Monday 31 March 2014

So following on from my Fight Club post, the presentation has been...presented I guess?
As I struggled with what topic to talk about - so many films, games and artists to choose from - I decided to base my presentation on Cristina Troufa. 

I spent a couple of hours nosing around on Pinterest when I saw one of her pieces. The particular piece I came across was 'Pregnant' and looked vaguely familiar from my college days!

I've chosen to create a presentation on Troufa because I think her work is absolutely incredible! She's relying on negative space to really give the detailed areas of her paintings that extra bit of wow factor. 











These are the slides I used in my presentation - minus the notes...

I actually really enjoyed doing this, as nervous as I was, it was nice to do something out of my comfort zone for a change. Besides the fact I choked on my chewing gum half way through I feel it went OK...I can live in hope.

Inspiration: Cristina Troufa
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Inspiration: Cristina Troufa

Tuesday 25 March 2014

So the past few weeks of game production have consisted of trees, vans and gladiators. Pretty cool stuff if I may say so myself. This term also concluded game production :( as sad as it may be, I've had a fabulous year and I feel like I've come a long way since day one where I had no idea what the hell I was doing. 


So I've gone from wonky/barely cylindrical Daleks, to creating meshes that actually look like humans! Yay for game production. I seem to have spent the past hour procrastinating and looking back over all of my Max files, just seeing how much progress I've made so far amazes me!

But back to reality, today was the final formative assessment for game production which is sort of the point of this post. In a way I was really looking forward to today, but also bricking it. Not knowing whether you've passed or failed the last three projects is rather scary, but quite exciting too, as you get told about all three at once! Thankfully I passed all of the projects this year without having to re-submit any of it, which is an achievement in itself. The feedback I received was also extremely useful and I've got a nice list from Heather and Steve with stuff they think could help me improve my work, such as more research into specular colour/level maps and most importantly, smoothing groups. However, I also came out of the assessment feeling more motivated than ever about my future work, what my plans over Easter are going to be, and what I need to do to improve. So far the majority of my plans seem to involve UDK and a vast array of blog posts, but I'll get there!

Hopefully I'll be posting more of my progress with UDK over the coming weeks, but if not, I'm probably hiding under a desk in the labs crying because my files won't import.
Formative Funsies
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Formative Funsies

Friday 21 March 2014

In the previous critical studies seminar, us first years were set with the horrifying task of creating a presentation on art direction, based on a topic of our choice. This could be anything from a couple of film stills to a painting. (Still a daunting task whatever the subject matter is!) I thought I could use my blog as an opportunity to just have a little play around with analysing colour and mood. For this, I've chosen to do a colour analysis of my favourite film, Fight Club. Breaking a couple of rules here but here goes...

I managed to find these really awesome stills from various different scenes in the film showing the variety of different tones included. 
The above image is taken from the first scene of the film, I don't really want to spoil it for anyone reading so I'll try and get straight to the point. The majority of the movie has a very atmospheric choice of colours, consisting of mainly deep blues and greens which are obviously classed as cold colours - extreeeeemely relevant to the main plot of the film. The deep colours used within this film also help to create quite a menacing atmosphere. For example, the image below with the Narrator and Marla in the kitchen seems rather grungy. This would probably be down to the array of deep greens, greys and yellows helping to make the room seem dirty and unkempt. The sort of thing you'd expect from the old house at the end of a street that no one wants to go near because a creepy old woman lives there with 50 something cats scratching at the curtains every time someone walks by. Pretty awesome what a wee bit of lighting can do. 



Again, we go back to the green tones. This time, we're in the Narrators office. Sticking with the dismal atmospheric colour palette, almost everything in the background is a mint green tone. This easily contrasts against the deeper tones of the wall, and more importantly, the crisp white shirt worn by the Narrator. The contrast between the shirt and background also draws attention to the character. Might also be good to mention that his boss also wears Cornflour Blue ties, again coinciding with the choice of colours. It also almost seems as though you're in the scene yourself, due to the depth of field. The camera is focused on the narrator, whilst his boss is slightly out of focus, again drawing your attention to the main character.



About 1/2 way into the film, this scene occurs. Yet again we can see the same green colour palette, this time the artificial lighting is making the place look grubby. You've even got the dodgy brown walls and ceiling pipes to add to the authenticity of the run-down, cheap motel look. Marla is also wearing similar coloured clothing, sticking to the colour theme of green. Whereas Tyler is very vibrant with the choice of clothing - contrasting well against Marla and the background tones. In my opinion, if the corridor was completely empty, it would seem like a scene in a horror game/film, probably an area you wouldn't really want to go near, but it intrigues you to find out what's at the end of it. Therefore I get a kind of creepy vibe radiating from this scene in particular. 


