Thursday, 18 November 2010

Unit 65 - Web Animation Techniques


First Version of the assignment, revisions with follow after tutor assessment!
YouTube embedded videos in the presentation do not work through Google Docs or Blogger.

Wednesday, 10 November 2010

Unit 66 & 67 - Welding Objects



Starting off with a simple box we was told to delete one face of the box before doing anything else. After this we copied the original box and then instead of a carbon copy we used instance, this allows us to modify one and the other would follow suit. We was given free reign to design any type of space ship ourselves. Once customization was finished Chris showed us the how to weld the two individual pieces together. First moving the two pieces close to each other. Then attaching the two pieces, highlighting the vertexes on the side facing each other then hitting the weld button. This completes the process and makes it in to one. A few tweaks to finish off the ship and it was done. Cool lesson today and learned important tools on the software.

Wednesday, 27 October 2010

Unit 66 & 67 - Basic Animation

After looking at the text, fonts and the material editor again Chris showed us the basics of animation in 3DS Max. The Auto Key function, how to increase frames, how to save and to view in a AVI video format. In the morning session we continued with the text and made animations with it. Starting with the Auto Key, we used basic tools like rotate, move and re-size to have the object look like it's doing something. Once happy we used the Auto Key to stop the animation, my first animation had 7 segments in it with in a 100 frames limit. This let me play around with it a bit and here it is, my first one.


In the afternoon Chris let us do... with in reason :) what ever we wanted with the animation functions in Max, my work turned out garbage. One fatal reason, I didn't know you couldn't place objects in to a animation late, all the elements need to be in placed before using the Auto Key and the functions. If you do it like I originally did, only the original objects animation will work and the rest don't do anything at all. This cost me around 40 minutes and in turn trashed the end product, at least I know for next time what to do. My idea was to have my detailed car which is still unfinished but it isn't that important to complete but anyway getting back on task, to have the car animate like it's driving around a circuit. I had the car animated but not the cameras or a basic scene i.e. a track the car runs on. Anyway it bombed big time and I just did a extremely short animation of the car driving by to finish the afternoon task, my first animation with the text is a load better as it's actually doing something.

For some reason I'm having technical issues with the car animation, it's only 140kb big and it's messing around. ¬ ¬ What I've discovered from looking at the file is it's only 1 second long and it only worked with a bug fix through VLC player, so the video is bugged and I tried modifying it with Windows Movie Maker but it doesn't like the file either. It definitely bombed big time. :)

Unit 66 & 67 - Text, Fonts and Material Editor

Very late post, sorry about that... distractions and all that. Last Wednesday Chris showed us how to make 2D text (one of the spline options) and turn it in to a 3D object. I guess you would have to extrude the 2D text by making it in to a editable mesh then select each poly before extruding and I'd guessed correctly, this made the text in to a 3D object. For mine I used Arial Black, one of my favourite fonts and the colour red, my favourite colour. The first two screenies are of the original then we looked at preloaded textures on Max. I used wood, perlin, planet and dent for my textures and make one with perlin and planet mixed. Here is the images of my work.







Tuesday, 19 October 2010

Unit 19 - Desktop Image Development

Hand drawn image before it was scanned on to the computer. Annotations coming in a update to my google docs PowerPoint presentation.
First Photoshop of my desktop image, again annotations coming in document update.
Finished design just missing one element, the bottom left side. This is were the desktop icons will go.
Finished desktop image with all elements included, enough space for all desktop icons and start menu bar.

Monday, 18 October 2010

Unit 33 - Examples of Animation

Music Videos





Advertising





Feature Films





TV Programmes





Games





Digital Exhibition 



Thursday, 14 October 2010

Unit 66 & 67 - Basic and Detailed Car Model

 This lesson of 3D with Chris we developed a basic car using box modeling. With this we started with a standard box and then used a editable mesh to modify the the vehicle to look good, with this we used the vertexes, faces, edges and polygons to customize are vehicle individually. Editing the height of the roof, bonnet of the car and the rear end. I tweaked these areas and then added a bumper on the front and rear. Chris showed us some cool techniques with the extrude and scale tools to modify the lights of the car. I think it's really interesting using these tools to develop the intricate parts of cars, I will be using this tool to develop my future projects. Cylinders for the wheels, I had a few problems with this but in the end I understood my errors and knew what I did wrong. Once this was done we tried the material editor to add cars to the vehicle, customize the gloss and other features to effect the car's paint. Furthermore I added a light blue and turned the opacity down to have a window like effect to the car. Here is the finished piece of the basic car.

