut out of a cookie-cutter mold.

Morals
There are some little points at which the player may want to think about their decisions or assess their morals, unlike other games that deal with these matters closer my game has a more happy-go-lucky good vs bad unless otherwise stated kind of theme.

Player Choices
While the gameplay is mostly straightforward, the player gets large choices when it comes to the other characters, by showing support and leadership you can convert people to your own town, you could fund a town with food and materials, build your reputations and interact with the villagers. On the other hand a destructive player could, become a dictator, put villages against each other, attack innocent villagers, steal and finally- plan full on attacks until you are the only one left. While these may sound serious they are presented in a lighthearted matter and are not focussed too hard on.

Using Existing Images/Tutorials
Since most of the images I've used had gone through excessive amounts of editing, colour shifting and overall remastering, I doubt anyone would sue me for using them, not only that but the models are not being sold, it would be crazy to take someone to court for something as small as this. Regardless I should still have made an attempt to collect my own reference images just in case, being sued can be one of the most infuriating and confusing processes and its not worth the lazyness.

Target Audience
As stated before I was given a limit of PEGI 16, a limit which I barely approached- instead focusing on a more family-friendly experience that did not try to bush the bounds of how much it could get away with, this leaves the game with a broader target age as the game can be enjoyed by both young kids and older adults. Since the game takes place in first person, I've decided to make the player androgynous, I have done it this way so the player, regardless of their gender identity could slip into the shoes of the faceless character and funnel their control through him. Since the game is a more RPG inspired experience I feel like it would be accessible to all, no need for pixel perfect platforming difficulty or quick time events here, just a logical thought out, strategy game. While characters aren't the main focus of the gameplay that doesn't mean there would be no representation seen in the game, villagers would have random skin colours and could get together with other villagers regardless of gender. The player (androgynous as they are) would be allowed to friendly-flirt and hit on villagers regardless of gender, these little inclusions would probably attract players looking for a more open and friendly game.

Conclusion
Through this post I've discussed the legal and ethical issues that may arise throughout development, I've written about my game's PEGI rating and how it meets the requirements, I've also written a detailed Target Audience report that helps me understand what type of audience my game should be targeted towards. The "Using Existing Images/Tutorials" section has taught me to edit my textures before using them on the 3D models to avoid legal trouble. The "Ethical Issues & Discrimination" section was the one that made me pay attention towards any ways my models could be considered offencive, I'll keep a close eye on them and make sure they can be used as and are not a symbol of discrimination. The "Morals" section confirmed my choice of keeping the project family friendly with less to none questionable material, this includes graphic imagery or body horror.

Sketches and Idea Generation

This was a sketch for enchanted jewellery, I wanted to have special magical items that all had different effects, the page is split into two parts, in the left are the rings and on the right are the necklaces. I planned out 4 different rings, top left we have the "Ring of Steamwork" a ring that a player can wear whenever they plan on building steam-work contraptions like garden waterers or basic item transporters. Top right is "Poseidon's Ring", a ring inspired by underwater life that gives you a boost to the amount of time you can spend underwater. Bottom left is the "Dance of Necromancy", a ring that stops undead creatures (like ghouls or wraiths) from attacking you. The final ring is the "Dragon Vertebrae", constructed from the bones of a dragon it gives you a special ability whenever worn, the more damage you take the larger damage boost you receive. Moving on the the two pendants we have the "Oracle's Sapling" which increases your characters regeneration by 10% meaning you can jump back into action quicker. Last but not least we have "A Cruel King's Wrath" a necklace for the aggressive player who would rather slay villages instead of befriending them, it gives a massive boost to the amount of money dropped by NPCs.

I've chosen the "Dance of Necromancy" to 3D model, I really enjoy the idea such a mystical and dark idea such as disguising yourself into a ghoul by becoming a part of them, I would also enjoy the practical work that would be put into it, with the veins and the large eye popping out of an otherwise normal/generic ring.

On the top of this page I've made a little mind map to help myself create unique ideas, the words that I decided to use and made it into a design where "Moon", "Heal", "Soul" and "Life". The bottom of the page is reserved for the 4 magical staffs, in the top left corner is the "Heal" Staff, it is based on an unbloomed rose, with the bud glowing a warm and pleasant light whenever healing, it can only be used in a sunny location. In the top right corner we have the "Soul" Staff, a staff/scythe combo that can be used as a melee weapon, when the player deals physical damage to an enemy the weapon reaps its health and mana, giving a percentage of it to the player. In the bottom left we have the "Moon" Staff, a staff that gives the player a boost to their defence and magic stats during the night. Finally theres the "Life" Staff, this mushroom-esque staff absorbs any water based attacks with its shield like mushroom head and uses them to heal the player.

I've decided to create the "Moon" Staff because I enjoy its asthetical value. The way it floats and hovers seems so pleasant and I would enjoy creating that in a 3D environment, I already have plans for how I want it to look.