Above is another colour palette from a much later scene in the film. This time we're shown a much brighter range of tones that seem to emit more warmth than those previous. I love how the right and left halves of this image are complete opposites in tonal and atmospherical qualities. For example, the left hand side of the image contains a variety of warmer tones, the most prominent being the yellow ochre. Whereas the right hand side seems much colder, washed out colours could possibly indicate dust in the air being captured by the sunlight. This again reflects on the points I made when talking about the kitchen - making the house seem grubby. (Peeling wallpaper!)


This video is probably the best representation of the limited colour palette used in Fight Club. However, by using these specific tones, it's helped to build one hell of an atmosphere. Every aspect of this film is beautiful, so you should probably stop reading this post and go and watch it for yourself...

"trust me, everything's gonna be fine..."

The First Rule...
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The First Rule...

Wednesday 19 March 2014

So the Tuesday of this week marked the final game production hand in of the first year. I sort of feel really happy about this because I've managed to achieve so much in the 7 ish months I've been here at DMU and I feel really sad that the first year has almost come to an end! 
Anyway, for the past 5 weeks I've been creating my gladiator for the last project. 

For this project, the aim was to model and texture a Roman Gladiator based on reference and our own concepts. I first had to collect a variety of reference images of types of different Gladiators in the build-up to my final design. This was anything from anatomy references on the K: drive to making boards on Pinterest including various different armour types etc.
As we’re working on a low poly model, the main body of the Gladiator had to be under 2500 triangles with an extra 300 triangles for any armour. As we also have to rig the character, we had a budget of no more than 28 bones in the biped. For the main body, we had a 1024 x 1024 24 bit diffuse texture, a 1024 x 1024 24 bit normal map and a 1024 x 1024 24 bit specular map. The armour had to use a 512 x 512 24 bit diffuse texture, a 512 x 512 24 bit normal map and a 512 x 512 24 bit specular map. We were also given the option to use alpha maps if need be. 


Collecting Reference Images:
During my research process, I collected a range of relevant images that would help me with the building process. This involved creating mood boards, creating quick concepts of various armour types from said mood boards, and choosing a final concept ready to build in 3DS Max. I also had to source reference material from the K: drive for the characters anatomy.
    



Above is one of the basic references I used for building the base mesh. I found this image to be particularly useful as it pointed out the specific areas of the joints and where the edge loops need to be.
    



The above two images are examples of my mood boards. I started by collecting a variety of images using Pinterest – the link to the board I created is http://www.pinterest.com/lucyburbidge/gladiator-references/


Building the Mesh: 
Yay, onto the fun stuff! This part of the design process is always enjoyable as it’s where you really get to define what your character/object is going to look like.
I first started by setting my reference planes up – as shown above – and box modelled the torso and basically built everything up from there. I did a couple of practice ones to familiarise myself with the process and see which method worked best for me.
    



I found box modelling (shown above) really easy for the body but rather challenging for the head. Instead, I chose to model the head using edge loop/strip modelling. This took a little longer and I made a LOT of mistakes which meant I had to start again. This didn’t bother me at all because I learnt from the mistakes I’d made and managed to avoid them in later models. The above images are wireframe shots of the box modelling of the body and the edge loop modelling of the head. After modelling the torso, I deleted half of it and put a symmetry modifier on to ensure both sides were exactly the same. This was simple enough to do, but also a huge pain if the pivot wasn’t bang in the middle of the object. I also did the same for the head.
After the base mesh was all built and attached together, I then went on to model the armour. Using my final concept and various reference images, the below wireframe shows the armour I went for. I chose to take a more traditional approach, because let’s face it, those hairy helmets are pretty damn awesome. When building the armour, I was advised to match the mesh density of my model rather than stick to the restraint given in the brief. This meant my total tri count for the armour came to 520.

Rigging & Animating:
This is the part where I had a huge breakdown and cried because rigging just hates me. As soon as those bones are added and the envelopes are edited, everything is a huge no from then on. As stated in my introduction, we had a budget of 28 bones which is a fair amount for basic animation so this didn’t bother me at all. The rigging however did bother me. At first I thought ‘ooooo all the pretty colours,  this is going to be fun’ little did I know just how wrong I was. I think I rigged my character about 5 times because everything was going wrong and my armour just didn’t want to move along with the biped. I soon realised I hadn’t put a skin modifier on the armour…problem solved. I also encountered a number of problems where if one of the legs was moved, the knee of the other leg would move along with it. Cool stuff. However, once I’d got the hang of vert weights and capsules, everything started to make sense and fall into place. In the end I did really enjoy the rigging process. Especially when I got to animate it to make sure there was no deformation.
    




UV Unwrapping:
For some reason I seem to really enjoy unwrapping, so after the stress of rigging, this stage was a breeze. I started by deleting half of my model and using the ‘point-to-point seams’ tool in the UV editor to define where I wanted the seams to be ready for the pelt mapping. I also had to hide the seams so they wouldn’t be as obvious on the model, for example; the inside of the legs and underside of the arm. The hardest part of this was definitely unwrapping the face, it was just trial and error on where to put the seams and whether or not the texture would stretch due to the placement. I found that putting a seam smack bang down the middle was a good idea, however this worked and the head seemed to unwrap perfectly. Once I’d pelted and relaxed the model, I then collapsed everything down and put the symmetry modifier back on. After messing around for a bit I added another UV modifier and due to the symmetry, all of the elements were overlaid on top of one another. I left the legs and arms overlapped as I wanted the same texture on these, however for the head, torso and back I chose to pelt and relax these again to make texturing easier.
*Cue big problems*
I had to unwrap the head approximately 9 times as whatever method I tried, serious stretching would occur and often the eyes would go off in a total different direction. The method I found that worked best for me was to detach the two faces, and have them nose to nose with one another. I then chose once edge – on the tip of the nose – and stitched these together making sure nothing overlapped. I then did the same process for the brow line and eventually stitched the whole face together. I then had to select all of the verts in this centre line and align them vertically. Finally I relaxed the faces and repositioned a few verts so that the texture wasn’t appearing as stretched on the model.


Texturing:
After I’d completed the unwrapping process, I started my texturing. I decided to hand paint these as I really enjoyed doing it for the Transit Van.


This is the texture sheet I’d created for the armour. After collecting various images of Roman Gladiators, I went with the ‘traditional’ colours. As before, due to this texture sheet being 512 x 512, I chose to work at 1024 x 1024 to increase the detail and used bicubic sharper when reducing the size.



 I also hand painted the texture sheet for the skin of the gladiator too. To save triangles, I chose to paint the sandals onto the texture. When creating this texture, I used some reference images to help me decide where to place the shadows and highlights on the body. I found hand painting textures much easier than using photographs as it’s much more simple to get rid of seams.


Evaluation:
Overall I really enjoyed this project and I’m rather happy with the final outcome too. I’d definitely like to re-do the rigging if I’d had the time as it’s not brilliant but I’d managed to fix the worst of the deformed areas which is always a good start! I also learnt from doing the Transit Van project and this time my total tri count came to 2462 - much closer to the 2500 budget! I’m also really happy with my textures, there are still a few seams there but they’re hidden by the armour so thankfully they’re not too obvious. I also managed my time much better on this project and set myself a week by week timetable of what needed to be done. This meant I also had time left over to fix things up and add specular and normal maps – again improving from the Transit Van…


So now the gladiator project has been submitted, for the rest of the day we had a basic introduction to UDK. In a way, I'm happy that I've been shown the basics as it means I'll be able to practice over the summer in preparation for next year. However, I've only just got to grips with 3DS Max so the thought of using a new piece of software is slightly daunting. 

During this lesson we imported a barrel into UDK and textured it using the content browser. I actually enjoyed this waaaaaay more than I thought I would, and after a few tries I feel confident enough to experiment with importing scenes I've made in Max from previous projects. YAY FOR BARRELS.





ALL the Sadness
06:21

ALL the Sadness

Friday 7 March 2014

So last weeks Critical Studies lesson involved us learning about what key skills are needed within the gaming industry and analysing the variety of different jobs and roles. This led to us all being set an exciting - yet daunting - task of finding our dream job. I'm still not 100% sure on what I'd like to do yet however the past few weeks have involved working on a variety of different character design projects that have been set during visual design classes - as well as the gladiator project we're currently working on in game production. So far I've had great fun working on these different projects which is what has led me to believe that I may like to be a character artist.

Anyway, back to the job spec.



Character Artist

Responsibilities:

• This individual will be responsible for sculpting hi-res realistic characters, including organic and non-organic assets.
• This individual will create deformable and efficient models with clean topology and optimised UV layouts.
• Bring to life artistically rendered characters and assets with a high level of realism.