For my detailed car I used the same techniques but wasn't about to finish the model so hopefully I'll be able to complete it another day and post it in this one as an update. I didn't get a screeny of the work in progress either unfortunately.

Final piece is to draw a comparison to a professional piece of work to my own first design, I would of done the same for my completed detailed version as well.


As you can see the detail of this car; the Ferrari 458 Italia on Gran Turismo 5 is of the highest quality. the detail in the lighting, gloss, intricate parts are so so good it almost makes the eyes bleed. the blear on the tires, tarmac adds to the realism. It's very hard to draw a comparison to this piece as it's a work of art. All I can say is the initial model of my car did start from the ground up, a box and now does look like a vehicle. The lights on my car in my opinion look very good and with more time and skills I could look like the model on display here from polyphony digital.

Monday, 11 October 2010

PSD - Equality & Diversity / Examples of Logos

Equality & Diversity

In PSD for the last few weeks now we have been looking at and celebrating the equality and diversity of the world, our group and ourselves. This week Chris wanted to mixed this celebration with important skills which will be useful to us in the next few years. Chris picked a image from the internet to build upon. This image would be a small resolution image that we would improve individually. This is the image he chose; 
With the chosen image we was shown the pen tool, Chris said this tool will be important for proper assignment and project work in the future. We had increased the image size even more which also make the resolution of the image worse, using the pen tool we highlight around the hands in the middle, some students did the outer rings as well. The pen tool make the image quality much better. We deleted the original and used the new penned overlay as the background. With this I mixed some of the features to give the hands some cool effects. Then I placed a globe behind the hands to represent the world to celebrate Equality and Diversity. I used the same feature and effect as the hands for the globe. Added a black picture frame to surround the image and a blue colour background as blue is a peaceful colour. Here is the finished result;




Examples of Logos

For me logos have to look cool, easy to recognize and a good use of colour.
I'll explore two good examples and one bad example of logos related to computer and video gaming.

Rockstar games have a cool, simple and adaptive logo, with Rockstar they have colour schemes for each studio they own, this is a unique and great feature. It makes you understand what games are coming from which developer in the Rockstar family. Gamers know what games belong to what developer in general but thanks to this idea it makes it much easier to understand. This happens now as will with 2K, a sister company to Rockstar both owned by Take2 entertainment.




Next up for me would be Konami, the Konami logo has kept with the times in my opinion. The last logo worked well in the 80s, 90s and the early 00s but the current logo is even better. It looks cool, clear and easy to spot. Konami probably knew that the original was getting a bit old and made a real improvement for the modern world. Simple design but brilliant none the less.

Old logo



Modern logo


The Sony Computer Entertainment logo, this for me isn't a really bad logo but it's dated now and for me needs a face lift. The SONY logo at the top is fine but the rest isn't modern at all, it doesn't paint a great picture as it looks like a 80s logo yet it's a 90s logo. The symbol in the middle is poor, it represent nothing in my eyes. The words at the bottom need character and not a basic font. Sony is a world leader in entertainment and yet they have a ugly logo for their computing sector of the brand. I'm a massive Sony fan, I think the company is amazing but this logo is far from amazing, the U.S. gaming side hasn't used this logo this generation to my knowledge.
 

Unit 33 - Animation Techniques

Perception:


“The process, act, or faculty of perceiving.”

The ability to recognize there is more than one image, to be able to observe multiple images in one single image.

Image: http://www.ralphverano.com/view_item.php?pid=90075



Persistence of vision:

http://encyclopedia.thefreedictionary.com/Persistence+of+vision

"Persistence of vision is the phenomenon of the eye by which even nanoseconds of exposure to an image result in milliseconds of reaction (sight) from the retina to the optic nerves. This is because persistence of vision depends on chemical transmission of nerve responses, and this biochemical hysteresis is much slower than the light transmission." 

Persistence of vision, this basically is what the eye can see for short periods of time, for example; if you look at a negative image and focus on it, when the image is removed to a blank screen you will see a positive of that image in your eyes. Another example would be a motion illusion, This is were a image is in motion but it is hard to notice what motion it is in. The dancing woman is a prime example, she is moving clockwise and anticlockwise. You really have to focus to notice the change in direction as it's hard to see, I've only seen the direction change twice in several minutes of viewing the animation. The image is a classic example of persistence of vision.


