tag:blogger.com,1999:blog-41302183554303432632024-03-13T09:19:57.549-07:00Arun Bains Animation BlogWelcome to my blog which will be following my progress as I go through my BA (Hons) Animation degree at Birmingham City University and the progress of my journey into the world of animation and games design.... so ENJOYArun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.comBlogger78125tag:blogger.com,1999:blog-4130218355430343263.post-21754181408455575162012-03-23T00:22:00.000-07:002012-03-23T00:22:48.047-07:00Texture tests<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfF7HIm2VjX3vxZkUnnNjdf39JCkZS3HEEHP4eBGdrW58bY6QWGGD0jXQt-uebK-E-8QpcLomSTChf9FvSP8Prt6qAcOqKDwYHID7GthibyiypCxZdjYjLDGcQ6bvzvYBGFWy5PgTfOSka/s1600/Test1.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="181" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfF7HIm2VjX3vxZkUnnNjdf39JCkZS3HEEHP4eBGdrW58bY6QWGGD0jXQt-uebK-E-8QpcLomSTChf9FvSP8Prt6qAcOqKDwYHID7GthibyiypCxZdjYjLDGcQ6bvzvYBGFWy5PgTfOSka/s320/Test1.jpg" /></a></div><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzS3URw_wlkncY5LMqVq2XyFjb4pMCHkyQOiCNA0FPyrV1bnM-4xkzYmACaAu6vjEtJK__SMokP0AA0Q0mphpdKX9qfN2FicZ2EQl4dXYE-g6WbCbpfgOPJKcb6O-t6ap9JzhWIzJwgFpN/s1600/Test5.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="181" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzS3URw_wlkncY5LMqVq2XyFjb4pMCHkyQOiCNA0FPyrV1bnM-4xkzYmACaAu6vjEtJK__SMokP0AA0Q0mphpdKX9qfN2FicZ2EQl4dXYE-g6WbCbpfgOPJKcb6O-t6ap9JzhWIzJwgFpN/s320/Test5.jpg" /></a></div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-43045619519445582242012-03-23T00:17:00.000-07:002012-03-23T00:17:09.203-07:00Modelling tests<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGeCQr_2Yr2BkR0Gv3lJ2bRDuTzqu8sSr8CU_Pruqgv5HNMNbqgOmG82WdTWBtptq9pXeYb3Q62bUC6lVafowHPl90NiM5RzXrhCh5tnsvtglU2ByNSWvNUceIqIttKRXk6WYcGCLUentl/s1600/detail+modelling.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="181" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGeCQr_2Yr2BkR0Gv3lJ2bRDuTzqu8sSr8CU_Pruqgv5HNMNbqgOmG82WdTWBtptq9pXeYb3Q62bUC6lVafowHPl90NiM5RzXrhCh5tnsvtglU2ByNSWvNUceIqIttKRXk6WYcGCLUentl/s320/detail+modelling.jpg" /></a></div><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1ZTCWed88ANJtb3iftVImkUUrQQNLS2p81RTMSSlRvnuP8_lTSZH9YKbwMyTZMpUIER65suRtYlBYzPnFlcbqTbYOJHEeMPRC639glUBkx3vxSOqUxgdWi1l9rl951vA8tNMCqS6C9oqT/s1600/trainyardwall_highpoly.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="181" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1ZTCWed88ANJtb3iftVImkUUrQQNLS2p81RTMSSlRvnuP8_lTSZH9YKbwMyTZMpUIER65suRtYlBYzPnFlcbqTbYOJHEeMPRC639glUBkx3vxSOqUxgdWi1l9rl951vA8tNMCqS6C9oqT/s320/trainyardwall_highpoly.jpg" /></a></div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-13835692918864771822012-03-23T00:04:00.000-07:002012-03-23T00:04:13.481-07:00Scale IssuesWith the top down layout designs tweaked and having a more realistic functionality to the trainyard its time to begin the arduous task of figuring out a scale. Initially I had been doing this by eye but according to much of my feedback the scale was ridiculously off and ended up being either too big or way too small. I needed a uniformed principle to my scaling which in all honesty didnt take much more then a few google searches. <br />
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The results:<br />
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96 Units in Unreal Development Kit is the equivalent of 6 Foot. A little bit of Math work then goes on to reveal that 1 Foot = 16 Units. By this I set out to create a full scale UDK blockout but this meant that I would have to give everything in my designs realistic proportions and scale.<br />
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How did I go about this???? Well a number of things I tried which did feed into my final scale blueprints.<br />
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One method I used came to me from a documentary I had watched about the SAS. When the recon team explained a mission to the rest of the squad they would make an accurate scale model using whatever materials were available to them whether that be sticks and stones or bits of rubbish etc. So using this method I made a scale model of the cargo containers using lego blocks in comparism to a toy footballer. <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSSvGWF-jLG7iFopoWgXfRy-dpr1Yx2V3t7U0ma63q8jhZ1U3IAxK9-sVLIyeR3q6bwuvUALXTQWlJo-TwnAgwdd7LSQNMMhyphenhyphenrAjKgfQ3o9ffuhRTmdzUykcI6S2PnJienXZOqVju5hMYM/s1600/scaletest3.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="181" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSSvGWF-jLG7iFopoWgXfRy-dpr1Yx2V3t7U0ma63q8jhZ1U3IAxK9-sVLIyeR3q6bwuvUALXTQWlJo-TwnAgwdd7LSQNMMhyphenhyphenrAjKgfQ3o9ffuhRTmdzUykcI6S2PnJienXZOqVju5hMYM/s320/scaletest3.jpg" /></a></div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-15558099342891575272012-02-24T16:53:00.000-08:002012-02-24T16:53:39.975-08:00Re-design<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGvAgDgdW7ZJJDdPnVzhVVVBmxDzGvnvi7RuKD0MdoIdaUHnxtVmoVywcnaElpWmkqVqlAZtbfSkOQJC-uN0ChdfMBk5KcWcUFoPe3iQU4s8umolohNT5WCEGewoptf1-xvqkI6l8uRRQN/s1600/trainyardre-design%2528edit%2529+copy.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGvAgDgdW7ZJJDdPnVzhVVVBmxDzGvnvi7RuKD0MdoIdaUHnxtVmoVywcnaElpWmkqVqlAZtbfSkOQJC-uN0ChdfMBk5KcWcUFoPe3iQU4s8umolohNT5WCEGewoptf1-xvqkI6l8uRRQN/s320/trainyardre-design%2528edit%2529+copy.jpg" /></a></div><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW5zHW-r-cx8URnAhPebtqYL8SjU8WlxcHUr9aSG1MjC8tym51k_8mgjA5MVAWxA5AmKvAXH7uZcMUTjCr649n24L2zLJ_lH4w6REhe0ukf5wbt9eFp8kY9hmtC4uZpHRX7lbpFNVJmuhz/s1600/trainyard_electricity.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="233" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW5zHW-r-cx8URnAhPebtqYL8SjU8WlxcHUr9aSG1MjC8tym51k_8mgjA5MVAWxA5AmKvAXH7uZcMUTjCr649n24L2zLJ_lH4w6REhe0ukf5wbt9eFp8kY9hmtC4uZpHRX7lbpFNVJmuhz/s320/trainyard_electricity.jpg" /></a></div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-78003668352505475862012-02-24T16:50:00.000-08:002012-02-24T16:50:32.400-08:00but FIRST!.... i'll need accomplices......You can't lie to your tutors if your lying to yourself right??? yeh thats what I thought... This project is way beyond me and I will hand on heart admit that however If im already counting on that fact then surely there is a plan in place. We are final year students and so we have the privileges that brings with it including a 2nd year apprentice. In my case however that means 5 hopefuls who are willing to work alongside me to create this vision in my head.<br />
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With 5 2nd years currently on board with the project I have began to set up a network between our team so that feedback and tasks can be shot to and fro between us all. This to some extent puts me in a lead role which is exactly what I wanted to be doing. This will bring its own unique challenges and even though I bit off more then I can chew (again) I am CONVINCED I can pull this off with help from my loyal minions.<br />
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Setting up a structure to work as a team is vital as communication is key in a team effort. That is why I set up a Facebook group directly linking me to my 2nd year apprentices. This will provide a useful medium for constructive criticism, sharing ideas and feedback as well as allocating tasks.Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-32588322497464689012012-02-20T15:25:00.000-08:002012-02-20T15:25:51.041-08:00Working with what I haveI think rather then focusing on re-designing the level as the composition of the previous attempt sits rather well, I think I should focus on bringing these current designs up to scratch and working with it.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_teAF_2FMU1S5dLy_gBrB5AqMy6U7phtKllZWZWE2gGFP1xyAqoSbXM9my-lUAm51LHVrhX8MxttTRHA6PtM6E4sRaE4rwzrzsAEO1or3PL0BNmXhjYhBay6TE5nF77MksPyLIwIxAfe7/s1600/topdownview.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="180" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_teAF_2FMU1S5dLy_gBrB5AqMy6U7phtKllZWZWE2gGFP1xyAqoSbXM9my-lUAm51LHVrhX8MxttTRHA6PtM6E4sRaE4rwzrzsAEO1or3PL0BNmXhjYhBay6TE5nF77MksPyLIwIxAfe7/s320/topdownview.jpg" /></a></div><br />
That being said I think it is important to let this project evolve as thats what makes a great game right. Our ability to capture our audiences lie in rooting our environments in reality. I dont know if thats a famous quote, it sure sounds like one and if its not it can be once im gone but that is my understanding of creating an environment the player can immerse themselves into.<br />
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The environment needs a purpose but in this particular task it needs 2 layers (if you would call it that) of purpose. The 1st is that before the disaster that caused the apocolypse it needed to serve as a functional freight train yard. The 2nd purpose is that a slave society have settled into the area as it provides protection from the harsh solar rays. There also wouldve been easily available materials and resources that the people could use to survive so from a survival point of view also it serves an excellent location<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOnHHYULmXOZG_6AyJ3fDV8kRC-KP1ReUPLMXztK_3PcwaOGXcl48FqWrEpXouL8FBHKC2F0OZk2rNNJ4vIONGFWgwri8QPfP8E7vGcyhvq_ynz6Vc2tIenl3kLt4S210fWUDGE7Efhq0H/s1600/roseville_railroad_yard_arial.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="240" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOnHHYULmXOZG_6AyJ3fDV8kRC-KP1ReUPLMXztK_3PcwaOGXcl48FqWrEpXouL8FBHKC2F0OZk2rNNJ4vIONGFWgwri8QPfP8E7vGcyhvq_ynz6Vc2tIenl3kLt4S210fWUDGE7Efhq0H/s320/roseville_railroad_yard_arial.jpg" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2UjcQ7a-jfUIuF3OBeAA8KC8tELN0nTHwjzfK4nqRgTtW80kmxZTHhBiLfzZpYOsRcC4XI1CR84oeecBPauYiGrH4fmMMlJwphc6SHsBXPWwa2qVZa8xE0VMaMUEyXeNJN1kiykrevYjJ/s1600/intermodalprimer.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="203" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2UjcQ7a-jfUIuF3OBeAA8KC8tELN0nTHwjzfK4nqRgTtW80kmxZTHhBiLfzZpYOsRcC4XI1CR84oeecBPauYiGrH4fmMMlJwphc6SHsBXPWwa2qVZa8xE0VMaMUEyXeNJN1kiykrevYjJ/s320/intermodalprimer.jpg" /></a></div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-85268021321139916332012-02-14T08:26:00.000-08:002012-02-14T08:26:25.855-08:00Cargo container home<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLs2vreT9Rj_38jeAC1MdxaVh7FcNbJA5vrALCV5RxT-KvUsqZwvERd4M2k-IJClF8KQ9uvRHut1MfV9dau_T_wY6b1XN1ihC1BZy6gb-MdfOl2lQ6n0xMCw19NQ4liMCvkMX-JEdi0QCb/s1600/cargocontainerv1+copy.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="180" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLs2vreT9Rj_38jeAC1MdxaVh7FcNbJA5vrALCV5RxT-KvUsqZwvERd4M2k-IJClF8KQ9uvRHut1MfV9dau_T_wY6b1XN1ihC1BZy6gb-MdfOl2lQ6n0xMCw19NQ4liMCvkMX-JEdi0QCb/s320/cargocontainerv1+copy.jpg" /></a></div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-66247837552936414752012-02-13T16:33:00.000-08:002012-02-13T16:33:18.525-08:00Children of MenSome interesting reference material has come to me after watching Children of Men (2006). Particularly the end couple of scenes in which Theo takes the girl to Bexhill Refugee Camp.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKfveu9XNjYWw9LLFSLCtrlazPGNjLlD4GQ1UnwWjDxcUN9lcOa7bXnuCalCliE7NlznioHvE8EwZVoz3pIilueeLzCTfIP_3sfecOKKOdgg_bDTIywL3Sb-E0SPw4tx4JaI7g-cCTqBYq/s1600/children3.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="181" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKfveu9XNjYWw9LLFSLCtrlazPGNjLlD4GQ1UnwWjDxcUN9lcOa7bXnuCalCliE7NlznioHvE8EwZVoz3pIilueeLzCTfIP_3sfecOKKOdgg_bDTIywL3Sb-E0SPw4tx4JaI7g-cCTqBYq/s320/children3.jpg" /></a></div><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9PlHvKC2et5ei9XCHV2uefHtlsILVaeBBDWG02lIqMVMvK9iT3mO0mJmFRIcs4sbfyITS2EQEnpODGSE-1i9yLb2nYaQSMcYNKWrIZ1HlfhyphenhyphenBo7eurUXUeLfHua1RkoFySnSJpwipo7WE/s1600/children10.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="181" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9PlHvKC2et5ei9XCHV2uefHtlsILVaeBBDWG02lIqMVMvK9iT3mO0mJmFRIcs4sbfyITS2EQEnpODGSE-1i9yLb2nYaQSMcYNKWrIZ1HlfhyphenhyphenBo7eurUXUeLfHua1RkoFySnSJpwipo7WE/s320/children10.jpg" /></a></div><br />
This film has remarkable direction shown through its use of cinematography, mise en scene and composition. It portrays the type of atmosphere I want to bring to the slums of the trainyard district. It brings the elements of a 3rd world country to a place we can recognise and familiarise with which is exactly the effect I want to create.Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-68854590749014031802012-02-13T16:27:00.000-08:002012-02-13T16:27:31.583-08:00UDK Blockout levelsToday has been a fairly productive day. The 11 day plan however seems unlikely at the current moment as my knowledge of Unreal Editor is still very basic.. the question lately has been is it too much?? Ive began posting my progress on polycount.com, a forum of game artists and I have been advised to keep it as small as possible. Therefore I have come to a decision to NOT alter any of the designs of the trainyard as was drawn up last year but rather to build upon these designs and focus on the small details.<br />
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You can follow my thread on polycount.com <a href="http://www.polycount.com/forum/showthread.php?t=94495">HERE</a> and see what the professionals out there have to say about my work and its progression.<br />
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This is the first area I blocked out which is the starting area of the character. The blockout is very simple and can be done fairly quickly through the use of cubes and cylinders. This was just a rough idea of scale and the dimensions that I need to be working in to create the epic space of the trainyard.<br />
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<iframe width="853" height="480" src="http://www.youtube.com/embed/q7AWhr8U0JQ" frameborder="0" allowfullscreen></iframe><br />