Requirements and Skills:

• An advanced knowledge of sculpting human anatomy, shape, light and form. (This is something I'll need to work on. I have basic knowledge of modelling characters using 3DS Max and I'm planning on hopefully gaining more experience with this over the summer. Since I've started at DMU, I can definitely see an improvement in my life drawing when looking back through my work. This would definitely help for the latter part of this requirement.)
• A keen eye for colour and texture painting. (This requirement is something I definitely feel I need to work on. I've not had much experience with texture painting - however I'm painting my textures for the current gladiator project so I guess I'll see how that goes!)
• Experience generating normal and ambient occlusion maps. (I understand the basic fundamentals of normal maps and why they're needed within an object, I feel that every project I've completed so far has led me to understand the various maps more and what areas of the object they should be used on - or if they should even be used at all. With specular maps, I tend to whack my texture into CrazyBump then fix them up in Photoshop and hope for the best. Probably not the best way of doing things but... Spec maps are something I feel I definitely need to work on if this is the role I'm aiming for.)
• Candidates should be able to work with minimal input and be comfortable working in a team environment. (Due to having worked in team environments before - in college projects and councils within my job - I feel I'm happy when working in a team. I can often be quite shy at first when working with a group of people I don't know for the first time as it's a pretty daunting task, but this soon passes over so it's something I'm easily able to work around. I feel working within retail has also helped me to improve my confidence and soft skills which is key in the gaming industry.)
• Base knowledge of optimisation - working with lower resolution textures and low-poly game meshes, as well as experience or a desire to work with more high resolution assets. (Due to the models we're producing in game production at the moment, I can say I'm familiar with creating low-poly assets. I'm also confident using low-resolution textures as it's something we also work with during game production lessons. However in the future I would like to be creating more high-poly characters to gain more experience with the 3D modelling side and to be able to recognise the significant differences between the building process.)
• Candidates should expect to take an offsite test. 
• Candidates should be willing to work with and draw reference or base starting points from scan data. (I'd be more than happy to do this, I'd need to focus more on anatomy in order to make sure the model with have the correct proportions but I feel that with my current progress in life drawing lessons, this is something I could achieve easily. I hope.)


So looking back at what skills I've currently got, and what skills I need to work on - I feel this is something I can definitely achieve providing I stick to my guns and put my all into this. I can see a vast improvement already from the short time I've been on this course so I can't wait to see what my progression is like over the next two years!


Dream Big? Maybe too big...
03:46

Dream Big? Maybe too big...

Monday 3 March 2014

So the self portrait project is over for now...which means more awesome stuff to do! Today we've been set the 'reef character project' in which we have to create a humanoid character which - funnily enough - has to be related in some way to deep sea creatures/reefs.
I'm really, really excited about this project and I've started planning out my ideas already and creating mood boards using Pinterest. 


I started off by looking into images of the Great Barrier Reef and various different types of coral that exist undersea. Whenever I see anemones I always think of 'Finding Nemo' which makes me a little sad but who cares because it's so pretty! Back to the mood boards...


I also looked into various sea creatures (there are three mood boards for this so I'll just attach the one with the weirdest creatures on it) that vary in colour and weirdness. I particularly like the dude in the bottom right hand corner. He/she/it reminds me of myself when I find out my gladiator won't animate properly in 3DS Max. From looking at coral and various odd deep sea creatures, this make me think about a certain virus that bears visual similarities to coral. This particular virus being Cordyceps. (The name even sounds cool) 


Cordyceps literally looks like explosions of coral. Pretty awesome huh? 



New week, new visual design project!
14:16

New week, new visual design project!

Sunday 2 March 2014

So for this weeks visual design project, we've had to produce a self portrait. After having longer projects for the past few weeks, it felt strange to be almost back to normal...
Anyway back to the selfie. During Mondays lecture, Mitch helped us out with a variety of different methods used for drawing characters. More specifically - faces. We also looked at Bargue Plates which were awessssooommeee and I found them to be really useful when doing quick studies in the build up to the final piece.
In the end, I chose to draw my portrait onto grey paper so I'd be able to use a white pencil to highlight the lighter areas on my face. However, I don't think this looks 100% like me...possibly because my hair's up? Who knows. I had great fun with this project though and I'd definitely like to produce a few more with different expressions etc. 

Roll on the next project! 
Self Portrait Project!
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Self Portrait Project!