Frame rate:

http://encyclopedia.thefreedictionary.com/frame+rate

"Frame rate, or frame frequency, is the measurement of the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to computer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (FPS) and in monitors as Hertz (Hz)."

Frames is a sequence of images at a rate, these images produce a constant picture. This gives the impression of motion in the picture. To give a good impression of a motion picture the frames per second (FPS) has to be constant and not lagging. 


Flicker Fusion Threshold:

http://encyclopedia.thefreedictionary.com/Flicker+Fusion+Threshold

"The flicker fusion threshold (or flicker fusion rate) is a concept in the psychophysics of vision. It is defined as the frequency at which an intermittent light stimulus appears to be completely steady to the observer (this article centers around human observers). Flicker fusion threshold is related to persistence of vision."

The flicker fusion threshold is about the amount of FPS you see, the threshold naturally for most entertainment services would be 30 FPS, This is above the minimum threshold which is 24 FPS. Below this number the human eye can notice latency in the picture quality and above the picture will look smooth. For computer and video gaming the standard of frames is usually 30-60 FPS. On a high end gaming PC frames can be in the hundreds depending on the title.

Wednesday, 6 October 2010

Unit 65 - Rollover Buttons with Rob

Last weeks lesson with Rob he showed the group how to make basic rollover buttons, This week he showed us a bit more, he had us make our new rollover buttons look more detailed and unique. But first he wanted us to design a more detailed version of a flash button using photoshop, we played around with the setting to make the button look more realistic and to make it have a shadow before the cursor moved over it. This is how mine turned out.





I'm pretty happy with these buttons, it worked will. After making them on photoshop we created a scene on flash to make the button have it's rollover effect. I was pretty pleased.

After completing the first button we started making our second button on photoshop. This button was designed to be more detailed and have a lot more effects. Layers were used to created a scene within the button, placed to give the button more character. I used a custom brush for the background which looks like the ubisoft logo in my opinion but that doesn't matter and used the colour green to make it standout. I added similar effects from the first button to the second to make the button look like it was physically press able. I added one of my favourite gaming characters ever to be the centre piece of my button, Solid Snake. removed the colour to make him blend in with the scene more and turned down the opacity to make him slightly visible. After that we make a custom effect using another layer, we created a very small L shaped icon to have a grid effect on the button, like the pixel lines you see on smart phones. This made the button look even more realistic and I loved this layer effect. Last but no least we added a little shine to the button, like what you on iphone apps, a small semi-circle on top of the icons that give it a 3D effect, then I moved it under some of the layers.




Overall I'm seriously happy with how it turned out, it looks realistic and I could see it looking good on a smart phone screen. A really enjoyable lesson with Rob and all the tasks was gone.

Thursday, 30 September 2010

Unit 65 - Rollover Buttons


Professional rollover buttons I've seen on the web, this company also has a free animation creator for users to make their own buttons. These are not made from flash but great examples of created buttons.
Image of a button made on flash, looks like the old subscribe button on youtube.
Few examples on this website; http://keithlemmons.com/index.php?p=6_1

Wednesday, 29 September 2010

Unit 66 & 67 - Basic Castle

Last weeks lesson with Chris we learned several important tools that we will be using on 3D studio max over the next 2 years. The tools we used were done by putting a editable mesh on the standard primitives and extended primitives we made using the basic tools from lesson one. We started off with a single cylinder then modified it using several tools; Vertexes, Edges, Faces and Polygons. After modifying the cylinder to look unique we used a taping tool that made the cylinder look like a spire, this made it look more like a castle straight away. Furthermore we extrude elements of the spire at the top to give the spire some battlements. Once the spire was completed we used the shift and move feature to clone it 3 times so it had 4 corner posts for our castles. Then Chris displayed on screen how to develop a wall into the spires. This part was fairly easy after watching the first segment. I created the wall and used the extrude tool at the top to have battlements like the top of the spires. Again I used the shift and move feature to clone the wall twice, this is important as we had to create a entrance to the castle. So after cloning the wall twice I made sure everything was in place and wasn't out of order, for one I had to rotate it 90 degrees as the castle battlements were based in a square figure. Once done I started on the front wall and used the polygon tool to lift the bottom half up to give the impression of a door being opened, I think it worked well but I wanted to do better, given more time I'm sure it could of looked a whole lot better. The castle was completed and I just added some more touches like having a green surface and a blue sky. The castle doesn't have a texture and is a plain gray colour, looks like play dough.