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I also did a blockout of the trainyard warehouse which I decided to alter slightly and position it in the centre of the trainyard rather than the side to give it the main focal point of the environment. <br />
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<iframe width="853" height="480" src="http://www.youtube.com/embed/blgXH_0Ok6o" frameborder="0" allowfullscreen></iframe><br />
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Although I would like to make the warehouse completely accessible with a full interior I do not possess the understanding to create a highly detailed building of this size nor do I have the time to focus on it that much therefore I have decided to make the exterior to a high quality and only allow the player to access the warehouse floor (the area which the video displays)Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-47885886053231595542012-02-11T18:25:00.000-08:002012-02-11T18:25:32.282-08:00The proposed propositionHow I would love to spend months and months perfecting my environment and refining the smallest details... unfortunately the world of Uni doesnt grant me that leisure and my time scale for this project is just over 14 weeks... I have my idea and my vision which unfortunately for you guys is still stuck in this brain of mine... <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmonXS22hDe84na-GAO99VzT1fWpw6uR-wGm_ufnw-MQPPf0JQEIG5J0EDLnt0QcpjEXRILqoRrZsCL6rIqgPH0ZW013SJPAZvLwvWXhoOQI4q-FzFdvfDVCk6HqaXGghyDH1kWozO3iut/s1600/professor-farnsworth.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="216" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmonXS22hDe84na-GAO99VzT1fWpw6uR-wGm_ufnw-MQPPf0JQEIG5J0EDLnt0QcpjEXRILqoRrZsCL6rIqgPH0ZW013SJPAZvLwvWXhoOQI4q-FzFdvfDVCk6HqaXGghyDH1kWozO3iut/s320/professor-farnsworth.jpg" /></a></div><br />
(and no im not willing to have my brain dissected to show it!)<br />
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Ok so this is the plan... I have designated periods of time remaining into production stages that I must adhere to strictly enough to make sure it is completed in the given time yet loosely enough to allow the project to flourish and evolve.<br />
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Up until now I have been gathering image references, watching movies and basically inspiring the visions in my mind of this world. This will continue for the majority of this month as I delve into more concept art and ideas. A major resource in this process has been The <a href="http://www.youtube.com/user/FZDSCHOOL?ob=0">Feng Zhu School of Design</a> youtube channel... to all of you out there wanting to learn concept art and digital painting.... WATCH THIS CHANNEL RELIGIOUSLY.... If Feng Zhu is reading this... then you Sir..... ARE A GOD!.<br />
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Also lined up for this month is the 11 day plan (This is not a world domination plan)<br />
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<iframe width="640" height="480" src="http://www.youtube.com/embed/pj8cbC2YnwU" frameborder="0" allowfullscreen></iframe><br />
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Beggining Monday I will attempt to create an playable map in UDK in 11 days. I think this will be an amazing learning experience as approaching deadlines tend to bring out a productive almost sort of road rage type drive and in my opinion thats when you approach tasks more creatively. The remainder of February will continue with concept art, mood boards, sketches and tutorials.<br />
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The month of March will focus on turning the sketches and concept art into technical drawings and a well documented blueprint of the entire level. This will include creating block out alpha versions of various spaces within the proposed environment to really feel the space that I am trying to create. The last week of March will be finalising this blueprint and preparing to enter full on Maya - Mudbox - UDK WARFARE!<br />
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April will see the entire production stage unfold as I put the pipeline into full gear. I am expecting many issues and problems and will most likely be seeing May with a bald head (Lets hope the weather clears up right?). Hopefully I will have a 2nd year apprentice fetching my coffees and doing various menial tasks in this process. I am aiming to resolve alot of the pipeline issues during pre-production through a variety of tests so that I can know what to expect as well as documenting these issues into the blueprint so that in the production stage it will be on paper how to deal with the issue. This will also be incredibly useful for my apprentice to keep consistency in the project. <br />
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May is the deadline month and so I dont want to leave to much to be done during that month. Saying that I feel as production should be allowed a month and a half and so the first 2 weeks of May should see the final production stages including a complete combing and refining of the level. By this stage all assets should be within UDK and positioned correctly, lighting should be about 85% there and it should be working as a level with the odd few glitches and bugs. The week and a half leading up to the deadline needs to be essentially QA with a Beta version at the start of this period and a completed level by the end.<br />
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Along with this plan I will be planning weekly and trying to review daily as much as I can adapting an agile/scrum workflow as learnt previously in SS1. I also leave plenty of space for improvisation and evolution of the production stages as these kind of things usually have a life of their own.Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-8966087882491812722012-02-11T08:06:00.000-08:002012-02-11T08:06:01.132-08:00Going back to basics - Re-designing and quick conceptI already have the existing blueprints from last year and even a mock up in Maya to use as reference so I can get modelling and be done with it right?? WRONG... My knowledge and understanding of game content creation has improved drastically since last year and so I want to filter this into my environment from the initial stages... Fail to prepare and you prepare to fail...<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_c-zDMdp5nMwnUHRQzchoVmCAKPdznrI5k-f8fV2D1-7asKYnnvz1g3kml895I8C6-UKgX43_UCOqHaJ8CvgepG0MNvwDmPejpYVyW8CsoZE_1u0pvUaJQVnIc8msL5Yc2eE8qIf7_xkg/s1600/concept1+copy.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="240" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_c-zDMdp5nMwnUHRQzchoVmCAKPdznrI5k-f8fV2D1-7asKYnnvz1g3kml895I8C6-UKgX43_UCOqHaJ8CvgepG0MNvwDmPejpYVyW8CsoZE_1u0pvUaJQVnIc8msL5Yc2eE8qIf7_xkg/s320/concept1+copy.jpg" /></a></div><br />
A quick painting done of the motorway leading to the Heart of the hub (The pyramid) The browns convey a really polluted atmospheric setting which is relevant to the type of mood I am trying to create however its not quite there yet as it doesnt convey the horrors of the disaster.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpoIH22zrpubECaRdP5KDdnNVVvOsN-yl6yr4TgHxQSvyFQddDL1bB8delFKxbBjaIa-y4DwU8wVr4wBZu_jmKFaERb4Eyggj9-XXsqDsxd6bJ4gpPxNxqeJad1WqCGOvF7K0nSdR2vSt3/s1600/concept3+copy.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="180" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpoIH22zrpubECaRdP5KDdnNVVvOsN-yl6yr4TgHxQSvyFQddDL1bB8delFKxbBjaIa-y4DwU8wVr4wBZu_jmKFaERb4Eyggj9-XXsqDsxd6bJ4gpPxNxqeJad1WqCGOvF7K0nSdR2vSt3/s320/concept3+copy.jpg" /></a></div><br />
This painting was done using a very very quick Maya mock up, a spot light to create tone and then the screenshot imported into photoshop with digital painting over the top. I like the tension and mood in the environment as well as the sharp contrasts between hot and cold. I can imagine this world being very hot and stuffy with toxic air and very unstable weather.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5pMngkqjt9NxaK9neL6VS_f15L3VdCtuY7bRmrW_zeg71jxhA6Qfv5JyXUWTzfdRV8teMiv89H7B1_uPIxTtua2txeduYGzKY6illeq7JT4JcSS1YO4Qkulrf6HE3XntN2G4OPUlhQ87c/s1600/concept4+copy.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="180" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5pMngkqjt9NxaK9neL6VS_f15L3VdCtuY7bRmrW_zeg71jxhA6Qfv5JyXUWTzfdRV8teMiv89H7B1_uPIxTtua2txeduYGzKY6illeq7JT4JcSS1YO4Qkulrf6HE3XntN2G4OPUlhQ87c/s320/concept4+copy.jpg" /></a></div><br />
This is not really a concept of the city, rather just loads of resource images compiled in photoshop as I wanted to experiment with the use of Northern lights in the sky to see how they would fit into the contrast of the world.Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-78792448388410586412012-02-06T09:20:00.000-08:002012-02-06T09:20:28.668-08:00SS2..... A walk down memory lane - Introducing UDK (Unreal Development Kit)So with the SS1 module and the professional practice module out of the way it's time to give my undivided attention and focus to Specialist Study 2 project which will be featuring in our degree shows at the end of the year so it's gotta LOOK GOOD!!!<br />
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<iframe width="480" height="360" src="http://www.youtube.com/embed/2DKB7ZlZk0k" frameborder="0" allowfullscreen></iframe><br />
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Anyone remember this??? For SS2 I would like to revisit the level designing of Killuminati using the Unreal Development Kit. This means a complete re-designing and re-modelling of all assets using skills learnt since last year, a more interesting and complex level with gameplay aspects reconsidered and just generally a more bad-ass looking environment. <br />
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First of all... why use Unreal Engine??? Well Unity seems to be the engine that would best suit my current skills and understanding of games engines but truthfully.... Unreal is just the DADDY of all game engines in my eyes... well atleast in terms of game engines that are accessible to me.<br />
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For a full list of games please visit: <br />
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<a href="http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games">LIST OF UNREAL GAMES</a><br />
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However here are some of my favourites....<br />
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<iframe width="480" height="360" src="http://www.youtube.com/embed/SIucKFnrRV0" frameborder="0" allowfullscreen></iframe><br />
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<iframe width="480" height="360" src="http://www.youtube.com/embed/DKZjxoJyI8g" frameborder="0" allowfullscreen></iframe><br />
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<iframe width="480" height="360" src="http://www.youtube.com/embed/JL_KYQPREW4" frameborder="0" allowfullscreen></iframe><br />
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<iframe width="640" height="360" src="http://www.youtube.com/embed/Y2O-0-fQOOs" frameborder="0" allowfullscreen></iframe><br />
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All these amazing games that stretch through different platforms, generations and genres all share one thing in common... any guesses??? Thats right, they all use the Unreal Engine.<br />
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The Unreal engine boasts is capabilities in the world of next generation gaming from animation to its real time rendering abilities to its incredibly advanced lighting and shadows system. <br />
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To demonstrate the capabilites of the Unreal engine which now far surpasses current generation gaming consoles (Xbox 360, PS3, Wii), Epic released this demo which I think is 100% eye candy...Enjoy! :)<br />
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<iframe width="1280" height="720" src="http://www.youtube.com/embed/e-pvjX2lfqE" frameborder="0" allowfullscreen></iframe>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-68712976657073107342012-02-06T08:41:00.000-08:002012-02-06T08:41:09.710-08:00Global Games Jam 2012Attending the Global Games Jam was a unique and rewarding experience and I would highly recommend to all those who want to pursue a career in the video games industry. Collaboration and innovation are key in these intense 48 hours of Jamming and the outcome is just as rewarding as the journey.<br />
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Our team, the Cream Cheese Skitches came 2nd place with our 2 player co-op game 'Skitz'<br />
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The game can be found at www.skitzgame.com along with a blog link to the development process of how we created such an awesome game in such little time so do check it out and tell all your friends!Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-78227525184934208032012-01-11T16:57:00.001-08:002012-01-11T16:57:59.399-08:00Report Linkhttp://www.megaupload.com/?d=5H9C50BAArun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-59791614624804452862012-01-09T02:18:00.000-08:002012-01-09T02:18:59.351-08:00Animation Loop CompilationAn update on Senator Gracchus with some more refined animation loops... Enjoy<br />
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p.s I apologise for the low quality<br />
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<iframe width="640" height="480" src="http://www.youtube.com/embed/oLlkx9pqA_g" frameborder="0" allowfullscreen></iframe>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-4395365923264031572011-12-08T08:00:00.000-08:002011-12-08T08:00:59.710-08:00Animating Senator GracchusIn order to take my character into a game engine such as Unity or Unreal I would have to create some animation cycles which would seamlessly loop to create actions such as walking, running, jumping etc. These loops would then be programmed to play when a certain button is pressed on a keyboard or controller. <br />
