Friday, 7 September 2012

Over the Summer

Whilst I haven't been as productive over the summer as I had intended to be, I have still been able to get a lot done. Although most of what I have done is brainstorming and idea generating for future projects, I did make some simple 3D models that I will continue to build upon as long term projects, hopefully becoming more diverse and detailed as I become more adept in the software.

One project I did complete which will be beneficial for my return to university is learning the basics of Autodesk Maya. Rather than follow a simple guide of the basics of the software I looked for an interesting tutorial that would be suitably informative to teach me the UI and hotkeys of it. The tutorial I chose was one by Sansar Tripathi titled - Modelling and Rendering a Simple Robot in Maya using V-Ray.

Tutorial Link: http://lesterbanks.com/2012/02/modeling-and-rendering-a-simple-robot-in-maya-using-v-ray/

I found this tutorial to be very useful for a beginner to Maya and the pacing allowed to follow what he was doing whilst getting an understanding of the different tools. It also followed a different approach to modelling that I haven't used before, which would have made a lot of previous projects I have worked on simpler and quicker.

I am very pleased with the final result from the tutorial as I was able to apply some of my own ideas to the final product to make it separate from the example model and learnt a bit about texturing with V-Ray.

I did have some issues during this project however they were mainly related to being new to the software, the first being the fact I was only able to render my work in 600x450 resolution due to only having a demo version of V-Ray for Maya. This was disappointing as the quality of the final image was particularly low and I feel didn't do the model justice.
The other issue is something that I hope to remedy over time, that being the lack of stock textures to utilize when I was adding the reflection effect to the model. Instead I used some free online HDRI maps that I thought were very impressive and did the role they were needed to, although I intend to produce my own in future, so they are made to fit the task.

Abstract HDRI Maps Link: http://smashmethod.deviantart.com/art/High-Res-HDRI-Map-Pack-2-ab-10036562



My intention from now is to continue with what I have been doing over the summer and generate more ideas for little projects, but also attempt different things in the software as well, including both tutorials and personal projects. 

Friday, 29 June 2012

Google Sketchup

Google Sketchup is something I have heard about a lot as being an effective tool for game concept work but have never inquired to try it out for myself. Having glanced at an article for it in a magazine the other day I decided to take the time to investigate and I am very pleased that I did.

Immediately as I started it up I was able to get to grips with it within 5 minutes, baring similarities to most other software with basic shape drawing tools and movement controls. With the entire thing being snap controlled it is very easily to make a simple shape quickly and then using the variety of other controls to edit it future and turn a box into a house or other shape. I really enjoyed using the software as I found it simple to achieve something and with just time and a plan can see it being a much preferable alternative for me to produce basic models, rather than 3Ds Max, which at sometimes I find to be fiddly to produce some things.

The only gripe I currently have with Sketchup and I assume, one that can be easily solved through further exploration, is the lack of precision. I find myself undoing something repeatedly to get a line in just the perfect position as it will never quite want to go where I want it to.

A quick 10-20 minute session with it allowed me to produce what I would hope resembled a barn house, something that would take me an hour in 3Ds Max from simply, second guessing myself on every aspect of it as I went along.



In essence the main reason I really enjoyed using Sketchup and will most definitely use it again, is its basic. Whilst with 3Ds Max and other software I try to make each part perfectly modeled and shaped, Sketchup removes this necessity and just allows me to make the basic shape of a structure and build on it as I go.

The final point about Sketchup is its community sharing feature that allows you to quickly search for a particular model and find hundreds of examples made by other users that can then be downloaded for your personal use, or just as reference if you are working on a similar model.


Overall though I will certainly use Sketchup again and see what is possible with the models once one is completed, e.g. importing it into Photoshop to add a backdrop and produce my own concept art piece.


Thursday, 28 June 2012

Ghosttown 3Ds Max Plugin

Having a large amount of spare time now until October when I start my second year of university I intended to get stuck in with 3D work and learn the software inside and out to have a good head start when I went back. Whilst not being as motivated as I had hoped I have had time to look into a few things and brainstorm some possible future projects for when the time is right.