I enjoyed the lesson and follow Chris' tutorial well, as I've stated I believe if I was given more time I could of done a better job but still looking back it was good fun and enjoyable.


 

Here is a very well detailed professional 3D castle, the cloud over and foliage adding to the realism. A well detailed stone texture on the outside of the castle with battlements on top of the corner posts and small windows including a roof texture as well. The front gate is very well detailed with a iron look. Furthermore the shadowing is amazing adding even more realism to the piece. If I was creating a castle in the future with the skills I will learn I would put this kind of detail in to it to give it character and to give it just as much realism.

Unit 19 - Desktop Project Ideas

My four Ideas for my desktop project. Two ways I could do down this road, 1st using original Ideas by myself or taking a design and working upon it. The custom original design will get me a higher mark but my drawing skills are poor. 2nd option is to use current available designs and working upon it, this will look before but because it isn't original my mark will be lower. Best mark is important but I don't have the skills at the moment to present a quality drawing design.

1st Idea is a Car I designed last year with Chris, instead of having logos of the sponsors I would have keys words we agreed for our charter. Gray background, the college logo and a custom made media suite designed logo by myself. They will be a load of spaces for icons in the desktop image.


2nd idea is a custom made scene using characters from Metal Gear Solid, Snake under his cardboard box with the college logo on the box. Snake with the media suite on his mind, a creamy background colour, a soldier with a banana instead of a gun to appeal to a larger audience and the soldier commenting on the key words from the charter. Plenty of icon space in between the characters.

3rd idea would be a entertainment collage. A collage of the gaming devices on the market, instead of the logos it will have the key words on them. Creamy background again, custom made media suite logo and the college logo in the top right corner. Should be loads of room around the collage and mainly across the top.

4th idea is a chicane, a chicane is a type of corner in motorsport, like a wave of tarmac. This will represent Graffiti on the tarmac like you can see on the world famous Nordschleife in Germany. The charter points, custom made media suite logo and college logo will feature on the tarmac like it is seen on the Nordschleife circuit. Grass around the tarmac and kerbs to add realism.


Idea 1 is a original design by myself last year and would be worked upon by me for this year.
Idea 2 could be either original or worked upon. Probably worked upon though.
Idea 3 would be images worked upon and not original.
Idea 4 could be original but I would like it to look really good and I doubt I could draw that well enough to produce a top desktop image.

Tuesday, 28 September 2010

Wednesday, 22 September 2010

Unit 66 & 67 - Detailed Robot I named Beastly **UPDATE**

I don't know why I called him Beastly, I just did hehe.
This is my second bash on 3D Studio Max making a robot, this robot has more detail than the last one with more features on the face. The main body is split in to 3 parts, top of the body is a cylinder, hose in the middle and cylinder at the bottom of the main body. The arms are complete but I'm missing the completed hands I designed on paper and this is the same for the feet. The legs need a motion or angle to them.

**UPDATE**
Comparison to a 1950s Toy robot, the main comparison would be the head, the eyebrow line linking to the nose line. Having a feature coming from the top of the head is present in my work and in this retro toy model. 3 differences between my work and the 1950s model is the head shape, eye shape and ears. My head is a cylinder were as the retro robot is a box. My eyes are squared and not round. Last the ears on mine are prisms and the toy model are cylinders. The rest of my robot is different to the 1950s robot, rest of the parts would come under robots from the 80s and 90s. The cylinder bendy body and articulation in the arms and legs are more advanced than the early period of toy robots.
I would of done a comparison of a professional piece of work done on 3DS Max but couldn't find a robot design based upon the same time period as my work.

Unit 66 & 67 - Basic Robot

Today I created a little basic robot on 3D Studio Max, the tutor Chris gave the group a quick tutorial of the software to show us how it's done. We started with the head then we moved on to the features of the face, the eyes, mouth and ears. I said where's the nose and Chris said they can't smell so they have no nose. I said to myself C3P0 has a nose. Anyway after moving, rotating and editing the objects of the face Chris show us the extended primitives to create the neck, we used the hose object to create the neck, it looks cool and we also used the hose for the legs and arms. My robot is obese so he is massive, possible American :) I placed feet on the robot, ends to his arms and then a nose with a pyramid. 
After this scene shot I decided to colour my robot and render it on the software.
This is the final cut of my first basic robot on 3D Studio Max.

Tuesday, 21 September 2010

Unit 19 - Desktop Genre Collage

This is the collage I made last week, the collage has 4 game genres on it. The collage is based upon images of games split in to the genres they relate to. For example, F.E.A.R. is a horror first person shooter, were as Half-life 2 is a Sci-fi action/adventure. The four genres are Horror, War, Fantasy and Sci-fi. The images I got wasn't completely to my taste but most of the images I got was from a EDGE magazine. Images included Half-life 2, Team Fortress 2, F.E.A.R., God of War Chains of Olympus, Metal Gear Solid and more. With my collage I place images in the area of the word, war games were bunched in the bottom left, Sci-fi in the top right. 

Description of the genres;

Horror:  There is a few sub-genres in horror but most would describe horror were it scares the player, makes the player uncomfortable in the environment, makes the action slow but sharp, sudden moments of fright.

Sci-fi: Futuristic environments, characters, creatures (aliens), abilities, weapons and more. Obvious examples would be Star Wars, Star Trek, Halo, etc.

Fantasy: Mostly completely created worlds from the ground up. The world are quiet unrealistic hence the fantasy. Well known games in the genre are; world of warcraft, final fantasy, dragon's quest, The Elders Scrolls and more.


War: Usually based around world wars or possible wars or fantasize on a war based on none war such as the cold war. Usually based on massive epic battles. Medal of Honor, Call of Duty, Brothers in Arms to name a few or war sims like Operation Flashpoint and ARMA.

Monday, 20 September 2010

Games, Genres & more

For this post I will talk about what are my favourite games, my favourite genres and genres I dislike. It will obviously begin with the games I like and love, These games are the reason I love this industry and why I want to be a part of this amazing industry but before that I will explain what I think is the most important parts of a game. For me the narrative and gameplay is king, graphics can suck if the two main elements work will in a game or even better then graphics isn't important. Graphics is a bonus in my book. Obviously there is more elements to games than these elements but a game needs a good story and to be enjoyable to play. Anyway I'll list my favourite games below.


The Legend of Zelda : Link to the Past, Donkey Kong Country, Super Mario 64, Mario Kart 64, Goldeneye, The Legend of Zelda : Ocarina of Time, The Legend of Zelda : Twilight Princess, XIII, Command & Conquer, Command & Conquer Red Alert, Populous The Beginning, Theme Hospital and Theme Park World, Halo Combat Evolved, Grand Theft Auto : Liberty City Stories, Grand Theft Auto : San Andreas, Shadow of the Colossus, Resident Evil 3, 4 & 5, The Hitman series, Especially Blood Money
The Gran Turismo series, Especially 4 and no doubt 5 will be more than awesome.
Canis Canem Edit (Bully), The Formula 1 series (SCEI), The FIFA series, Star Wars Battlefront & 2, Worms & 3D, The Super Smash Bros. Series, Deus Ex Invisible War, Dead Rising, rFactor, Team Fortress 2, Red Dead Redemption, Both Tom Clancy's Splinter Cell & Rainbow Six series, Batman Arkham Asylum, Bioshock, The Elders Scrolls IV : Oblivion, Dead Space, Heavy Rain, Ratchet and Clank : Tools of Destruction, Fallout 3, Flower, fl0w, PAiN, PixelJunk Shooter, PixelJunk Monsters, Uncharted Drake's Fortune & Amongst Thieves, Metal Gear Solid : The Twin Snakes, Metal Gear Solid 3 : Snake Eater, Metal Gear Solid 4 : Guns of the Patriots, Metal Gear Solid : Peace Walker.


Most of these games in my opinion have great gameplay & narrative. Obviously some games don't have a story behind them for example the sports titles I like.


Now I'll list the Genres I like.

Driving/Racing Simulations, Platformers, Action/Adventure games, Role Playing games, Sport games, Strategy games, Puzzle games, Simulation games, Interactive Media (Heavy Rain), Survival Horror, First Person Story games, Sandbox/Open World games, Some First Person Shooters (Team Fortress 2, Vegas 2 and Counter Strike), Some Third Person Shooters, Party games and Stealth.

Genres I Dislike.

Shooters in general because it's become too big, over gone it is. 
Fighting games in general, don't understand the appeal myself.
Rhythm games, Music, Singing etc. Just hate them.