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As time is a factor I have gone with the aim of creating 2 animation cycles. One will be an idle animation and the other a walk animation. <br />
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<u>IDLE ANIMATION</u><br />
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An idle animation is a specific loop that is used predominantly within games characters. The reason for this is because when you do not press anything on the controller the character never stays still like a digital puppet otherwise it would just look ridiculous. The character may stand there breathing gently, looking around, scratch their head etc. <br />
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<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/f55fZC162KQ" width="420"></iframe><br />
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<div style="text-align: center;">An idle animation from the game Metro 2033</div><div style="text-align: center;"><br />
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<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/c4c9dRLZCVY" width="420"></iframe><br />
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</div><div style="text-align: center;">Idle Animation Test 1<br />
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<iframe 7jxsn1sn9ka?="" src="<A href=" embed="" height="315" http:="" width="420" www.youtube.com=""></iframe><br />
Idle Animation Test 2<br />
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<iframe 3fge5bxn9bk?="" src="<A href=" embed="" height="315" http:="" width="420" www.youtube.com=""></iframe><br />
Idle Animation Final</div><div style="text-align: center;"><br />
</div><div style="text-align: center;"></div><div style="text-align: left;">With the personality of my character and the situation he is in I've tried to show that through his idle animation. He is quite elderly and so his breathing is more rapid. He is in a burning Roman bath with smoke everywhere so he is holding his chest as he breathes. Columns collapsing around him means he has to be aware even when standing still so I need him to look around and keep vigilant. His stance is with bent knees and slightly dropped down showing he is standing defensively. <br />
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The Animation also loops to create a seamless cycle.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"></div><div style="text-align: left;"><u>WALK ANIMATION LOOP</u></div><div style="text-align: left;"><br />
</div><div style="text-align: left;"></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe4C4FaPdMcjZ_fDc_trMTXoVs8peTfdm8oeNNHcIbzSP8oqmIc72WZMf25JYe04g11VhijchGYjLT8Fpq03iTHmarGQP2Rv6IYSTnd3iExGptyVbMHldAkyWYLxo6eq0CZPKxegcP3TUz/s1600/walks2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe4C4FaPdMcjZ_fDc_trMTXoVs8peTfdm8oeNNHcIbzSP8oqmIc72WZMf25JYe04g11VhijchGYjLT8Fpq03iTHmarGQP2Rv6IYSTnd3iExGptyVbMHldAkyWYLxo6eq0CZPKxegcP3TUz/s320/walks2.jpg" width="226px" /></a></div>Creating a walk for a character has to be the single most toughest aspect in animation because no 2 characters should ever walk the same. A characters walk should define their personality and their characteristics if done well. </div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDBqzXixKEtbJv66plfM9DlPf0mpT3aYbeKuHQqF1TdbPbLL-2peJfdpxwaHDBL7yi7VnT3keh88pIszQ1ojgCku8NgLYEsZ_kt9jox9QuQTnFaiPvtJUk_BZfJDbnPJ00MMfgntwnc7E9/s1600/Walks.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" closure_uid_smhps5="123" height="320px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDBqzXixKEtbJv66plfM9DlPf0mpT3aYbeKuHQqF1TdbPbLL-2peJfdpxwaHDBL7yi7VnT3keh88pIszQ1ojgCku8NgLYEsZ_kt9jox9QuQTnFaiPvtJUk_BZfJDbnPJ00MMfgntwnc7E9/s320/Walks.jpg" width="225px" /></a></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/kh0nRRFLJ5k" width="560"></iframe><br />
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<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;">Assasins Creed Revelations gameplay. A much older Ezio still can be defined as a character through his walk. </div><div class="separator" style="clear: both; text-align: center;"></div><div align="left" class="separator" style="clear: both; text-align: center;"></div><div style="text-align: left;"></div><div align="left" style="text-align: left;">A look at more traditional reference also helped me to understand his walk such as Muybridge's stills of people walking proved just as relevant today as it was during the early days of cinema and film.</div><div align="left" style="text-align: left;"><br />
</div><div align="left" class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX9l8QoIuDfts60qrUnEKkGUDmRxZHzwyHJVgcO4my9rGdI5yiz-9HBZVelGwz0808oYB58uVJq2x4eq1l6FJn0Nat_nIYW8Ankays50P7jvPpMyN_6rS4m0AVL_xadIh5_MrIk4AoS41Q/s1600/Muybridgewalking.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="220px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX9l8QoIuDfts60qrUnEKkGUDmRxZHzwyHJVgcO4my9rGdI5yiz-9HBZVelGwz0808oYB58uVJq2x4eq1l6FJn0Nat_nIYW8Ankays50P7jvPpMyN_6rS4m0AVL_xadIh5_MrIk4AoS41Q/s640/Muybridgewalking.jpg" width="640px" /></a></div><div align="left" style="text-align: left;"><br />
</div><div align="left" class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBcytDfS47bYLvrT-3uHCyBmIBmk1F2cpH-hPpYBk09mMNi1E7k7AQCod3F1EKhaIKLSLUEA_hWdE0ZyAsW_CVQ-g8yZbqenEAVPtx7VKtUCFLfFpIvikLTApFmHBgiVxwrX1r531icZBy/s1600/s2u_05_man-walk.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="330px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBcytDfS47bYLvrT-3uHCyBmIBmk1F2cpH-hPpYBk09mMNi1E7k7AQCod3F1EKhaIKLSLUEA_hWdE0ZyAsW_CVQ-g8yZbqenEAVPtx7VKtUCFLfFpIvikLTApFmHBgiVxwrX1r531icZBy/s640/s2u_05_man-walk.jpg" width="640px" /></a></div><div style="text-align: center;">Still extremely relevant today and an invaluable resource.</div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Senator Gracchus is 45 years old. He is still physically fit for his age but he does still feel the strain of old age. This means that although his pose is noble his back will be slightly slouched yet he keeps his chin up and head forwards. </div><div style="text-align: left;"><br />
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</div><div style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/zuH43e2xYGc" width="420"></iframe></div><div style="text-align: center;">Animation Test 1</div><div style="text-align: center;"><br />
</div><div style="text-align: left;">As the animation cycles would be imported into the game engine that means that when I created the animation loop in maya the character or the global move controller would not actually move so I have to create a walk on the spot.</div><br />
<div style="text-align: left;"><iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/9ASOUEA-BXc" width="420"></iframe><br />
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</div><div style="text-align: left;"></div><div style="text-align: center;">Animation Test 2</div><div style="text-align: center;"><br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/THteV7jNA8A" width="420"></iframe><br />
</div><div style="text-align: center;">Walk Animation Final</div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-30240980502521813872011-12-08T06:35:00.000-08:002011-12-08T06:35:08.391-08:00Creating 'Senator Gracchus' Game CharacterThe production phase of the 'Senator Gracchus' Game Character has not been as long as I would have hoped it to have been due to the loss of a working PC however I feel as though it has taught me a lot about the flow of an efficient production pipeline. Over the last week I have documented my progress at key points within the production by taking screenshots which gives me an idea of how I can efficiently carry out the pipeline and also how to cope with the pressure of the 'shipping date'.<br />
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</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><u>CONCEPT</u></div><u><br />
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<div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;">The conceptual stage played a key role in the production and in a way my PC dying on me helped me to appreciate the amount of concise planning and thought that needs to go into anything you are trying to create whether its a character, setting, creature etc. As I was working with a programmer for the project, the character was made to suit his brief which turned out to be a Roman senator during the rule of Emperor Nero and the Great Fire of Rome in 64 AD.</div><br />
<div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;">This meant that I had to bear in mind all the elements that would go into creating the character and how that would be implemented through the different stages of the production for example the fact that he is a senator means that his posture would be quite poised and upright with nobility, understanding this much about the characters personality helps to figure out how his walk cycle would be which can then be pre-planned and timed in order to push through the animation phase of the production efficiently. It would also help to plan for other steps of the production such as planning a rig that had the right capabilities to create animations that would portray the personality of the character. I've had to bear in mind other issues such as time management and so that would also play a part as I have had to make decisions about how long I can allow myself for each phase of production and so by design I've kept it as simple as possible with the time I've had.</div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTK1lR56-vzC7ErbqlI7ej2X6K_L_IE5ToOvxN7jIMgtqldwUSEmvPFGQDQB05W2H75mDEr3EubyTA-CYML5jTbQhuYVxrJfcJN5ZFy_f5jCxs7JI0H3Yjiw2IyAwosxdL5BlAIosPZIlW/s1600/12274_476x357.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTK1lR56-vzC7ErbqlI7ej2X6K_L_IE5ToOvxN7jIMgtqldwUSEmvPFGQDQB05W2H75mDEr3EubyTA-CYML5jTbQhuYVxrJfcJN5ZFy_f5jCxs7JI0H3Yjiw2IyAwosxdL5BlAIosPZIlW/s200/12274_476x357.jpg" width="200px" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhU5mIA6pYtfSt17A3gY2Po7mwRwina7Wh-0tWU7ebUTlpuuhzKC4CLwCipBvrW5otkvkXlyKDzVWOXuJubd1gdUTu5d-7uvl2HdagkB40pBMMZ_Cs6mPWs7T1V8IydjYtSCxdQ83X9Jom5/s1600/87984-004-5ADE9ACA.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhU5mIA6pYtfSt17A3gY2Po7mwRwina7Wh-0tWU7ebUTlpuuhzKC4CLwCipBvrW5otkvkXlyKDzVWOXuJubd1gdUTu5d-7uvl2HdagkB40pBMMZ_Cs6mPWs7T1V8IydjYtSCxdQ83X9Jom5/s200/87984-004-5ADE9ACA.jpg" width="166px" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8iZN0yjaZcaM4wbPNDJrc6BmuxkLK4o2hurrephXtBO0yGhQavG2yWH9JUj1rxf87JYZTx1tE5_t0uyPI_TqwcI11VKxc68uTQ8hPVNwCBu9ZyLIZwm5slmgrVQTmCU4QakdCLR3ZP-Yn/s1600/Statue+of+Hercules+%2528Lansdowne+Herakles%2529%252C+Roman%252C+about+A.D.+125.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8iZN0yjaZcaM4wbPNDJrc6BmuxkLK4o2hurrephXtBO0yGhQavG2yWH9JUj1rxf87JYZTx1tE5_t0uyPI_TqwcI11VKxc68uTQ8hPVNwCBu9ZyLIZwm5slmgrVQTmCU4QakdCLR3ZP-Yn/s200/Statue+of+Hercules+%2528Lansdowne+Herakles%2529%252C+Roman%252C+about+A.D.+125.jpg" width="115px" /></a></div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilOGTSpZypVQXeBdddIFJPiJenJeEy_cCeM-QZVGCpYOyRuWaEv8_fsybFhnknFrlu8IsyO7gCwjmmoMSVjdElylOIotUUVjgRq4Xe3GCR4fpBav2d21Pn2PizimVBKatiEM3vr7yHKXMr/s1600/stock-photo-senator-roman-bust-76195723.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilOGTSpZypVQXeBdddIFJPiJenJeEy_cCeM-QZVGCpYOyRuWaEv8_fsybFhnknFrlu8IsyO7gCwjmmoMSVjdElylOIotUUVjgRq4Xe3GCR4fpBav2d21Pn2PizimVBKatiEM3vr7yHKXMr/s200/stock-photo-senator-roman-bust-76195723.jpg" width="127px" /></a> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhi1qyKwoROn1gsyuV3_PaPVI35Dmk_epoK8O4otqv5RCrdqsnzgjKti3JvHFPdxiyoeym0C4F30EmRTd5qRuKjBoK7HwI88Jyw66mELsSYwrsrrDioF4Q-sFurxMTU-3W4epWah1ibSnUk/s1600/SZ167.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhi1qyKwoROn1gsyuV3_PaPVI35Dmk_epoK8O4otqv5RCrdqsnzgjKti3JvHFPdxiyoeym0C4F30EmRTd5qRuKjBoK7HwI88Jyw66mELsSYwrsrrDioF4Q-sFurxMTU-3W4epWah1ibSnUk/s200/SZ167.jpg" width="103px" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD0gdqrKfyP5DBU_N3V0qMIWDIPTf-JXqR2jb-kKp5pD41uvH0WCbACp-sbJv6Hk2dvbKD6xqBND15TZIhIxm6JMjHimq10gMlqdQSn5RHbZGZS-olRDhNREcN-cQvsNEFFmSz4_lr63fx/s1600/toga1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD0gdqrKfyP5DBU_N3V0qMIWDIPTf-JXqR2jb-kKp5pD41uvH0WCbACp-sbJv6Hk2dvbKD6xqBND15TZIhIxm6JMjHimq10gMlqdQSn5RHbZGZS-olRDhNREcN-cQvsNEFFmSz4_lr63fx/s200/toga1.jpg" width="108px" /></a></div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><br />
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<div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;">At the beginning of the concept I painted 3 different concepts of the senator based of references from movies and internet images.</div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxjtSPKsO3IvW2qwGKRRdhva0EOvX4qlGgHbNN67Nz4Cm9N7go8c6_FlKBIHONA8515_dHvtwuxMZfD_JyW-TiFLF_cgpZyF1HAsr9rYxIwS4eICpCAsqWd-B3yfA0BNXBY_H0PVvmCDFv/s1600/Gracchus_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxjtSPKsO3IvW2qwGKRRdhva0EOvX4qlGgHbNN67Nz4Cm9N7go8c6_FlKBIHONA8515_dHvtwuxMZfD_JyW-TiFLF_cgpZyF1HAsr9rYxIwS4eICpCAsqWd-B3yfA0BNXBY_H0PVvmCDFv/s320/Gracchus_3.jpg" width="232px" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNg9oC18c0QbRkDMJSBf8lIbdFIWrAiJTkhw0Q7eba3WP8DZtLHws1iHpNrni5UdokK7U5ookBC6hzuXSPVya_XuXVnEiEJtf09_zxnZIVfcQ0pyGZ5Ho7woAYs3D81NQcnIetCi4xwBCZ/s1600/Gracchus_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNg9oC18c0QbRkDMJSBf8lIbdFIWrAiJTkhw0Q7eba3WP8DZtLHws1iHpNrni5UdokK7U5ookBC6hzuXSPVya_XuXVnEiEJtf09_zxnZIVfcQ0pyGZ5Ho7woAYs3D81NQcnIetCi4xwBCZ/s320/Gracchus_2.jpg" width="232px" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJAeiQ3OvtBSJEEQBPPg67QO8HVrb3JYyCQkkLZfodwh7BUye5jRh0BWU2tjh641kP-YAqb60WqODRm4qxLtnTgl6z2pe35uNt4Zn1H6a7RgsZBlcwKwQL-GNO72pRpnvK8hppwsJkrxmv/s1600/Gracchus_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJAeiQ3OvtBSJEEQBPPg67QO8HVrb3JYyCQkkLZfodwh7BUye5jRh0BWU2tjh641kP-YAqb60WqODRm4qxLtnTgl6z2pe35uNt4Zn1H6a7RgsZBlcwKwQL-GNO72pRpnvK8hppwsJkrxmv/s320/Gracchus_1.jpg" width="232px" /></a></div><u><br />