In particular I was interested in looking into plugins and extras for 3Ds Max that would help me produce things in a much more efficient manner, for instance, procedural generation addons.

Ghosttown is one of these. With a few button clicks you are able to produce a very nice city block complete with high poly facades and textures. All inbuilt into the program there is also a lot of room for editing where you can add your own textures as well as completely edit the generated model, as with any other in Max.

I only had a brief look at this, but I could see the potential for using it to make a simple backdrop for a scene in a shorter period of time or a fully detailed cityscape usable in a multitude of situations.



It is currently a work and progress with it being updated regularly and shows a great amount of promise. The latest test video shown by the creator displays the amount of flexibility and detail achievable from small amounts of fine-tuning along with the future inclusion of road generation.



I will hopefully be able to look at this more and gain a much better understanding of it over the next couple of months.

You can download Ghosttown 0.317 Lite Beta here to try out for yourself : http://www.kilad.net/GTForum/viewtopic.php?f=2&t=2

Wednesday, 23 May 2012

Visual Essay Complete!

At the start of this project I was rather skeptical regarding the necessity of doing it and wondering how it would benefit me, other than taking up a large chunk of my time, however with it now behind me I look back and can see how it has been helpful in improving my understanding of what I want to do.

Making me focus my attention on the specifics of my interest in 3D and animation I have gained a clearer idea of the area that appeals to me most as well as finding a large quantity of inspirational and high quality professional work in my attempts to find practitioners to discuss.

As well as gaining a better concept for a future goal on this project, I also took it upon myself to use the opportunity to advance my 3D and animation abilities and produce a piece of work I can honestly say I am proud of. I feel as though I have achieved this as, although my great schemes were foiled by the curse of extensively long rendering times, I still am happy with the result and was content with leaving it how it was, resisting the urge to reproduce the entire 3D section, incorporating steam, puddles and generally making the scene look much gloomier and dank as well as fixing those niggling things that only I notice.

Here it is, my complete visual essay


And now I hope with this project finished and my summer technically started I will be able to relax and work on some of my own ideas I have been brewing for a while.

Sunday, 20 May 2012

Further Visual Essay Progress

With the deadline looming for this project I have made a lot of progress with my animation. Having been faced with dauntingly long rendering times for the 3D portion of the project, reaching close to 450 hours at its max, that section is now behind me, having produced a scene I am happy with to use at the backdrop for my animation.

Below are some screenshots showing the development of the 3D scene from modeling, to finished with textures.




One thing I am disappointed about is the noticeable difference between the above and below image in terms of having much stronger shadows in the above one. This is down to having to use lower settings for the shadow mapping to avoid extremely long rendering times, which I feel makes the scene lower quality, but still suitable for what is intended.



As well as the finishing of the 3D section I have begun work on the editing and compiling of video clips and voice-over that will make up the essay part of the project, explaining my decision for choosing virtual environments.

Last but not least I have also improved my intro scene, making it higher quality and smoothing out the timing issues to be added to the beginning of my animation once it is complete.


Monday, 7 May 2012

Visual Essay - Progress!

Over the past couple of weeks I have had minor developments on my visual essay project with a number of ideas being considered, reconsidered and then scrapped due to unimpressive results or the inability to achieve them at my skill level.

Even with this I have made some progress in refining my concept of how I want my animation to look. Firstly I know that I want to take the opportunity whilst working on this essay to improve my ability with 3Ds Max and gain a better understanding of the areas I haven't had much contact with.

I know for my animation I will have a single background scene following a steampunk theme as this will be very mobile and active, allowing me to experiment with animation and particle effects such as smoke/steam in 3Ds Max.
To implement a way of showing video and images in my animation that fits in with the whole theme and doesn't appear out of place I have designed and started modelling a small, flying robot that shall be attached to a TV monitor floating around the scene. This monitor shall take focus when necessary to display video footage and have also considered other mechanisms that can enter the scene to show images rather than overlaying them directly onto the screen.

