I didn't want to just look at certain angles at Google images, I wanted to look a over every bit I could at Notre Dame.
Annoyingly I'm not in travel distance to the Notre Dame nor a parkour expert. So, I took a leaf out of Joey's booklet.....
I went into the map:
Images from Google Maps.
Disclaimer: As much as I would love to harp on about why I love the Assassin's Creed franchise, I'm going to remain objective for MA - As this is for academic purposes not a review.
This was handy as I could look at parts of the Notre Dame I would not otherwise get a look at - As stated before, unless I suddenly became a parkour expert. As I found out in researching, though not fully accurate, I could rely on this for the most part for being an acculturate representation of the Notre Dame I can get my hand on without traveling their in person. It took senior level artist Caroline Miousse two years to recreate with the aid of historians
It took an Assassin's Creed Unity dev two years to recreate the Notre Dame cathedral
One dev spent two years making the Notre Dame in Assassin's Creed Unity
ASSASSIN’S CREED UNITY – NOTRE DAME WASN’T BUILT IN A DAY
Building a better Paris in 'Assassin's Creed Unity'
Why ‘Assassin’s Creed Unity’s Notre Dame is Not Historically Accurate
This helped me get a better understanding of the building but also get an idea of what I want for an in game ready asset. Also I could see how other artist approach gargoyles.
This also got me thinking, is there regional differences for Gothic architecture?
Regional Differences in Gothic Architecture
Though it first emerged in Northern France, I notice from documentaries I watched last week and looking at buildings around Norwich, there is a slight difference. Comparison seen below.
England: Roman Catholic Cathedral Norwich
Image Credit: http://mapio.net/pic/p-14425640/
France: Notre Dame De Paris
Image Credit: https://en.parisinfo.com/paris-museum-monument/71475/Cathedrale-Notre-Dame-de-Paris-et-son-tresor
As you can see in both pictures; though the same architectural style there is massive difference between countries.
French Gothic from what I've researched French Gothic seems more over the top and English Gothic is the opposite. Though both use the same fundamental elements (flying buttresses, buttresses, ribbed vaults and pointed arches etc)
It's best explained on this website:
English vs. French (Gothic Architecture)
It's explains and shows the differences
Other links on the regional differences:
https://www.questia.com/library/535990/gothic-architecture-in-england-and-france
http://www.britainexpress.com/architecture/early-english.htm
http://www.architecturecourses.org/european-gothic-architecture
https://study.com/academy/lesson/regional-differences-in-gothic-architecture.html
http://www.vam.ac.uk/content/articles/g/gothic-architecture/
http://www.visual-arts-cork.com/history-of-art/gothic-architecture.htm
Weathering:
As stated in last week's post, I was going to look at weathering. Though I remember what types of weathering from my GSCE geography, I thought it be best to refresh my memory.
There is different types of weathering (such as chemical, physical and biological)
The main weathering effects that would effect the building would be freeze-thaw and acid
Freeze-thaw: is when water get into cracks of something, for example a rock. When it gets colder, the water will freeze and would expand the crack in the rock. This would happen again and the crack would get bigger - and this will repeat until the crack becomes a hole. Or in case of a gargoyle, a bit will fall off.
Acid rain: Rain water is naturally have some carbon dioxide as humans and animals breath it out. But rain water has become more acidic due to pollution. So this acidic rain will erode objects, such as stone.
Though these types of weathering would effect my enviroment the most, other weathering techniques would effect it too.
Note: I need to make sure I integrate this into the textures for my project.
https://www.nationalgeographic.org/encyclopedia/weathering/
http://hkss.cedd.gov.hk/hkss/eng/education/GS/eng/hkg/chapter4.htm
Texture practice:
This week I also done some texture practice following tutorials. I really want to get better at using Designer and being able to make my own textures.
First tutorial I followed: Creating "Hand-Painted" Textures in Substance Designer
My result:
Second tutorial I followed: Creating a Concrete Mandala in Substance Designer
My result:
Third tutorial I followed: The Ultimate Concrete Material in Substance Designer | Beginner-Intermediate Tutorial
My results:
Trip to the library
This week I also planed on going to the library to look at some books for both projects. I ended finding these:
This week I also looked at some Allegorithmic documentation. Will have to read again as I don't think it sunk in that much.
Allegorithmic documentation I looked at:
Access the atomic nodes
Graph Instances
Substance Designer User Guide
Substance Painter
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