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This helped to get an initial feel of the character visually based off a few personality traits that was in the brief and what was discussed. I presented the 3 concepts to my programmer who told me the parts he wanted to keep and the parts he wanted to get rid of. We came to an agreement and I went on to work on the head and the body separately.<br />
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<div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFFH2osNMe3lNiZHFcJAE6iGdDfK_HMckgyujPMfxBE2M5SmakdK3yJjmiq1INkgTfHQflxJbJHJJzqePlO2VUrz1n4Vd5dP4YWE8LNP2IgwN8LGiyCAdlT1mKfnC17aSHZlG_xlu7maAD/s1600/Headsheet_A.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFFH2osNMe3lNiZHFcJAE6iGdDfK_HMckgyujPMfxBE2M5SmakdK3yJjmiq1INkgTfHQflxJbJHJJzqePlO2VUrz1n4Vd5dP4YWE8LNP2IgwN8LGiyCAdlT1mKfnC17aSHZlG_xlu7maAD/s320/Headsheet_A.jpg" width="232px" /></a></div><br />
<div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyOxQ19hwREO-BNtoU5kfVMeBHapJSWPetyu4BJAkz2yjJWzE545eu5Sig5zMj_HtFBt0fRxiUTGNJf5X_xnzd3kimUrUiSHw3ZzzQozBXWcJlTU3JAPVNh_k3D5ufx7UoRIxue_wzgG-m/s1600/Headsheet_B.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyOxQ19hwREO-BNtoU5kfVMeBHapJSWPetyu4BJAkz2yjJWzE545eu5Sig5zMj_HtFBt0fRxiUTGNJf5X_xnzd3kimUrUiSHw3ZzzQozBXWcJlTU3JAPVNh_k3D5ufx7UoRIxue_wzgG-m/s320/Headsheet_B.jpg" width="232px" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAZxDb9fXn_HmWNvJL_f6bFT3il9sQBlqyRMR8Fe3X6Vkgyt3AT9S13qL7gHvOo84LJb_RSf9rgdGnd_JbQXERXvHAvkhYO5xXVDA28EtMyNldDoMBAkBoxiQPIbteA3kNEJr8tqMuQOPC/s1600/Headsheet_C.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAZxDb9fXn_HmWNvJL_f6bFT3il9sQBlqyRMR8Fe3X6Vkgyt3AT9S13qL7gHvOo84LJb_RSf9rgdGnd_JbQXERXvHAvkhYO5xXVDA28EtMyNldDoMBAkBoxiQPIbteA3kNEJr8tqMuQOPC/s320/Headsheet_C.jpg" width="232px" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: left;">I found the use of templates an extremely fast way of drawing up different variations of the head and body. This helped me pass quickly through the design stage as I drew up different design sheets within hours and emailed them back across to my programmer who would give his feedback and then it was just a case of going back to the drawing board and tweaking a few things. The above 3 templates were for the shape of the head. I drew them up as simple shapes that would be easier to model yet I do still feel the lack of human skull study did hold me back slightly. With the 3 head shapes I simply drew different facial features and hairstyles (beards too) and sent them back to Darminder (my programmer) and feedback etc etc etc. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">In a nutshell this technique made things work A LOT faster!</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqNKO5q1rODEx3e6OSzt-ImiAc_PZY_DbKQboJPn4tq3QmKFeuzh4lfgY2gHgsb1eUGxSr-XSHqKNaJ7rf_JMVzfhZVYtrkUr2thgfivI-E3qJrGBJH2SblusQuaD2eb9gYWxfo7JsUztz/s1600/Outfit_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqNKO5q1rODEx3e6OSzt-ImiAc_PZY_DbKQboJPn4tq3QmKFeuzh4lfgY2gHgsb1eUGxSr-XSHqKNaJ7rf_JMVzfhZVYtrkUr2thgfivI-E3qJrGBJH2SblusQuaD2eb9gYWxfo7JsUztz/s320/Outfit_1.jpg" width="232px" /></a></div><br />
<div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9BHRjBfn5DsNR1MfiOp6gDIB53Ye8I5I65iGO8umtzMttHF0nEhzqpLGrTZLfY2K7lAOyLwe6eyB0VsVmrxvzsSM5PHPVVCAV9PCgDTGNikyySMTbWsDVUmlmjoJvCck3JDFp2v2ksJXg/s1600/Outfit_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9BHRjBfn5DsNR1MfiOp6gDIB53Ye8I5I65iGO8umtzMttHF0nEhzqpLGrTZLfY2K7lAOyLwe6eyB0VsVmrxvzsSM5PHPVVCAV9PCgDTGNikyySMTbWsDVUmlmjoJvCck3JDFp2v2ksJXg/s320/Outfit_2.jpg" width="232px" /></a></div><br />
<div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3ggdkV-9bmzujKN0NqS9VSZowLTLAyiFroNElobElBCiFo_Q_OIWFS5KBAoYLOIqXzwhOMMhG_fMTwLF6eCKRKzhx_GGF5x06pHwIVer5Dig4HXI8Hfi3HsI6HVtk0MpOSKhgr1NGE1FG/s1600/Outfit_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3ggdkV-9bmzujKN0NqS9VSZowLTLAyiFroNElobElBCiFo_Q_OIWFS5KBAoYLOIqXzwhOMMhG_fMTwLF6eCKRKzhx_GGF5x06pHwIVer5Dig4HXI8Hfi3HsI6HVtk0MpOSKhgr1NGE1FG/s320/Outfit_3.jpg" width="232px" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqidE7DW0yzb8Jpw0kR7ghvKpgLLN1uTf1ZxbrzSzbpAglEQ2xDI3hFo6LyqThV9VK3Iih0AetcfZC-gdBQe9ZCumGus5wVGzdp287pui5A8jW2cdKgZsCEQjEYrRWqbYkeOhEz_p4J6ew/s1600/Outfit_4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqidE7DW0yzb8Jpw0kR7ghvKpgLLN1uTf1ZxbrzSzbpAglEQ2xDI3hFo6LyqThV9VK3Iih0AetcfZC-gdBQe9ZCumGus5wVGzdp287pui5A8jW2cdKgZsCEQjEYrRWqbYkeOhEz_p4J6ew/s320/Outfit_4.jpg" width="232px" /></a></div><br />
<div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgek5SMBGMUUZnwlekRKZYrJMems_FZEfipt9zSLBP_oZqqCHKzlXjEwQPtg205QOnXODgUcznmRk3DMpP9Q0D2v6ypAOEMEThLNudKMv9lDLcEv3xTOzB4z3fMYcQSyxAhBC9plG4Fqi0f/s1600/Outfit_5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgek5SMBGMUUZnwlekRKZYrJMems_FZEfipt9zSLBP_oZqqCHKzlXjEwQPtg205QOnXODgUcznmRk3DMpP9Q0D2v6ypAOEMEThLNudKMv9lDLcEv3xTOzB4z3fMYcQSyxAhBC9plG4Fqi0f/s320/Outfit_5.jpg" width="232px" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;">After creating 5 different costume concepts (again through the use of templates) I discussed it with Darminder who gave his feedback. His feedback was that he liked the general feel of Outfit 4 but without the arm stripes. He also requested that the final design follow the colour scheme of Outfit 2 and asked for a scar on his neck showing that Emperor Nero tried to have him assasinated. With all this it was back to the drawing board to produce a finalised costume idea that would not only suit Darminders requests but also a symmetrical model with simple body form so that the modelling process could be alot quicker.</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBgVVq8qwft1jue-5HrBUMWnNu4_NG2oOGlqQEWlSNq20g7XNNsu2awDk-sXhgBn5r8TTdtOC5kXxHAOc5IAnMgQLwMeNP_LzCihaPAzclA5bvzMyn5OGhRNnQC9vKU5G8_bzfKHoWf3M2/s1600/Final_outfit_Back.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBgVVq8qwft1jue-5HrBUMWnNu4_NG2oOGlqQEWlSNq20g7XNNsu2awDk-sXhgBn5r8TTdtOC5kXxHAOc5IAnMgQLwMeNP_LzCihaPAzclA5bvzMyn5OGhRNnQC9vKU5G8_bzfKHoWf3M2/s320/Final_outfit_Back.jpg" width="232px" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiamuBQ9lBja7cxgvyCviAFu8ekvvbRaJhTAxro4pBZOwKEX4FMgHsXY1v3CoUmVFPxjh74eC8PTp9xrk7Wvzr8JkKiGBp-gy66kjF2YMZ2e6jaR5xXsLecgtPN8yE-4i-v04VdylwcWrCy/s1600/Final_outfit_Front.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiamuBQ9lBja7cxgvyCviAFu8ekvvbRaJhTAxro4pBZOwKEX4FMgHsXY1v3CoUmVFPxjh74eC8PTp9xrk7Wvzr8JkKiGBp-gy66kjF2YMZ2e6jaR5xXsLecgtPN8yE-4i-v04VdylwcWrCy/s320/Final_outfit_Front.jpg" width="232px" /></a></div><br />
<div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-JcJGil-3bM9j1rn11Y38Ku910dw5eMsjy-x256uzRvaZW8pcdB-Hd9J36969YVQW7HHexppfvHVEAdrjrtmXrFu99dVcXek7wI4nP8EMXLyYsViCWSexSTaiM2i9d1funFX06RuDayS6/s1600/Final_outfit_Side.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-JcJGil-3bM9j1rn11Y38Ku910dw5eMsjy-x256uzRvaZW8pcdB-Hd9J36969YVQW7HHexppfvHVEAdrjrtmXrFu99dVcXek7wI4nP8EMXLyYsViCWSexSTaiM2i9d1funFX06RuDayS6/s320/Final_outfit_Side.jpg" width="232px" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">After drawing out the final concepts for the body I also drew a side and back profile that would later prove useful in the modelling stage. The next step was to begin turning these concept drawings into blueprints. The first thing I had to figure out accurately was the proportions of the Senator. </div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7jqWIoEM43vJ0bFF2h_YI3FaiBwLrCV-E_mMcmi8KEh_3xVydAbuvrJqwzTWKbXTbDc9RcFNrRveb_uFfNNqsgDKd7uxMh_tJLNqwTvIru4MHYw9f3FdU2Lt9gWLhjPR9Mo8sdepK1d2f/s1600/Front_profile.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7jqWIoEM43vJ0bFF2h_YI3FaiBwLrCV-E_mMcmi8KEh_3xVydAbuvrJqwzTWKbXTbDc9RcFNrRveb_uFfNNqsgDKd7uxMh_tJLNqwTvIru4MHYw9f3FdU2Lt9gWLhjPR9Mo8sdepK1d2f/s320/Front_profile.jpg" width="232px" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsDRJo9NEcYAVVMVQp5q6UdLCEmo5Ji0C5venYBkHlDvq4sdZBO-p75TYdcmz7syYXtJ-0c7uEtpPxU7EN2GO7jANqJxiXbJt83NiCSBkdVAYa1HbyNMZgcxI1gAWAw520PGgyw-u_bxyq/s1600/Side_profile.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsDRJo9NEcYAVVMVQp5q6UdLCEmo5Ji0C5venYBkHlDvq4sdZBO-p75TYdcmz7syYXtJ-0c7uEtpPxU7EN2GO7jANqJxiXbJt83NiCSBkdVAYa1HbyNMZgcxI1gAWAw520PGgyw-u_bxyq/s320/Side_profile.jpg" width="232px" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">These would also provide me with templates to figure out:</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"></div><ul><li>Model Topology. By drawing out the basic mesh of the geometry I could then begin to figure out were key areas would be such as certain edge loops around the elbows and knees to allow good deformation during the animating. </li>
</ul><div><br />
</div><ul><li>Extra props and their placements. This allowed me to draw on extra geometry that would be added all as either symbolic or practical use to the character. Things such as drawing his belt and then planning how to model the belt and where it would be on the main body.</li>
</ul><div><br />
</div><div><ul><li>Texture. By painting texture maps on the templates It acted as reference material that allowed an efficient practice that definately saved time during painstakingly long texturing process.</li>
</ul><div><br />
</div></div><div><ul><li>Rig & Joint placement. This helped me figure out how to build up a rig that would work well enough to create the animations that are required. It also helped me to document progress through the rigging with instructions on creating the rig. </li>
</ul><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFQ6sLQ8TyIZBs4uiYxZRVIw8DFt6rqeol4tPBAsgr2uJY4PS4JTp5Z_d1WoQD4jEOvH1uoXgFwYrU4OrofvkqnQ26Uuh9PRJqJbecA2DIhTBdbC0txoYw8Sr5ljUdW3mGCl416HX6vDVH/s1600/profile_backF.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFQ6sLQ8TyIZBs4uiYxZRVIw8DFt6rqeol4tPBAsgr2uJY4PS4JTp5Z_d1WoQD4jEOvH1uoXgFwYrU4OrofvkqnQ26Uuh9PRJqJbecA2DIhTBdbC0txoYw8Sr5ljUdW3mGCl416HX6vDVH/s320/profile_backF.jpg" width="232px" /></a></div><div style="text-align: center;"> Back profile blueprint. </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi52pGAhPeehGFCC73ef_wMKsW1d3Z7S8tUu17K8mD4PJty-MAIa9hkwNCI2-eCcT586pXmJXzw0IJCiX0aNVXUgjq9qHxP5AaRg6NFPDcCEBcGucpEuNYIrbN2-J2eyjex-WIvwxUzeSsY/s1600/profile_frontF.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi52pGAhPeehGFCC73ef_wMKsW1d3Z7S8tUu17K8mD4PJty-MAIa9hkwNCI2-eCcT586pXmJXzw0IJCiX0aNVXUgjq9qHxP5AaRg6NFPDcCEBcGucpEuNYIrbN2-J2eyjex-WIvwxUzeSsY/s320/profile_frontF.jpg" width="232px" /></a></div><div style="text-align: center;">Front profile blueprint. The area highlighted in green represents that the model will be created as half a model and then using Mirror Geometry tool to build up the other half. This technique saves alot of time.... especially when time is of the essence. </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJqmy8LQ0m7P4E_pvGYoPCrdEg8MaTPk9lJQ-oiB43Z9QJMBRDsc-gBgn10YGx8GrG2cAlc8hf69vIUzQ900X43QMqpQeHygVN486RtK8DvlHEjhsRrfZTaRkiodqQmi06tSAPvSlSn2kB/s1600/profile_sideF.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJqmy8LQ0m7P4E_pvGYoPCrdEg8MaTPk9lJQ-oiB43Z9QJMBRDsc-gBgn10YGx8GrG2cAlc8hf69vIUzQ900X43QMqpQeHygVN486RtK8DvlHEjhsRrfZTaRkiodqQmi06tSAPvSlSn2kB/s320/profile_sideF.jpg" width="232px" /></a></div><div style="text-align: center;"> Side profile blueprint. The red crosshatched area represents the faces that will be extruded to create the arms.</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCKor9G5j0LhHonbQsOIIzqc9P2ExaJ1KMhxbRgpIyUhd76P13eD-qbLNP6DxbBKXZ6KDO36oVbPfY7Jx6le4rqZWIkK3MUF8B_UHeUvQc-VX7V9x1jpf7Pd8NYa8yxj-Gq9SjvMRGm99Y/s1600/props_assets.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCKor9G5j0LhHonbQsOIIzqc9P2ExaJ1KMhxbRgpIyUhd76P13eD-qbLNP6DxbBKXZ6KDO36oVbPfY7Jx6le4rqZWIkK3MUF8B_UHeUvQc-VX7V9x1jpf7Pd8NYa8yxj-Gq9SjvMRGm99Y/s320/props_assets.jpg" width="232px" /></a></div><div style="text-align: center;"> Figuring out where the props would be placed and also notes on how I could possibly model the geometry.</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiCz1LfrxYgCEBy-EyoNiZRsYCKQF30iv1naM1fzuuOPYHCdXyqoTqzz9qkfk4rKUZ1ukrOlbsJ-D79r-o9VAHXbeWUJsuZQU3e-eqN413pa8uuEua-n-AOQshVWEizgytHvPYLjy7Y5Ez/s1600/Texture_tunic.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiCz1LfrxYgCEBy-EyoNiZRsYCKQF30iv1naM1fzuuOPYHCdXyqoTqzz9qkfk4rKUZ1ukrOlbsJ-D79r-o9VAHXbeWUJsuZQU3e-eqN413pa8uuEua-n-AOQshVWEizgytHvPYLjy7Y5Ez/s320/Texture_tunic.jpg" width="232px" /></a></div><div style="text-align: center;">The texture for the main body of the geometry which is the Senators Robe. I also thought about skin colour and mixed a couple of watercolours to try get a feel for the skin. The other thing i've made note of is the robe will have ash and soot marks as he is in a burning building.</div></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Using the same method for the body which I found to work effectively, I implemented it into the head and hair design. </div><div style="text-align: left;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn3U4AfSF_zFEUs454jHrtFucLJ5ed9ugfevZ8F9IA5fOayFAuGgMplYuYLhT2zGesdae6srthx16Dh53mBZ5hpeCq01roQ-2qOkYEuQzKGTtTeL6yirU7xE42CeJ2CifoeyKjlNedxHCZ/s1600/Head_blueprint.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="232px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn3U4AfSF_zFEUs454jHrtFucLJ5ed9ugfevZ8F9IA5fOayFAuGgMplYuYLhT2zGesdae6srthx16Dh53mBZ5hpeCq01roQ-2qOkYEuQzKGTtTeL6yirU7xE42CeJ2CifoeyKjlNedxHCZ/s320/Head_blueprint.jpg" width="320px" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;">Using the head sheets and the head shape me and Darminder decided on I created another template. This one helped me figure out how I was going to model the head. At this point I still felt that using Extrusion on edges to create a head as a separate piece of geometry would be the easiest and most effective way to do it however I learn't later on that this way would cause way too many problems when making a low poly model but we will get to that later....