                                                      Robot Untextured

                                                         Robot Textured

For my introduction I have looked at a couple of different possibilities involving animating the text in someway. My original intention was to have the text be formed from separate shapes, using the 'Morpher' tool, in a similar fashion to the Transformers title sequence, however I wasn't pleased with the finished result so, looking at other methods I could use, I followed a tutorial to produce an effective exploding text animation utilizing a number of different tools including particle effects and forces such as gravity. I am much happier with the end result and believe that this will be perfect for the introduction to my essay.

The only points I am still considering are musical accompaniments for the intro and other parts of my animation, as well as the level of texture detail I am going to attempt, as I want it to be a high quality scene with a number of animated parts.



Monday, 12 March 2012

3D Virtual Environment

Throughout my animation project I have had mixed feelings about my decision to follow this pathway in my second year of university. The tedium of sitting at a computer screen for hours on end has been difficult to cope with, waiting several hours for my final work to render and having headaches and eyestrain took their toll, but through all this my work is finished. 60 seconds of animation having a camera fly around a 3D environment, an envrionment I have made and although with its rough edges and little issues it still is something I can say I am proud of.

At the start of this project after the first lecture I knew this is what I wanted to do. I was happy to wait hours for my animation to render, not like with a film, and would sit at a computer screen all day modelling and animating, not noticing the time pass, whilst constantly watching the clock during the coding of a website.

The project itself has been a great learning experience for me, helping me get to grips with the basics of 3Ds Max as well as probe into some of the more complex tools it has to offer. I feel that the models I produced are of a low quality with simplistic extrudes and bevels done for the majority of it, however after adding my textures to them I saw an instant transformation in the look and feel of my scene.

One target I had was to give an eerie and astmospheric appearance to my scene, which would imply some of the emotion involved with my character. Being in a post-apocalyptic, wasteland environment, solitary from the rest of society, I wanted it to have an abandoned and ill kept feel coupled with the possibility of a threat from the inclusion of the damage and rubble. Some of the inspiration for this was from video games set in a similar environment. Even though these were all rather action incorporated I was still able to get an understanding of the look and feel of the environments with decaying structures and cobbled together objects.

The game "Dear Esther" had a substantial effect on some of the choices I decided to make during production. Even though it is under the game genre it is more of an interactive experience, or more likely a visual book. By this I mean that the only control of the game is movement, you don't have to kill anything or find anything, you just have to move and experience the environment and atmosphere, accompanied by snippets of a monologue, helping you to understand the real story behind the remote island you find yourself on. Subtle objects and structures are littered around the environment with no clear reason other than what is explained to you during the sections of narration.



The visual quality as well was stunning and really helped to add to the experience, similar to my environment with the inclusion of textures improving it greatly. Lighting in it was something I wanted to replicate with sections of the game being set in a cave, illuminated with a blue glow from the luminescent elements, drawing you towards them.

The volume lights in my scene had the desired effect I wanted to acheive with them giving an eerie appearance, with strong shadows and dramatic light rays seeping through the windows. The hope was to have them engulf the scenes with light from the outside, whilst the inside light sources were limited or had a small effect, making the outside seem more appealing than the dreary and dark confines of the building.

The one issue with my finished animation, recieved from feedback, is the lack of relevance when out of context. To someone who knows my character, the setting and overall effect I am trying to acheive with my environment it is obvious and easy to follow, however to someone unknowing, my animation is a tour of a dimly lit house with overturned furniture. There is no theme or iconic signature that defines my character like the bat for Batman or the S for Superman. My character doesn't have an underground lair where he keeps his costume and tech, nor a large ice structure in Antartica full of alien knowledge and devices. That to me is the only problem with my finished project. By trying to be against the grain and go in an alternative direction compared to other superhero characters, I have overlooked the need for something identifiable to symbolise my character. This still acheives my original intention of having a 'down to earth' character who doesn't have the flash base or tight outfit and is similar to my inspirations of games featuring a human character with heightened abilities, whilst not being deemed a superhero, still being able to do superhuman things.

Overall I am amazed with the quality of work I have produced for this project, in comparison to just a few years ago, making a poorly modelled, roughly textured, Mayan environment on 3Ds Max 2008 and still hope to expand my horizons with this and explore the possibilities available to me.

So without further ado, my finished animation: