Term 3: Week 3: Legal Requirements and Health and Safety

3D Modelling

Do’s and Don’ts in the following areas for specialist area:-

  1. Copyright
  2. Intellectual property
  3. Contracts and Commissions
  4. Permissions
  5. Health and Safety and Risk Assessment

Copyright

For this area any model created should be my own, copyright gives me the sole rights for anything I see fit to do with it e.g. distribution.  To take something of someone else’s and pass it off as my own is plagiarism.

Once an idea has a physical representation such as a design document or a prototype then it can be copyrighted.

Don’t take/copy anyone’s idea or try and recreate it if they have shown you a design document or prototype.

Do protect your work by having documentation and evidence that you are the original creator.

Intellectual Property

If I work for a company, any models I make during that time is the property of the company I work for and I cannot do anything with it even if the ideas used were originally mine.

This also means that any ideas that I have while having a team working for me means they cannot do anything with them in the way of taking them and distributing them themselves for example.

Do patent an idea or trademark to protect your work.

Don’t take the work you are working on from a company that is created on their time or their idea.

Contracts and Commissions

Freelance: – This is a contact that is for a fixed period of time e.g. the length of a project.

Fixed: – Time based contract. e.g. temporary for example temp staff at Christmas in retail.

Permanent: – This is a permanent job (secure or tenure as spoken about in the Big Bang Theory) a job that will always be there until one is fired or quits or ends the contract by mutual agreement.

  1. Don’t skip the terms and conditions section of a contract.
  2. Do negotiate on some terms if you can if you are not happy with the,.
  3. Do get someone in the legal profession to look at it if you can before you sign.

Permissions

Who is allowed to use your work is really important, in regards to texturing any images you need to use for texturing either need to be paid for (royalties) or give that person credit for the textures being used belong to the person who created them.

  1. Don’t take other peoples’ work without asking.
  2. Don’t use people’s work and not give them credit even though you have permission to use it.
  3. Do ask permission to take photo’s if required.
  4. Do ask permission to use anything that belongs to other people. e.g./ location, property, software etc.

Health and Safety and Risk Assessment

Legal requirements that promote safe working environments and risk assessments and what can be done to minimise risk to employees.

  1. Do take regular breaks (including micro-breaks).
  2. Do make sure that cables are secure.
  3. Do test equipment regularly.
  4. Do minimise stress by creating a relaxing atmosphere, exercise and organize workload appropriately.
  5. Do know your fire exits and emergency meeting point.
  6. Don’t ignore health and safety rules e.g. lifting heavy objects.
  7. Don’t have food or drink near electrical equipment.

 

 

 

Advertisements

Term 3: Week 3: Requirements for project

Ideas for project type

I have learnt many skills this year from planning and research such as primary and secondary research to concept art (perspective, colour, tone and emotion) in pre-production.

In 3D i have learnt how to model, unwrap objects and texture those objects, this ties in to Photoshop in which i texture those objects so Art branches off to concept, 3D and 2D art.

In UE4 i have learnt skills such as lighting, Blueprints and how to bring assets made in 3DS Max into the engine and combine them to make a level.

In audio i have learnt how to mix tracks to make required tracks for environments.

The final project would fit in several places within the production process because it has a wide range of processes due to it being an environment which requires Concept art, 3D art, 2D art, Level design, Engine work and Audio.

Pre-Production: It would fit in here with the planning that is required and then in production with actually creating the assets needed to create the planned project. In the production process, programming would fit in with the Level Designer as they might say that a certain feature that the level designer might want might not be feasible as in spec requirements or just not possible. There would be some post production processes involved in the way of testing and debugging where issues might arise and the testers would have to send it back to the programmers to fix.

What will I need to do post production stages?

I think i will need to test it and debug it if any errors are found and then age rate it, market the product.

Pre Production

  • Idea:- Research on what tech is available to make the idea possible
  • Mechanics (Dynamic Gravity UE4)
  • Grey boxing
  • Asset List (relation between assets and audio)
  • Level design
  • Asset design

Production

  • 3D Modelling
  • Texturing
  • Unreal Engine – Blueprints / C++
  • Lighting
  • Audio

Post Production

  • Testing
  • Debugging

Learn new skills/improve skills

I think this will take both, I will need to improve my Unreal skills in the way of lighting and blueprints and improving my concept art skills/audio skills and as for new skills i need to learn hand texturing and c++ in order to complete this project.

I have a base of knowledge on OOP in Java which is helpful but i will also be using a c++ book and tutorials to help improve my skills and for texturing i will watch some tutorials on hand texturing on Udemy and Youtube.

Hardware requirements

 

  • Paper  – So i can jot down ideas and concept pieces quickly and easily
  • Art Materials – I need these for concept art.
    • Pastels
    • Chalks
    • Blending sticks
    • charcoal
    • hairspray
    • paint
    • Pencils
    • Pens
  • Computer – So i can model and texture, create audio and use UE4 to create a complete project. –
    • Recommended Spec: Hardware
      • Windows 7/8 64-Bit
      • Quad-core Intel or AMD, 2.5 GHz or fSTER
      • 8GB Ram
      • DirectX 11 compatible graphics card
    • Recommended Spec: Software
      • DirectX End-User Runtimes (June 2010)
      • Visual Studio 15
      • UE4 4.10
  • Wacom – This i will need for hand texturing.

 

Software Requirements

  • 3Ds Max – To create models
  • Photoshop – Texture models
  • Premiere Pro – Audio (converting)
  • Audacity – Make mix tracks – ambience etc
  • Gimp – Texturing
  • UE4 – Putting the project together to make the environment
  • Visual Studio 15 – c++ for custom build of UE4

Evaluation

This helped my because i knew what skills i needed to work on by the list of programs that was required for my project and also beyond the project into work itself because I know what skills I need to prefect and keep working on in order to improve.

Term 3:Week 2: ToolBox

For week 2 I had to think of all the aspects of my FMP and state what I needed and why I need it. I used an online infograph to create the following Toolbox.

toolbox_edited.fw

Reflections:

From creating the toolbox I can clearly see what skills are required in each sector to create a project and why things need to be done like extensive research and planning.

Without these a project wont have any organisation or direction and therefore will be unlikely to succeed.

 

References:

southjerseytechies., (2016), 10-ways-to-survive-a-system-outage [ONLINE]. Available at:https://southjerseytechies.net/blog/10-ways-to-survive-a-system-outage/ [Accessed 22 April 2016].

Term 3: Week 2: Job Analysis

Introduction

For this exercise I had to think about what Job I wanted to do after I finished college.

I have decided that I want to become a 3D artist. I went to creativeskillset.org and looked at the requirements for the job and what skills I would need.

I have described why I want to become a 3D artist, my personal and interpersonal skills and how they fit in with job requirements and any technical skills that I have/require.

 

 

pikchart_job_analysis

 

References:

creative skill set. 2016. 330 games artist. [ONLINE] Available at: http://creativeskillset.org/job_roles/330_games_artist. [Accessed 21 April 2016].