</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYtepZFEnEvBueVGJqG2jBtn60XALltbp6NM8Aw5zPOEql1q3dbPWYqBBLUZlLCqUqtb5cR64gA7GyJOQfwE84RqAFZHoef1veQ4RRJmMPKLEAmgFlf3g1lc4ApsnPDwQnu-P-jnx6WhNz/s1600/Hair_blueprint.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="232px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYtepZFEnEvBueVGJqG2jBtn60XALltbp6NM8Aw5zPOEql1q3dbPWYqBBLUZlLCqUqtb5cR64gA7GyJOQfwE84RqAFZHoef1veQ4RRJmMPKLEAmgFlf3g1lc4ApsnPDwQnu-P-jnx6WhNz/s320/Hair_blueprint.jpg" width="320px" /></a></div><div style="text-align: center;"> The hair also posed a difficult challenge to try and design as I couldn't make an informed judgement or run a test piece on Maya however after careful thought I decided it would be best (and quicker..always got to keep that in mind with this project) if I selected the faces of the head and extruded them to create the hair and beard and then tweak the vertices to give it the final shape.</div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqG4cuU3d3aUbTOrQobjaAS_hGEIxcu7bvDkH5KUdSba-bZfwH55JK6a6VhOz5KHEv1lHKzH5VHVBHsZc5H7LHsvH58SOuXWMFSyNrHFHMXGWsx3aVlCR_jG7Zd17e5KMWkNuk8UvaizrM/s1600/Hair_blueprint2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqG4cuU3d3aUbTOrQobjaAS_hGEIxcu7bvDkH5KUdSba-bZfwH55JK6a6VhOz5KHEv1lHKzH5VHVBHsZc5H7LHsvH58SOuXWMFSyNrHFHMXGWsx3aVlCR_jG7Zd17e5KMWkNuk8UvaizrM/s320/Hair_blueprint2.jpg" width="232px" /></a></div><div style="text-align: center;"> I wanted to establish the basic shape of the hair and to help myself from getting confused over how many fringes he is going to have I systematically named each point and drew a side profile aswell to help me gain a clearer understanding.</div><div style="text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxdZNZ999ffwuggi2Ptdmpy0xImxutF5tmnzMTTOtbEccxuA9jcz-BbgcTT1M2C9C8sXQ9wstbht2P07TqGBpc3ts_iei-eIyCuKKJBoDb41T3JpUSUIA7vOzN0O7AxC7o4KBKnG7gT7IN/s1600/Texture_face.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="232px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxdZNZ999ffwuggi2Ptdmpy0xImxutF5tmnzMTTOtbEccxuA9jcz-BbgcTT1M2C9C8sXQ9wstbht2P07TqGBpc3ts_iei-eIyCuKKJBoDb41T3JpUSUIA7vOzN0O7AxC7o4KBKnG7gT7IN/s320/Texture_face.jpg" width="320px" /></a></div><div style="text-align: center;">Finally I planned the texture of the face by painting with watercolour onto the templates.</div><div style="text-align: center;"><br />
</div><div style="text-align: left;">I also went on to do some blueprints for the rig setup and also some animation timings and notes which can all be found in my RVJ.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><u>PRODUCTION</u></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Without the use of a PC my production time was cut to just over a week. This meant that I had to move fast and prioritise certain aspects of production.</div><div style="text-align: left;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgt_10XFvwprh5yXpGS40rgErTFx7sC8fJH6UEEUm59SIIvjNTfgyOphBKrk7vL5CVD8Hp_6aUBmIav15Y83c7zm5LfrtUDizcXeZRzxJSdaW5EfrKChkm1CrFNezJbIfXMCCWw0X0PPr0s/s1600/G_model4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgt_10XFvwprh5yXpGS40rgErTFx7sC8fJH6UEEUm59SIIvjNTfgyOphBKrk7vL5CVD8Hp_6aUBmIav15Y83c7zm5LfrtUDizcXeZRzxJSdaW5EfrKChkm1CrFNezJbIfXMCCWw0X0PPr0s/s320/G_model4.jpg" width="320px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">Using the blueprints for the body I began on creating the basic body geometry. The method I used was the same method as I had used previously in the Maya for Games tutorial when I created the soldier body in week 3. By only creating half the geometry I was saved half the work as my design was symmetrical to save time. </div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghO7s0qUu8qxlZOblZD5aGDZPKDrO3iq42kO10y8MWdYk8Ho1nyXxZh6GbDe5WrCfbRmNcno3E2cKlY8ZUqWN_V_NXB1y3tEUUxwisNMUT14uowsSkKd643MPJk6uUyb63c6IfLUmBAGsp/s1600/G_head3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghO7s0qUu8qxlZOblZD5aGDZPKDrO3iq42kO10y8MWdYk8Ho1nyXxZh6GbDe5WrCfbRmNcno3E2cKlY8ZUqWN_V_NXB1y3tEUUxwisNMUT14uowsSkKd643MPJk6uUyb63c6IfLUmBAGsp/s320/G_head3.jpg" width="320px" /></a></div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; text-align: center;"> In a separate scene file I began modelling the head using a method that required me to extrude the edges to create the geometry of the head. Starting from the eyes and then moving on to the nose. This method I also learnt in week 3 from the Maya for Games tutorial.</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBTh0VLreIv5n_GcJcN7W7Xf8wzAyaW1JnAdwLygYWw5nnYDQs0Lcui6R42SKLOpgNsqeokiweVxitjcvQEohReXcMGCpJFMXZUfHYv2rJJB3bLi7GuWfVQqTqKqWYZVxuswKX66JYfN2O/s1600/G_head4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBTh0VLreIv5n_GcJcN7W7Xf8wzAyaW1JnAdwLygYWw5nnYDQs0Lcui6R42SKLOpgNsqeokiweVxitjcvQEohReXcMGCpJFMXZUfHYv2rJJB3bLi7GuWfVQqTqKqWYZVxuswKX66JYfN2O/s320/G_head4.jpg" width="320px" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfhQ7n7KN_uuzyhloWPH4u418YGWYhBz8RQSj4oqohZq7I3zSXjT-apMr3ZVffDtoU9jXLdbpRG15oHiW15QV0pZokbpe_rV6_OF4diHRTW3F47-Zs9ktDN70-44x0qrGWuUus9tUKDPAP/s1600/G_head5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfhQ7n7KN_uuzyhloWPH4u418YGWYhBz8RQSj4oqohZq7I3zSXjT-apMr3ZVffDtoU9jXLdbpRG15oHiW15QV0pZokbpe_rV6_OF4diHRTW3F47-Zs9ktDN70-44x0qrGWuUus9tUKDPAP/s320/G_head5.jpg" width="320px" /></a></div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; text-align: center;">The head from a frontal view and side view.</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; text-align: center;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGK5JLLML9fgOCXBUTuAe0RxHMciJJ9axdVM3GSbz6DbrcssB6IUqru6F-CYJnrsH-wFItft1P4H_5Ud_MH9SWq2XcjBGmNwUHLobTExC-lrGuO5z_oS21LnJhkRgX-o8ANUThcyeVtCTR/s1600/head_facenormals.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGK5JLLML9fgOCXBUTuAe0RxHMciJJ9axdVM3GSbz6DbrcssB6IUqru6F-CYJnrsH-wFItft1P4H_5Ud_MH9SWq2XcjBGmNwUHLobTExC-lrGuO5z_oS21LnJhkRgX-o8ANUThcyeVtCTR/s320/head_facenormals.jpg" width="320px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">As I carried on working on the head I checked the face normals to make sure they were all facing the right way as I had been extruding my edges in all axis. The face normals basically show which side of the face will render within a game engine. </div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizsZbR6WgK2pAn6x_a9c_AcQNkFf19S8pxvjdJUyMcp9H3SykU9nr13iEV8eDtaU89VR5HK7uuZfma1-IBM58induAhzIcgO_LIGktFlEFfA5r5R8e1cDOma7pwjC7PaOLWwLjYTDYgLXC/s1600/G_head6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizsZbR6WgK2pAn6x_a9c_AcQNkFf19S8pxvjdJUyMcp9H3SykU9nr13iEV8eDtaU89VR5HK7uuZfma1-IBM58induAhzIcgO_LIGktFlEFfA5r5R8e1cDOma7pwjC7PaOLWwLjYTDYgLXC/s320/G_head6.jpg" width="320px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: left;"></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: left;">The head was created and I realised that a few issues were going to cause me major problems later on. The first and foremost issue was that were too many polys in the head and attaching it to a low poly body wouldve been a nightmare. This left me with 2 options; either I made the body more high poly by adding more edge loops running into the neck or I remodelled the head on a much more low poly scale. After considering the pros and cons of both ways I decided to go with a remodel. </div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: left;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN08QaceGwnGkb-PAuh2w88ZpliQQTAy09cE4npt66sqvgVdDQ_DNo6S2_iG_lGFhGLrZkmrnHkzE4NcnncF5SoM_NMAA-ynJNygi9vlnl6EOmdg8Ne4mVhCAa_yUydVZC2hQTKCc8_VMy/s1600/G_head_body_test.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN08QaceGwnGkb-PAuh2w88ZpliQQTAy09cE4npt66sqvgVdDQ_DNo6S2_iG_lGFhGLrZkmrnHkzE4NcnncF5SoM_NMAA-ynJNygi9vlnl6EOmdg8Ne4mVhCAa_yUydVZC2hQTKCc8_VMy/s320/G_head_body_test.jpg" width="320px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">This would've been a nightmare to attach as the amount of edges in the neck of the head geometry and the body geometry did NOT match up.</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh43yIDG4eCBnqE9gMj_zaO4IHtpczgjF6TBaIayMZoDLh4IUrB1CGj1XFesGCF0mMYuw5PEicAMoqDmIsIk5odeYZowESjpNahWaBOckDiLM0pG2snJE1_HEDFR2hFzr6y2uM694Fm1zl6/s1600/lowpoly_head_smooth.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh43yIDG4eCBnqE9gMj_zaO4IHtpczgjF6TBaIayMZoDLh4IUrB1CGj1XFesGCF0mMYuw5PEicAMoqDmIsIk5odeYZowESjpNahWaBOckDiLM0pG2snJE1_HEDFR2hFzr6y2uM694Fm1zl6/s320/lowpoly_head_smooth.jpg" width="320px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">By smoothing out the head I could see which areas needed to be more recessed such as the eyes and which other areas needed tweaking in the 'low poly' mesh such as the bridge of the nose needed widening.</div><div class="text_exposed_root text_exposed" data-ft="{"type":33}" id="id_4ee0bcba9f0486613824163">the eye sockets are well placed but a bit skeletal, you might want to think about broadening the bridge of the nose, also the lips are currently a bit big. The face seems to come to a sharp point where the you've mirrored it, try smoothing <span class="text_exposed_hide">...</span><span class="text_exposed_show">this out so the entire face is curved evenly. I would also recommend modelling the lips with a whole where the mouth is and then move the lips into a closed position. (Facebook Feedback)</span></div><div class="text_exposed_root text_exposed" data-ft="{"type":33}"><span class="text_exposed_show"></span></div><div class="separator" data-ft="{"type":33}" style="clear: both; text-align: center;"><br />
</div><div class="separator" data-ft="{"type":33}" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQLGAm7mLYJs7eiQTfPB9NByhtLJOJ2f5Lxr0fXAiR3-f5UT9OjeI_Hol02-X5MxEPIuf2ZKrF50mINpprQqpx16ez5m6PWrJZK7BMJmRh_m8Rg-PMYURa7RbwF9pt89dH1w_-gfkAGTNw/s1600/low_polyheadnody.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQLGAm7mLYJs7eiQTfPB9NByhtLJOJ2f5Lxr0fXAiR3-f5UT9OjeI_Hol02-X5MxEPIuf2ZKrF50mINpprQqpx16ez5m6PWrJZK7BMJmRh_m8Rg-PMYURa7RbwF9pt89dH1w_-gfkAGTNw/s400/low_polyheadnody.jpg" width="400px" /></a></div><div class="text_exposed_root text_exposed" data-ft="{"type":33}"><span class="text_exposed_show">I decided to scrap the head and model it again but by extruding the neck on the body geometry and then blocking it out from a cube. Then by adding edge loops around the head to create the contours of the eyes, nose and mouth I carried on re-working into the head. </span></div><div class="text_exposed_root text_exposed" data-ft="{"type":33}"><span class="text_exposed_show"></span></div><div class="separator" data-ft="{"type":33}" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl2w4jjsIbI7GUmLQ78Fkc5-qMU9H6z9kRGvHRwc-Z4oRJn96UxlhC5Qnt8izf1jdZ1obZeKAzsYaVkfb5kAMkXkrcMtdAsA6Fs13KS8iI_FmNtn5Dj49HOX5qA_sLS2GX2cUE7Fo4j8LC/s1600/G_model_hands.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl2w4jjsIbI7GUmLQ78Fkc5-qMU9H6z9kRGvHRwc-Z4oRJn96UxlhC5Qnt8izf1jdZ1obZeKAzsYaVkfb5kAMkXkrcMtdAsA6Fs13KS8iI_FmNtn5Dj49HOX5qA_sLS2GX2cUE7Fo4j8LC/s400/G_model_hands.jpg" width="400px" /></a></div><div class="separator" data-ft="{"type":33}" style="clear: both; text-align: center;">Adding the hands to the body. I imported the hands I had created in Week 3 without the rig and then using combine mesh and merge vertices I attached them to the arms using existing edge loops and finally deleted the excess edges out the hands. </div><div class="separator" data-ft="{"type":33}" style="clear: both; text-align: center;"><br />
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</div><div class="separator" data-ft="{"type":33}" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1of7_pX74ZT-AbxFmU1p58xZOHmvZJFTLV4sn7LxHcM7_nQ1m3bwcqgRq7xY_AC0mvWe1A38E2FC_ixmrbawPw5W3ELnesLN99VPhiYa9uO2kcOj_jW1A9pf0dsVeDvS7w4ILC2SoTcsP/s1600/G_model_hair.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1of7_pX74ZT-AbxFmU1p58xZOHmvZJFTLV4sn7LxHcM7_nQ1m3bwcqgRq7xY_AC0mvWe1A38E2FC_ixmrbawPw5W3ELnesLN99VPhiYa9uO2kcOj_jW1A9pf0dsVeDvS7w4ILC2SoTcsP/s320/G_model_hair.jpg" width="320px" /></a></div><div class="commentContent UIImageBlock_Content UIImageBlock_SMALL_Content" data-ft="{"type":33}">I created the hair as I had planned by extruding certain faces on the top of the head. I then tweaked the vertices to give the hair some shape. The same principle was used to create the beard. </div><div class="commentContent UIImageBlock_Content UIImageBlock_SMALL_Content" data-ft="{"type":33}"></div><div class="commentContent UIImageBlock_Content UIImageBlock_SMALL_Content" data-ft="{"type":33}">With the modelling completed it was time to move on to the texturing and unwrapping the UV's. The modelling process took me 2 and a half days worth of work and If I had created the head as a low poly blockout in the first place I believe this process would've take me only a day and a half and allowed an extra day for texturing however its all a learning process and I know for next time. <br />