On this one I planned out some ideas for friendly characters and such, I started out by writing down some animals and mythological creatures I could base the NPCs off. From the mind map I picked 3 creatures to develop further, theres the turtle guard, a character that hangs around the towns and defends them against enemies (or you if you've attacked a peaceful NPC), their designs are based on a turtle with its normal shell turned into large, heavy armour. In the top right theres the plague doctor "Crow", this crow will approach a wounded player when they're lost or stranded away from home, the crow will sell the player healing items like potions or first-aid kits for an expensive but affordable price. As stated previously their design is inspired by the plague doctors, inexperienced people pretending to be doctors during the black death, scamming people out of their money in return for untested and useless "cures". The final design is the "Lion", this NPC is a mercenary you can hire, they would follow you around and attack hostiles for you. They're tanks, being able to take a lot of damage while allowing for the player to finish the enemy off from afar.

The idea of a plague crow fascinates me and thus I have chosen to further that design in particular. The mask over he crow seems like it would be great for experimentation with materials and the glossy option.

This page shows off my backpack designs, on the top I brainstormed some ideas based on loose words like "modern", "magic", "bulky" or "stylized". I combined some of the packs to create a cross-species version. I finally decided on making the "Medieval" backpack, I sketched it out and did the side of it, altering some of the elements seen on the backpack like the main button and the bulkiness of the side-bags.

The reason I decided on that backpack in particular is simple and to the point, It was based on medieval backpacks, the medieval backpack was large and bulky because of the amount of things needed for transport, compasses, large and bulky maps and fresh changes of clothes all needed to be placed somewhere and since they all took up so much space more bags needed to be added.

This large paper was the one I used for my MedKit Design, on the left I drew up a generic, modern MedKit and listed everything you'd find in it, things like "Cotton", "Rubbing Alcohol", "Tweezers", "Thermometer" and many others. From there I decided on mapping out a symbol for a medkit that was not the generic red plus sign you see everywhere, some of the ideas I tried were sun, flower, symbolic and mythological motifs. After some scribing I decided on  the design seen in pencil, it was a combination of the galaxy swirl and the angelic wing, the design is supposed to represent a sapling, with the leaves being the top 3 strokes and the seed the bottom swirl. I decided on the sapling theme as it made sense a symbol of health would be linked with new growth. For the fantasy redesign I started by basing them off generic shapes such as cubes, cylinders and spheres. From there I developed the chests until I had several different looks, I decided on the cylinder chest and developed it further with railings and insides (medieval version of item list).

I decided on the cylinder because I thought it wasnt a shape usually used for chests, I liked the way it clipped open and decided on turning it into a defined shape with the final sketch, I really like the way it looks and plan to develop it further during the transition from 2D to 3D.

Monday, 5 June 2017

Details for "Survival Brief"

I've been given the task of creating 6 models for a survival game, this assignment gives me alot of leeway as it is worded loosely and allows for freedom when deciding on a theme. I have decided to create a Science-Fantasy world where steampunk and magic are the regular, a world filled to the brim with mystical and mythical events, fantastic scenery and well-written characters. The survival game would have several towns and many dungeons to explore, you can find treasure and equipment increase your abilities. These include magic rings, elemental armours and cloth along with helms and hats. You can build relationships with townsfolk and even get people to live with you by building towns to house the homeless. Monsters and ghouls can and will attack peaceful creatures (like villagers or you, the player) you must enter into combat and fight them off to protect yourself and others. The game will feature many over-the-top elements like huge magic explosions and oversized weapons

Mind Map For "Survival"

This mind map was used to generate the 3 basic materials seen in video game models, there's the creatures, I split these into two main sections: the Aggressive and the Friendly. In destructive I listed all the creatures I could see being turned into enemies, creatures linked with aggression, betrayal and general evil  motifs, these include "Ogres", "Dragons", "Giants" and others. On the other hand I've written down some creatures that have been portrayed as friendly and/or playful, these creatures would work fine as NPCs, shopkeepers or quest-givers.

In the top right are the weapons, there I've split them into 3 sections, "Bows", "Swords" and "Magic". In the bow category I've written down some magical and special variations of the common bow and arrows. The 2nd section is full of sword ideas, from elemental swords to swords crafted out of rare and mythical materials. The final category is the generically named "Magic" in this I've put down several staffs and their corresponding material.

The final large section is the "Environments", this section is split into two mains, "Manmade" and "Nature". Over at the "Manmade" I've popped down some building ideas, from expected things like "Villages" and "Farms" to more out-of-this-world ideas such as "Flying Ships" and "Underwater Temples". The final section is the "Nature" this section explores the many terrains you might encounter, from normal, non-fantasy places like "Forest", "Swamp" and "Beach" or more outlandish ones like "Floating Island", "Underworld" and "Large Tree".