Last but not least MMOs, I neither like the genre or dislike the genre. Never experienced what a MMO is like so I can't comment to be honest but probably the reason why I haven't tried it is I don't see a interest in it, I guess it's just me but each to their own.

A little more about me

My name is Robert Graham Briggs, I'm 20 years of age and this little post is about me.

Nothing makes me special. I’m an average lad with out spoken opinions. I guess I’m unique in my thinking, judgement and reasoning. I tell the truth. My motto is that; you have to know the truth and seek the truth and the truth will set you free.

What interests me in the gaming industry, well loads of things. The way they are made, the way people design them, come up with amazing ideas. I have ideas of my own for games, my own thoughts, It’s hard to explain really but hopefully I'll be able to explain them over the next 2 years in my work. I’ve been a gamer for around 15 years now and the industry is awesome.

My career goals are to pass the BND in Games Development, achieve at University and in work for a gaming company making games and putting forward my own ideas for games as well. The journey begins now and my main focus is the BND course.


I have duties and responsibilities as a student representative for my course at the student council, I love this duty. I have enjoyed my active position on the council for the last 5 months and will be at every council meeting for the foreseeable future. I love Shipley College, the college has give me great opportunities and experiences in my life. I am always willing to help improve the college as a whole with my active involvement and hopefully I helped out with the Ofsted inspection interview.


I'm a proud Atheist and Anti-theist, Aggressive one at that. Hate Religion in all it's forms. I like people who challenge Religion, especially the aggressive ones like Richard Dawkins, Christopher Hitchens, Stephen Fry, George Carlin and so on. Great quote from Christopher Hitchens "Religion Poisons Everything".


Other than loving computer & video gaming, I love sport. Football and Motorsport, My favourite teams are Real Madrid and Scuderia Ferrari. Real Madrid is more of a like than a love really, have always enjoyed their football and their incredible history but as for Ferrari, I love Ferrari. I love everything about Ferrari, without doubt Ferrari is very important to me. I will be designing Ferraris on this course, I love the team, the history, the people who work for Ferrari. Orgoglio de la Ferrari!

I enjoy films , TV and also one form of music, in my opinion the purest form of music... Symphony. Nothing like a bit of John Williams or Hans Zimmer.


I enjoy conspiracy theories, enjoy improving my knowledge and challenging my knowledge. I don't claim to know everything and I never will but the things I do know I have strong opinions about them.

So that's me pretty much.

Thursday, 16 September 2010

3D renders on the web 1

Some renders on here I've seen on the Internet which I would like to aspire to achieve in the future.

Some of these renders are amazing and can easily be put in to any racing game on the market at the minute. Some were made in 2006 and the quality is superb. I would love to have the skills after this course and uni to develop a 3D model of the quality on show from these brilliant people.

Renders of the 1996 Scuderia Ferrari Marlboro F310, Amazing quality and it was done in 2006. Just amazing.
Renders of the Scuderia Ferrari 643 & the Jordan 191. Again the same person with superb quality. This work was completed from scratch by the person in 2 weeks, incredible!
These cars are in the game on as well, a professional driving simulator I use myself rFactor.

Wednesday, 15 September 2010

Play time

First proper play with the software, I used several objects to create the scene. The objects I used was spheres, pyramids, tubes, a cylinder, torus, box and a cone. I used tools like the scale tool, move, select & rotate tool to edit the world. After completing it I used the perspective view and rotated around my created world. Before rendering the world in a 2D image I coloured each object to make it look cool.

I enjoyed using the software and for now it was quite easy but this wasn't that hard to be honest, Chris' tutorial was easy to follow and I enjoyed his teaching style.

Passion for excellence

Photo of a Ferrari 458 Italia on Gran Turismo 5, The car looks amazing and I aspire to do something similar to this in the future when I have the skills.

I got this picture from eurogamer's Gran Tursimo 5 article;

http://images.eurogamer.net/assets/articles//a/7/8/6/3/0/0/GT5_exclusive_FOR_ONLINE_ONLY_003.jpg.jpg

A Jouneys Start

Starting on a journey that will hopefully get me in a job that I will enjoy. It begins now with the BND extended Games Development course at Shipley College. I Hope to achieve high quality 3D models, making cars, space ships and next year human models. I will spend a lot of time learning the software, watching, understanding how to do the 3D modeling well.

After college I would like to go to Uni and develop higher skills. I'll love to have a job at a company who make car games; Polyphony Digital being one, the journey will be incredibly difficult but I will push myself to get a job similar at least.