</div><div class="commentContent UIImageBlock_Content UIImageBlock_SMALL_Content" data-ft="{"type":33}"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNSzK4OIZ8hWpVePbZ0BMS3CSOsmkqaLhdF8dwjDWOtc6Fxbu3N4-lsGIDqtS9G_qBG65w9ofcyu9vxJsMdNkGwCsHfqGymvgEJqI3xQ5yQX56ber93WBTzwO2GgBgOc77ATNrYgeCvE0S/s1600/silhouette.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNSzK4OIZ8hWpVePbZ0BMS3CSOsmkqaLhdF8dwjDWOtc6Fxbu3N4-lsGIDqtS9G_qBG65w9ofcyu9vxJsMdNkGwCsHfqGymvgEJqI3xQ5yQX56ber93WBTzwO2GgBgOc77ATNrYgeCvE0S/s400/silhouette.jpg" width="400px" /></a></div><div class="commentContent UIImageBlock_Content UIImageBlock_SMALL_Content" data-ft="{"type":33}" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"></div><div class="commentContent UIImageBlock_Content UIImageBlock_SMALL_Content" data-ft="{"type":33}" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"></div><div class="text_exposed_root text_exposed" data-ft="{"type":33}" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><span class="text_exposed_show">In the Animators Survival Kit by Richard Williams it explains how silhouettes play a big part in the audiences ability to read the character so I felt it would be a good idea to have a look how my character looked as a silhouette and if the readability of it was instantaneous.</span></div><div class="text_exposed_root text_exposed" data-ft="{"type":33}" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><span class="text_exposed_show"></span></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"> </div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div class="UIImageBlock_Ext"><div class="uiSelector inlineBlock commentHideSelector stat_elem uiSelectorRight" data-autosubmit="1" data-name="hide_option[13156198]" id="ut5hiz_8"><div class="wrap"><a ajaxify="/ajax/ufi/hide_selector.php?comment_id=13156198&commenter_id=1525143463&profile_id=540740360&post_fbid=10151004548450361&can_remove=1&can_report=1&report_link=%2Fajax%2Freport.php%3Fcontent_type%3D71%26cid%3D10151004548450361%26rid%3D1525143463%26cid2%3D0%26profile%3D540740360%26h%3DAfgvMn81XW9fXHlJ&feedback_params=%7B%22actor%22%3A%22540740360%22%2C%22target_fbid%22%3A%2210151004526870361%22%2C%22target_profile_id%22%3A%22540740360%22%2C%22type_id%22%3A%227%22%2C%22source%22%3A%222%22%2C%22assoc_obj_id%22%3A%22%22%2C%22source_app_id%22%3A%220%22%2C%22extra_story_params%22%3A%5B%5D%2C%22content_timestamp%22%3A%221322756868%22%2C%22check_hash%22%3A%22df5e0047463467d7%22%7D" aria-haspopup="1" class="uiSelectorButton uiCloseButton" href="http://www.facebook.com/media/set/?set=a.10150430217245361.625443.540740360&type=3#" rel="toggle" role="button" title=""></a></div><input class="submitButton" type="submit" /></div></div><div class="commentContent UIImageBlock_Content UIImageBlock_SMALL_Content" data-ft="{"type":33}"><a class="actorName" data-ft="{"type":35}" data-hovercard="/ajax/hovercard/user.php?id=1525143463" href="http://www.facebook.com/profile.php?id=1525143463"><strong><span style="color: #3b5998;">Toby Rutter</span></strong></a> <span class="commentBody" data-jsid="text"></span><img height="96px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkqxcJwk3jvTMj68DdNlrjmezu0UwcJ40ofvMyCLiIb0aGvPsIgAO7JwFmUbf9fXvFPKi3yFPbWZS71yeKFMdIOEDoF9zpPY_x21N5qfjONe_5Xi0wwXeB72VYxSt1Q8_9_h3nx-haiBul/s320/silhouettereason.jpg" style="filter: alpha(opacity=30); left: 556px; mozopacity: 0.3; opacity: 0.3; position: absolute; top: 13963px; visibility: hidden;" width="67px" /> <br />
<div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkqxcJwk3jvTMj68DdNlrjmezu0UwcJ40ofvMyCLiIb0aGvPsIgAO7JwFmUbf9fXvFPKi3yFPbWZS71yeKFMdIOEDoF9zpPY_x21N5qfjONe_5Xi0wwXeB72VYxSt1Q8_9_h3nx-haiBul/s1600/silhouettereason.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkqxcJwk3jvTMj68DdNlrjmezu0UwcJ40ofvMyCLiIb0aGvPsIgAO7JwFmUbf9fXvFPKi3yFPbWZS71yeKFMdIOEDoF9zpPY_x21N5qfjONe_5Xi0wwXeB72VYxSt1Q8_9_h3nx-haiBul/s320/silhouettereason.jpg" width="225px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUPrcMJLeexQvCV-rsKC9ROGUrIjvAsBCAy0Q3f1dhN_FxJdWqSiW-BawnGwyl8JRiwwFeo1GXUifwEureBjXuIyC-HlJcqCUxuAK-6iwUS_d5nkbEx0_BCrscx4WXEc72mFj9pO9kYt3d/s1600/face_unwrap.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUPrcMJLeexQvCV-rsKC9ROGUrIjvAsBCAy0Q3f1dhN_FxJdWqSiW-BawnGwyl8JRiwwFeo1GXUifwEureBjXuIyC-HlJcqCUxuAK-6iwUS_d5nkbEx0_BCrscx4WXEc72mFj9pO9kYt3d/s400/face_unwrap.jpg" width="400px" /></a></div><div class="separator" style="clear: both; text-align: center;">I went on to unwrap the UV's to create a texture map. This in theory is alot like sewing a hoody (which I did witness at the hands of my grandma). Certain edges need to be cut in order to straighten out the UV's and then sewn back together once that has been done. </div><div class="separator" style="clear: both; text-align: center;"><br />
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</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOkp18RmT3uJ3sqOGxQ3yLHHR-XaF6sLMFX7bjKZUTHYsaf7W8iFUYYoRREgWW83wd9vy2CvFpWbiwzYhjOh38ft3MthyphenhyphensEyz4uMJcZTnnk2KOVf_eGUL4F_mwAn7GPDQmpdconMGT_b0U/s1600/texturingissues.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOkp18RmT3uJ3sqOGxQ3yLHHR-XaF6sLMFX7bjKZUTHYsaf7W8iFUYYoRREgWW83wd9vy2CvFpWbiwzYhjOh38ft3MthyphenhyphensEyz4uMJcZTnnk2KOVf_eGUL4F_mwAn7GPDQmpdconMGT_b0U/s400/texturingissues.jpg" width="400px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">I did encounter a few minor problems along the way for example in the texture editor I selected what appeared to be only one UV but on my character It selected the entire hand. This whole process was just a matter of trial and error aswell as previous knowledge from tutorials. </div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwhMt91SXV5NIgfLpaChQnG15CPQhWysClC36BnK8gIENCknda7TQoL7QB7OVwzkXBMgXK4EaMs32-LugdQPuEXBWWucS8pc8SGNbgtZ6Sff2yqfoMVFguteJwL6-AMCjtel8nNt-z_XEu/s1600/uv_unwrap_checker.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwhMt91SXV5NIgfLpaChQnG15CPQhWysClC36BnK8gIENCknda7TQoL7QB7OVwzkXBMgXK4EaMs32-LugdQPuEXBWWucS8pc8SGNbgtZ6Sff2yqfoMVFguteJwL6-AMCjtel8nNt-z_XEu/s400/uv_unwrap_checker.jpg" width="400px" /></a></div><div class="separator" style="clear: both; text-align: center;">Once the UV's were unwrapped and then sewn back together I applied a checker texture onto the model. This basically helps to see if the UV's have been sewn back together correctly and also to see if there are any problem areas on the model that would need to be fixed in the UV texture Editor. </div><div class="separator" style="clear: both; text-align: center;"><br />
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</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCXoAGJthd7K6jEXPHJzoEW5Dox7OWi8IQEQ3H_QPCJco94kFDGM6AoFYpsg5XRKq0_A6LLGSwocpUGnKPNqPzVGPCZqM07NpJUCa2s0hxd0nHWfKspOSbvOUmQePJS55462pdnLBXRwo_/s1600/mayarender2.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCXoAGJthd7K6jEXPHJzoEW5Dox7OWi8IQEQ3H_QPCJco94kFDGM6AoFYpsg5XRKq0_A6LLGSwocpUGnKPNqPzVGPCZqM07NpJUCa2s0hxd0nHWfKspOSbvOUmQePJS55462pdnLBXRwo_/s320/mayarender2.jpeg" width="320px" /></a></div>This shows a rendered version of the character. I applied a basic underpaint to the texture map and then set it up in Maya so that the texture would have a direct link to the photoshop format of the file so I could simply work on the texture then just reload it on maya to show the updated texture map (another great time saver)<br />
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<div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge6YKNvc_csg-CJlodHV9ahwLzLisorblUYT6Ey5T7_Poqaouugz1l-B3-jUwKGKVQHnyq963jF3qqTEcz1XnslOwXWolnsKO0kHOe5kFEecdHiay9kE8gPx3Bnl4jy2YMh9fzGEg7DZZq/s1600/Texturemap_senator.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge6YKNvc_csg-CJlodHV9ahwLzLisorblUYT6Ey5T7_Poqaouugz1l-B3-jUwKGKVQHnyq963jF3qqTEcz1XnslOwXWolnsKO0kHOe5kFEecdHiay9kE8gPx3Bnl4jy2YMh9fzGEg7DZZq/s320/Texturemap_senator.jpg" width="320px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">Texture map after the UV unwrap.</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitopfxsuSgEYbKVr6Qxmncta0oldcNxpPxJsoKRpriE109eXMPeJeqEPan4YuTKRD4drx8lh1aLNfAKkuOZusfsLpWoBfS5BuVDQNuiRPZG2rixknXsklUdWHGhvrW_omd6gVjNxVOTDWv/s1600/Texturemap_senator%2528unbderpaint%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitopfxsuSgEYbKVr6Qxmncta0oldcNxpPxJsoKRpriE109eXMPeJeqEPan4YuTKRD4drx8lh1aLNfAKkuOZusfsLpWoBfS5BuVDQNuiRPZG2rixknXsklUdWHGhvrW_omd6gVjNxVOTDWv/s320/Texturemap_senator%2528unbderpaint%2529.jpg" width="320px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">Texture map with the underpaint done in photoshop.</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: left;">The next phase within the production and the most difficult in my opinion was the rigging and skinning. This was the area I had the least practice in and so I had to make sure I left myself enough time to do it. </div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: left;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA6Epnrh_vELLVy4kvg_AnNhmcdXyj3gK6GMc21JBrTUjF5v_UUIMxanGuu4_E8etmo0oqJVLcIDUzY_JBpojOh98fKVv-YILzZUeDz8SUohtcrGJEG_qL8lg2wwvAuEHJVCkCI8V3mTYl/s1600/jointorientation.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA6Epnrh_vELLVy4kvg_AnNhmcdXyj3gK6GMc21JBrTUjF5v_UUIMxanGuu4_E8etmo0oqJVLcIDUzY_JBpojOh98fKVv-YILzZUeDz8SUohtcrGJEG_qL8lg2wwvAuEHJVCkCI8V3mTYl/s400/jointorientation.jpg" width="400px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">The first order of business was the joint placement and orientation. The orientation as I posted previously is making sure the axis on the joints all align correctly so for example the X axis always points towards the child joint. I had already pre-planned the joint placement so that was done fairly quickly however I did encounter a few orientation problems along the way. NOTE: As I mentioned previously it is CRUCIAL to name your joints as you go along. </div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7kZ63Mm0Dg9N-ax4Vb0W3pAmjuqtiuIkfC8N3ru7TwTswBqTsuBTxAFw2Hod3EzD6CtJLshnRbsiU4d0krJ8oWAmzMZiPd22YvrzqZa76xZz5yQlb0ucSXJvuzg_2X71WGFUHR4PxAicn/s1600/jointorientationeg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7kZ63Mm0Dg9N-ax4Vb0W3pAmjuqtiuIkfC8N3ru7TwTswBqTsuBTxAFw2Hod3EzD6CtJLshnRbsiU4d0krJ8oWAmzMZiPd22YvrzqZa76xZz5yQlb0ucSXJvuzg_2X71WGFUHR4PxAicn/s400/jointorientationeg.jpg" width="400px" /></a></div><div class="separator" style="clear: both; text-align: center;">As I was having problems with my joint orientation I decided it would be best to study this rig that was created by Toby Rutter during last years Killuminati game project. By carefully studying the way this rig worked and understanding the hierarchies within outliner, I managed to mimic it and adapt it to my own rig which proved extremely useful.</div><div class="separator" style="clear: both; text-align: center;"><br />
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</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdwBg3XynXFpK-QuCmAKJY5lwbfE3bBQOxrvozYwFS7qPBWT3unlJZcsn63y-kZDofrbSH3sJS1D3BizSRRR3w5mckCeGRKFoz4HUrYXTN6JYxGtPvfoampRds1MJM3MvWjEpM4rTDxR41/s1600/rig_setup2%2528jointorientation%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdwBg3XynXFpK-QuCmAKJY5lwbfE3bBQOxrvozYwFS7qPBWT3unlJZcsn63y-kZDofrbSH3sJS1D3BizSRRR3w5mckCeGRKFoz4HUrYXTN6JYxGtPvfoampRds1MJM3MvWjEpM4rTDxR41/s400/rig_setup2%2528jointorientation%2529.jpg" width="400px" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5bawYNJRxXk39WHuQfsbf9Ya_1otLXGWRNTUzuFy83-OdlYuTQvOKAiWyxEMRzWoYMLXjhU1oasl8wPo1xlECL7_izd2xX-7l9ilo7xWuuj02YDQJCA9zBr5Uh_w4-jGoKrgcdkHbzZr6/s1600/rig_controllers.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5bawYNJRxXk39WHuQfsbf9Ya_1otLXGWRNTUzuFy83-OdlYuTQvOKAiWyxEMRzWoYMLXjhU1oasl8wPo1xlECL7_izd2xX-7l9ilo7xWuuj02YDQJCA9zBr5Uh_w4-jGoKrgcdkHbzZr6/s400/rig_controllers.jpg" width="400px" /></a></div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">The rig was constructed with an IK spline tool used in the spine joints and then adding cluster deformers to the curve. The arms were created as IK handles, ikRPsolver with the sticky setting turned on. I then went on to add constrains such as orient at the wrist and pole vector for the elbows. The same method was used to create the legs. The neck is a simple IK handle again with orient constrains on the chin joint only allowing rotation of the head.</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM5rHyO6O-7soAeecdAlxclS4cDKpZKeo0xIRU01cUwH8wgLatGYgcDJJfuZ5I1GzQi6UEfCVLtctFiNX6gydbxpc52b5RnYWmTPdCKWV3gwpC7aTaY2q-x-gpztx7SSHjtZP3eBg19E3V/s1600/rig_testpose1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM5rHyO6O-7soAeecdAlxclS4cDKpZKeo0xIRU01cUwH8wgLatGYgcDJJfuZ5I1GzQi6UEfCVLtctFiNX6gydbxpc52b5RnYWmTPdCKWV3gwpC7aTaY2q-x-gpztx7SSHjtZP3eBg19E3V/s320/rig_testpose1.jpg" width="320px" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDxFgSJci1tivHH4eP9wXcZSouyT_WUGTwn0NVDRT829BS8_z3v80jNYugA4LNizD81N_QPuZi5VGy1qd-dLbZbJTYadLHKZeq3Aps9jMGtBFb5oXOF6wGr-SOs1C2jzAwnii0l0ltUjOJ/s1600/Rigpose1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDxFgSJci1tivHH4eP9wXcZSouyT_WUGTwn0NVDRT829BS8_z3v80jNYugA4LNizD81N_QPuZi5VGy1qd-dLbZbJTYadLHKZeq3Aps9jMGtBFb5oXOF6wGr-SOs1C2jzAwnii0l0ltUjOJ/s320/Rigpose1.jpg" width="320px" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjZ_ljOzHkyV8hhk1L6DlLv9fKb38IoW0sTxtNcgeeN-EGUMr48Pmt3V1gGyP_TdFNSLT1CUDtVVSFAFiP23Enc4AAv1afD07pa04hG170S8qfjyFtQBRK8bIiAVrJXKITlz9NKnNKsL4J/s1600/orient_mistake.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjZ_ljOzHkyV8hhk1L6DlLv9fKb38IoW0sTxtNcgeeN-EGUMr48Pmt3V1gGyP_TdFNSLT1CUDtVVSFAFiP23Enc4AAv1afD07pa04hG170S8qfjyFtQBRK8bIiAVrJXKITlz9NKnNKsL4J/s320/orient_mistake.jpg" width="320px" /></a></div><div class="separator" style="clear: both; text-align: center;">There were a few minor issues with the rig, mainly to do with the constrains however these were easily solved.</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><br />
</div><div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYQHbbxuVUcCi2ZVLis5tXYKmpfIt-wScfBkflSk1JCrzkUTrHdmqN3VyswmW2QidaCTHGuMYeRlGGYQH1be-1gv0hrln9MNJdmlnlKSgrDWUtHyFRmm6t7n5e4ndOKXB9LAov29BRRy9y/s1600/rigpose2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYQHbbxuVUcCi2ZVLis5tXYKmpfIt-wScfBkflSk1JCrzkUTrHdmqN3VyswmW2QidaCTHGuMYeRlGGYQH1be-1gv0hrln9MNJdmlnlKSgrDWUtHyFRmm6t7n5e4ndOKXB9LAov29BRRy9y/s320/rigpose2.jpg" width="320px" /></a></div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><br />
</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;">With the rig created and functional and all the controllers parented to the joints I decided to do a quick skin bind and test out a few poses for my character. Happy with the functionality of the rig I needed to skin the character. This basically means that the rig and geometry need to be combined and then areas of influence needed to be set. An influence means which vertices on the geometry is affected by a certain joint. This was setup using the paint skin weights tool.</div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><br />