This mind map has been an eye-opening experience, with plenty of ideas to develop and a good basis for when I get writer's block. I've already planned to incorporate some of the designs and ideas seen on this page into my final project.

Mood Board For "Survival"

This simple mind map is a combination of environments, weapons and creatures from several fantasy based games like "Heroes of Might and Magic". These images are a great inspiration- allowing my access to little design ideas I would not have thought of on my own, they also supply me with different outlooks on the same world, with generic flatlands and more fantastical worlds like the huge tree-town in the bottom right corner.

3D Models, Conclusion and Self-Reflection

Self-Reflection

Backpack
The backpack model, as its one of the first models I worked on it lacks the slight tweaks seen in later creations, there are several things I enjoy about this model- it is well modeled without any type of  error or clipping, this gives it a clean and professional edge. The textures used are crisp and detailed, giving the backpack a more realistic look. The model for the main bag and the chest on top of it are clean and well modeled however the ones on the side are slightly blocky, lacking the amount of polish seen elsewhere, to fix this all I have to do is split the polygons up further- adding detail and smoothing them out along the way. One extremely large problem I have with this is the texture used on the chest, because of scatterbrain-ity on my part I forgot to add a wooden texture and now the chest looks like its made out of leather, while not a deal breaker I'd prefer if it used a more suitable texture. The last fault I have with the model is the metal, seen on the chest, belt buckles and button, this gray material was originally supposed to be very shiny but turned out dull and gray, I'm surprised I never fixed this as it is literally as simple as dragging a slider.




Med-Kit
The med-kit is one of the most texture-heavy models I worked on next to the ring, with separate images for the planks, bark, trunk texture and logo to name a few, the reason I mention this is because I feel proud of the way it turned out, the textures blender and worked together well without much trouble. The original idea for this model way a hollowed out tree trunk turned into a chest, I feel like the concept has been faithfully recreated (especially when viewed from the back). The gold rim and handle turned out great, shiny and reflective like I'd hoped. The largest problem with this model is that it lacks any contents, all the items I planned to model were scrapped due to time constraints, this turned the med-kit into a glorified chest. The final complaint I have is that the healing logo was mirrored, this was a problem caused by my use of a mirror filter, allowing me easy editing of one side without messing up the other, the downside of this is that textures turn up mirrored, ironically I could have worked out fine with a cross as it would have been mirrored correctly.



The Plague Doctor Crow
The plague doctor crow, such a difficult model and one of my first attempts at UV mapping, while I was able to fully cover the model with the crow texture it wasn't without sacrifice, the horrible stretching and glitching of the textures show this pretty easily. I feel that while the model's textures turned out odd the overall shape of the model ended up looking quite swell, with proper proportions and correct anatomy. The final things I want to note are the texture on the crow's feet and the unsaturated, washed-out look of the feathers, the contrast between the two pulls the attention towards them, giving the render a slightly odd feel.



Goat
Undeniably (and intentionally) the worst of all the models, this low resolution, low detail goat was especially planned for out of bounds areas where the player could not spot its low quality. Regardless of its intended use the proportions and texturing of the  sheep ended up relatively well-done and realistic, the torso of the animal stuck extremely close to its real life counterpart for the sake of quality, the texturing (while slightly bland) is still UV mapped correctly. There are slight issues I take to heart, the most obvious can be seen by the untrained eye, the goat lacks modeled tears or tail, this gives it an unfinished look and really takes away from its charm. Another problem proportion wise is the blocky legs, these abominations of limbs strut out in a vile manner, their solid and edging look crashing with the smooth and soft curves of the animal.



Ring of Necromancy
This ogling ring was my first attempt at multiple textures and it shows, not only is there a noticeable crash in colours, fuzzle and undetailed textures but it wasn't even able to stick to the original sketch. To give it some credit I think the eyeball turned out rather nicely, the gloss wasn't too sharp or too spread out, it really does look like what a eyeball taken from someone and struck onto a ring would look like (for better of for worse).  And while the textures lacked much detail I still feel like with some saturation, sharpening and colour correction they would work great together and on the ring.



Moon Staff
The magic staff of the night, this is by far one of my most favorite models, not only is it smooth and clean but the materials (from the golden extrusions to the gemstone star) work so well with the marble textured staff and moon that it hurts. While speaking of the moon, it turned out great, originally it had a more yellowish glow but that was (for lack of better words) ugly, who knew that a simple colour shift to a blue would look so much better? Out of all the times I've attempted a metallic look this takes the cake, the shine looks great and the gold's colour is just saturated enough. My favourite thing by far has to be the gemstone, it looks perfect and really serves to bring the floating moon together with the staff. There are slight errors that bug me however, for one the staff base hangs between smooth and edgy lighting that almost ruins it for me, thankfully its not that prominent from far away, the final seems to be linked with the program itself and how it handles glossy, if you look closely (and while at the right angle) at any glossy material you might spot a pure black outline, you can see this on the staffs second picture, just look closely at the gold curves.