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</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlq1HbHMaKebGy-rW34Vtv8Jj4bxypX-PEDZ-V37aR-rIaB8BFNjtH-uHG5InDIYvdEhGQ3ZYyE_6cFP527tMX029CEuwr7rrOkHtm17v47P3o5cvx1NbsSMJbNa40KltUu-vkJedvZAEW/s1600/skinning2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlq1HbHMaKebGy-rW34Vtv8Jj4bxypX-PEDZ-V37aR-rIaB8BFNjtH-uHG5InDIYvdEhGQ3ZYyE_6cFP527tMX029CEuwr7rrOkHtm17v47P3o5cvx1NbsSMJbNa40KltUu-vkJedvZAEW/s320/skinning2.jpg" width="320px" /></a></div><div class="separator" style="clear: both; text-align: center;">After a few minor tweaks he was ready to begin the animation phase. </div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYzq3YO8HRkchm8ZE0fv8um2-08jR-rdAfpKqu04v-4lxX6iYJyZARcj4oFfsToYnRlCBcukLK90WWOYghdbeph_WYMCqqBKC8d34bP6l8ALW-lNvEPA7-mfBpy8b8EE14-feJ3cHGWaae/s1600/test_pose.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213px" mda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYzq3YO8HRkchm8ZE0fv8um2-08jR-rdAfpKqu04v-4lxX6iYJyZARcj4oFfsToYnRlCBcukLK90WWOYghdbeph_WYMCqqBKC8d34bP6l8ALW-lNvEPA7-mfBpy8b8EE14-feJ3cHGWaae/s320/test_pose.jpg" width="320px" /></a></div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;">Final Test poses of the Senator Gracchus.</div></div><div align="center" class="text_exposed_root text_exposed" data-ft="{"type":33}" id="id_4ee0bcba9f0486613824163" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"> </div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-41926357063649457962011-12-08T06:27:00.000-08:002011-12-08T06:27:12.686-08:00Week 7Due to the malfunction of my laptop I am currently unable to progress the pipeline, particularly through the use of Maya as I do not have any computer capable of running Maya at this present moment. This has obviously presented me with many problems and difficulties however there is a saying that goes 'every cloud has a silver lining'.... what does clouds and silver have to do with my problem???? Its very simple.... Without the use of digital media to keep the pipeline flowing, I now have to look into other ways of working ie Non digital. This circumstance now presents a whole new dynamic to the productivity of my project. To keep pushing forwards I have had to delve into other techniques an processes that may in actual fact be more beneficial as opposed to going straight into the digital processes as was planned.<br />
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This has led me to creating what can be seen as a blueprint for my character. The plan being that if I plan out my processes step by step I know exactly how to do it when my new PC arrives. This blueprint needs to be very well documented and very thorough so that I can achieve a high quality outcome with efficiency. I believe this diversion in my project has come as a blessing as it has given me a better way of designing a character as well as demonstrating my further understanding of Maya after the last 5 weeks. I also believe that this process of 'blueprinting' can be repeated as a technique for upcoming projects and even find its place in the industry if its not already within the industry. It is also a process that requires me to not only think as an artist, but also more technically and step into the shoes of a modeller, texturer & rigger. I think that this could be very beneficial to the entire pipeline as each person will receive the documentation as a guide for there particular field of expertise and even improve and pass it on to the next area with an updated blueprint and even instruction for the next person as a starting point.Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-47435117434779548412011-11-09T07:21:00.000-08:002011-11-09T07:21:34.231-08:00Week 5Week 5 saw the rigging process for the female low poly model. During those 3 days I had learnt more about rigging then I had in my entire year and a half of using maya which goes to show that once you put your mind to it, you can achieve it. However it was a crushing moment when I learnt that my rig was not going to work due to the differences between the model I had created and the model that the book was using therefore I had to miss certain steps out and as a result when I reached a certain point I could go no further. Though this was pretty upsetting it was not entirely a waste of time as I learnt ,any lessons along the way. <br />
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If you move a joint it needs to be re-orientated as the LRA stays at the orientation in which it was created and is no longer aligned with the child joint. ( LRA stands for Local Rotation Axis)<br />
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If you scale or rotate a joint then you need to Freeze Transformation as Maya must have the correct translation values so that it knows where that joint is located in world space or in relation to its parent joint.<br />
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You do not need to re-orient the joint if the entire joint hierarchy has been moved.<br />
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Naming the joints when creating a rig is extremely important. An easy way to do this is Modify>Search and Replace names and then for eg search for joint and replace with spine.<br />
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Adding prefix to a hierarchy such as the arms and legs eg left_<br />
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Always create the FK before the IK <br />
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An essential Introduction to Maya Character Rigging - Cheryl Cabrera (2008)<br />
The above pointers are but a few of the things that this painstakingly long process taught me and it has definately left me with valuable lessons for when I create my final rig for my low poly character. <br />
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Note to self, always create character with arms out away from the body.<br />
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<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/mYCOXPgGTsc" width="560"></iframe><br />
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Art of the game youtube channel<br />
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3 days of rigging and its not going to work.Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-52775768506500277062011-10-24T15:44:00.000-07:002011-10-24T15:44:27.749-07:00Week 4<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 15px;">Week 4 has been a tough development and learning process for the rigging area of the pipeline. It has been the first time I have ever tried to rig and it should NEVER EVER be underestimated. From what I have gathered about the rigging process, it is that crucial period in which the outcome of the rig depends on your skills as a modeller and consequently influence the animation process and so on. On a note of workflow I have learnt a few valuable lessons about how the rigging process fits into the whole pipeline of game production and how choosing the right time to rig your model can be crucial to the entire process.</span><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 15px;">First I will talk about what I have learnt about the process of rigging and then I'll go on to the workflow process of rigging. </span><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif;"><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">Rigging is the process in which (game) assets that require animation are given what is effectively a virtual skeleton in order to allow the animator to easily and realistically manipulate the asset. Rigging is mostly used for characters as they require an efficient method of manipulation without letting the scene file get too messy. In this case I will be mainly talking about rigging a character although rigs can be created for any asset that needs manipulating for example a crane would require a rig if it were to be animated (although its not compulsory it would definitely speed up the workflow which is crucial). </span></span></span><br />
<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif;"><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;"><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif;"><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">For a humanoid character we must first look into the bio-mechanics of the human body.... This effectively means how we move in fancy words. The adult human skeleton has 206 bones and although we don't need to understand what every single bone does (unless you are animating for medical science uses) we do need a general understanding of certain key bones and their limitations so we can mimic this in our rigs as realistically as possible.</span></span></span><br />
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</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: x-small; line-height: 15px;">An example of how bio-mechanics can influence the rigging process can be explained with this page from the book The complete Idiots guide to Anatomy & Physiology by Michael Lazaroff (2004). On this page it explains how the human skeleton is essentially 2 skeletons within 1. The first being the axial skeleton which is composed of the skull and the spine; the second part of the skeleton is the appendicular skeleton which is composed of the arms and pelvis through to the legs. The reason they are classed as 2 different skeletons is because they are believed to have evolved separately to one another. Biology aside, the reason we can look at this in terms of rigging is because I now posses better understanding of the skeleton and when I rig my character I now know to create the different joint hierarchies separately up until a certain point. This allows me to give my undivided attention to certain areas of the rig to achieve maximum realism and when I am satisfied I move on to the next bit. This is also an example of a systematic workflow in which the chances of messing up the entire rig is reduced. </span></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizGgIA1t2tC9QpOnuf-nw3VUModsz8rP_SWgp4igdTck1918fK4C18VwlBLss6dYnYjwYaP8k1TkCQ79XfKSFyW9c7-xdxGVz9g69L-h2W5VrvEZuSWa7q5wscDJnfepG-APL4e2fPmYGn/s1600/IMG_0190.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizGgIA1t2tC9QpOnuf-nw3VUModsz8rP_SWgp4igdTck1918fK4C18VwlBLss6dYnYjwYaP8k1TkCQ79XfKSFyW9c7-xdxGVz9g69L-h2W5VrvEZuSWa7q5wscDJnfepG-APL4e2fPmYGn/s400/IMG_0190.jpg" width="290" /></a></div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUbv9Q3x23IEcfHKrxeHy8oDA1WCoUoqkkSU99E_wh8VxYuvnBOA_ZlsZV6PvB9RJtn7SA9E3lxJGlGYPjWQ8bTToHoEc94HsU9pWoDGy8Tf0N0BW3mMGRA2zwouwyrxILLfp297C69gz8/s1600/IMG_0191.jpg" imageanchor="1" style="clear: right; display: inline !important; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUbv9Q3x23IEcfHKrxeHy8oDA1WCoUoqkkSU99E_wh8VxYuvnBOA_ZlsZV6PvB9RJtn7SA9E3lxJGlGYPjWQ8bTToHoEc94HsU9pWoDGy8Tf0N0BW3mMGRA2zwouwyrxILLfp297C69gz8/s400/IMG_0191.jpg" width="290" /></a><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif;"><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;"><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif;"><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">The other valuable lesson to be learnt from bio-mechanics is the different types of joints that exist within the human body and where these joints would be. Above is the same book which explains the different types of joints both visually and text explanations. This is important to keep in mind, particularly when creating controllers for the rig as every joint within the human body will have its limitations. For example the shoulder joint which is a ball and socket joint will allow rotation all the way around in certain axis as well as movement towards and away from the body however it will have limitations in movement for example cannot do the same movement as say a knee joint. </span></span></span><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCqwItMH4n4Pq-31utYo08Hej0dAKOoqtZ5ZcrCmiZExF4sgFS0-37W0lmelj4bw-d_i2lnVR917sYKWAG0QSlqLItOdt1wXWg706lXNwX80VG3LxOdB1WaqX6Y8KcbOumzIVEzFSrOZSX/s1600/IMG_0193.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCqwItMH4n4Pq-31utYo08Hej0dAKOoqtZ5ZcrCmiZExF4sgFS0-37W0lmelj4bw-d_i2lnVR917sYKWAG0QSlqLItOdt1wXWg706lXNwX80VG3LxOdB1WaqX6Y8KcbOumzIVEzFSrOZSX/s400/IMG_0193.jpg" width="290" /></a></div><span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif;"><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;"><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif;"><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">This explains the function of the shoulder joint movements and so by using this knowledge I can constrain my rig correctly to mimic the human skeleton as accurately as possible. A few other pointers I have picked up whilst working through the rigging process.</span></span></span><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 15px;">The Local rotation axis for FK should have the axis match the world axis as closely as possible.</span><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 15px;">The Local rotation axis for IK should have the x axis pointing towards the child joint.</span><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 15px;"><span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 15px;">The use of referencing when creating the rig allows you to do the final tweaks to the modelling while the rig is being created. </span></span><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 15px;"><span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 15px;">Organising files is key to an efficient workflow.</span></span><br />
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<span class="Apple-style-span" style="color: #111111; font-family: Helvetica, Arial, sans-serif; font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">Systematic workflow I found on a forum from a games designer:</span></span><br />
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<span class="Apple-style-span" style="background-color: #fefefe; color: #111111; font-family: Helvetica, Arial, sans-serif;"><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">Design:</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">1. We write down/ sketch the basic game concept on paper and pin it somewhere. (this is better done up-front as it will help you with level and asset creation). </span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">2. We then start filling out stuff we've missed and pin it again. (this is a continuous process)</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">3. Our concept/ level design artist starts sketching the first levels and the props that we'll need.</span></span><br style="-webkit-box-shadow: none !important;" /><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">Assets:</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">4. I usually start with modeling the low-poly prop cages in 3ds max.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">5. We test the unwrapped/ untextured props in a level mock-up.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">6. We tweak the low-poly versions to fit our level design (scale, alignment, pivots, etc)</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">7. I unwrap all the assets.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">8. I prepare those that need normal maps for mudbox/ zbrush. (drop an edit poly on the stack and optimize polygon density and hard edges)</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">9. I export the unwrapped models and paint the base textures using Mudbox and Photoshop.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">10. We do another dry run with the basic textures.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">11. Detail texture pass. (Or mudbox sculpting/ exporting/ normal map baking pass)</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">12. Beta Level (or level module) assembly.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">13 Test again.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">14 Final tweaks</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">15 Final level assembly.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">16 Final test.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">(despite their titles, the last 3 steps will usually be repeated a few times)</span></span><br style="-webkit-box-shadow: none !important;" /><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">If you don't have a dedicated programmer working on the mechanics while you create the assets, you're better off coding your basic gameplay elements between step 6 and 7. This way, you're not going to waste so much time with assets that might not be needed due to your gameplay mechanics.</span></span><br style="-webkit-box-shadow: none !important;" /><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">Also, when starting on a level we usually pick the most complex module (a room or a part of the map/ zone) and do that first, just to pin the atmosphere down and check if the props we've planned will suffice or fit together nicely. Once done, we move on to the rest of the level.</span></span><br style="-webkit-box-shadow: none !important;" /><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">Once we complete a level, we play test it (extensively) and usually abuse the Combine scripts and the "Delete key" untill everything performs as it needs to.</span></span><br style="-webkit-box-shadow: none !important;" /><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">17. Material tweaks (AO and so on)</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">18 Second unwrap pass (channel 2) and lightmap baking. We usually do this on groups (based on object proximity) and we try to avoid Flatten Mapping as much as possible.</span></span><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">19. Beer, rinse, repeat from #2.</span></span><br style="-webkit-box-shadow: none !important;" /><br style="-webkit-box-shadow: none !important;" /><span class="Apple-style-span" style="font-size: x-small;"><span class="Apple-style-span" style="line-height: 15px;">P.S: we've tried other workflows and ways to do this, but this fits our now 3 manned team (down from 5) perfectly.</span></span></span><br />
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</span></span>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-65702037122854573342011-10-17T13:47:00.000-07:002011-10-17T13:47:42.359-07:00Week 3Week 3 has been a very steep learning curve in terms of both Maya and the pressures of working to a deadline. I'll start with the Maya first; I wanted to start this week by allowing myself the first two days to create a low poly character that I could go on to texture and rig by the end of the week. Considering I did not really understand texturing at all and the only model I had ever rigged was the hand from last week I realised this was quite a daunting task ahead of me and decided to break up my available working days into 2 day periods in which I could focus on modelling for Monday and Tuesday, texturing for Wednesday and Thursday and rigging on Saturday and Sunday.<br />
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To help me with modelling the character I needed abit more learning resource and so I looked at a few online tutorials and found this one particularly useful. Combining this tutorial with what I had learnt last week I managed to quickly model a female character without the head and hands by the end of Monday in the space of about 8-9 hours.<br />
<a href="http://www.creativecrash.com/maya/tutorials/character/c/real-time-character-modeling-tutorial">http://www.creativecrash.com/maya/tutorials/character/c/real-time-character-modeling-tutorial</a><br />
I felt much more comfortable with the modelling tools in Maya and I feel as though I have developed a further understanding into modelling systematically for example going from a block stage model to achieving a roughed out figure to working in the details and I felt that many tools such as the Insert edge loop and Split polygon tool (Known as Interactive Split tool in Maya 2012) can help model effectively when its uses are understood within 3D space. I wanted to focus more on the modelling aspect as opposed to character design which is why I based my model off an accurately proportional sketch of a woman.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNtWaoAZXT2fCYgDVJ5Mn50UaIVdZeSkiRus5mw82QZhNR5BE3G9erhaDfDVKJrQh9VTnFs9JqeHJmvQ69Ly2PRrCNmAkSGovMM9oMnPZaXoqa62wTLNaN-AOUwiO4WiuooiC9mawngEO9/s1600/female+proportions.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNtWaoAZXT2fCYgDVJ5Mn50UaIVdZeSkiRus5mw82QZhNR5BE3G9erhaDfDVKJrQh9VTnFs9JqeHJmvQ69Ly2PRrCNmAkSGovMM9oMnPZaXoqa62wTLNaN-AOUwiO4WiuooiC9mawngEO9/s320/female+proportions.jpg" width="232" /></a></div><br />
<div style="text-align: center;">From 2D (above) to 3D (below)</div><div style="text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgYgStjoTNh2IjrgkgU3dRC6Pth4-hlItmVabnrM11C3okccAIcG9k57Xy2p6FhYTl2bCOkiD8KuB547o-tc6cBxTzX0a1HHtShfoJ3l_sYKt4MsEvVWqeyzw6AqaEDEDHe1Cdr6dsFJR9/s1600/female2.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgYgStjoTNh2IjrgkgU3dRC6Pth4-hlItmVabnrM11C3okccAIcG9k57Xy2p6FhYTl2bCOkiD8KuB547o-tc6cBxTzX0a1HHtShfoJ3l_sYKt4MsEvVWqeyzw6AqaEDEDHe1Cdr6dsFJR9/s320/female2.jpeg" width="320" /></a></div><br />
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These images show my Female model from different profiles. By the shapes and characteristics I would definately say that as an audience you can tell it is a female which I confirmed by asking various people again Via Facebook. A few critical points I have to say for the model:<br />
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<ul><li>The waistline goes unnaturally thin as it approaches the navel area and needs to be a more rounded and smooth curve.</li>
<li>The backside area needs more definition and again a more rounded and smooth outcome.</li>
<li>The thighs in comparism to the knees do not have enough difference in broadness and generally the thigh area needs greater definition. </li>
<li>The breasts are too large and when compared to the hips makes the model unnatural.</li>
<li>The shoulders are too broad and need to be narrowed to give her a more feminine look.</li>
</ul><div>On the plus side however.... she DOES look like a woman so overall I do have to say it has been a good attempt and with only 1600 tris its a good start to creating a low poly model. In terms of the topology of the model although it does look pretty symmetrical and fairly even there are areas that need improvement or atleast more consideration when it comes to remodelling next time. </div><br />
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Here is a few low poly models used for a MMO called Allods online which was posted on a forum by one of the artists. <a href="http://www.polycount.com/forum/showthread.php?t=74450">http://www.polycount.com/forum/showthread.php?t=74450</a><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8OvWQ3fY6p3KnYQ1XWudesCDYexDNCmFOkMMyCsFhEzyA1YD_ShhYM-yB0O2a3HDZOdog_U4csNg0c6agwRVyp2LhQv-438RUMamfYRW_ArsGmr4c2yHL1bN8SbPdlTttoJvmiWe4dctI/s1600/000gh23q.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="263" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8OvWQ3fY6p3KnYQ1XWudesCDYexDNCmFOkMMyCsFhEzyA1YD_ShhYM-yB0O2a3HDZOdog_U4csNg0c6agwRVyp2LhQv-438RUMamfYRW_ArsGmr4c2yHL1bN8SbPdlTttoJvmiWe4dctI/s400/000gh23q.jpg" width="400" /></a></div><br />
These models range between 3000 - 6000 Tri's yet they hold so much form and detail. This is something I believe is achievable for my own project and all the texture/shadow/detail is all simply 1 texture map with all of it painted onto one file in photoshop in seperate layers, no spec maps etc.<br />
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Which leads me on to Wednesday - Thursday which I focused soley on texturing. Texturing is the one process that I really found difficult and very hard to get my head around which is strange and I come from a textile manufacturing family background however its not quite the same I suppose in 3D software however there are theoretical similarities such as knowing where to put seams and were to sew the UV edges. Pre-Wednesday I also did not understand what a UV was entirely so I did some research online and found a great definition.<br />
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<div style="font-family: sans-serif; font-size: 13px; line-height: 1.5em; margin-bottom: 0.5em; margin-top: 0.4em;">'This process projects a <a href="http://en.wikipedia.org/wiki/Texture_mapping" style="background-attachment: initial; background-clip: initial; background-color: initial; background-image: none; background-origin: initial; background-position: initial initial; background-repeat: initial initial; color: #0645ad; text-decoration: none;" title="Texture mapping">texture map</a> onto a 3D object. The letters "U" and "V" are used to describe the 2D mesh because "X", "Y" and "Z" are already used to describe the 3D object in model space.</div><div style="font-family: sans-serif; font-size: 13px; line-height: 1.5em; margin-bottom: 0.5em; margin-top: 0.4em;">UV texturing permits polygons that make up a 3D object to be painted with color from an image. The image is called a UV texture map, but it's just an ordinary image. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangle shaped piece of the image map and pasting it onto a triangle on the object. UV is the alternative to XY, it only maps into a texture space rather than into the geometric space of the object. But the rendering computation uses the UV texture coordinates to determine how to paint the three dimensional surface.' (www.wikipedia.org) Thanks wiki :)</div><div style="font-family: sans-serif; font-size: 13px; line-height: 1.5em; margin-bottom: 0.5em; margin-top: 0.4em;"><br />
</div><div class="separator" style="clear: both; font-family: sans-serif; font-size: 13px; line-height: 19px; text-align: center;"></div><div style="font-family: sans-serif; font-size: 13px; line-height: 1.5em; margin-bottom: 0.5em; margin-top: 0.4em;">With my head now around what a UV was I could then go on to the mapping the UV's on my model. This was a painstakingly long process and took the combined effort of book and online tutorials as well as a lot of trial and error. </div><div class="separator" style="clear: both; font-family: sans-serif; font-size: 13px; line-height: 19px; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimkY9kjSZ6cahRNekhMUP6g9UQ8I_uM2kZYRmzqk_JKAga9ngIb3ckuQYR5UaZyTfxGBwjXh-jLXxI-xPC0520d76xZ0pb2zyDpTo4rX3owihfI1BiyIuKpym0ftBsVaW__7Rg4jYBlSui/s1600/texturemap.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="193" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimkY9kjSZ6cahRNekhMUP6g9UQ8I_uM2kZYRmzqk_JKAga9ngIb3ckuQYR5UaZyTfxGBwjXh-jLXxI-xPC0520d76xZ0pb2zyDpTo4rX3owihfI1BiyIuKpym0ftBsVaW__7Rg4jYBlSui/s640/texturemap.jpg" width="640" /></a></div><div style="font-family: sans-serif; font-size: 13px; line-height: 19px;"> When I finally did manage to unwrap my UV edges successfully in the UV Texture editor I found that too many seams in the texture would make it difficult to match up all the edges correctly by the colours and it was likely to show up when rendering, particularly if the seams ran through the middle of the model. </div><div class="separator" style="clear: both; font-family: sans-serif; font-size: 13px; line-height: 19px; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3zAWbmqeVRzfl8QJvBLVIRuU74LdtWMttfd_VfSt2cjDqrEzHNG8J9D0jBKAePckEed4H3KfDajRVC5WdnzAInVZBE0WnNVo2ewFUSyCRcASzTTOSasktL7xZ-EpzahycGMOmmDNWL4LC/s1600/uvcut.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="194" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3zAWbmqeVRzfl8QJvBLVIRuU74LdtWMttfd_VfSt2cjDqrEzHNG8J9D0jBKAePckEed4H3KfDajRVC5WdnzAInVZBE0WnNVo2ewFUSyCRcASzTTOSasktL7xZ-EpzahycGMOmmDNWL4LC/s640/uvcut.jpg" width="640" /></a></div><div style="font-family: sans-serif; font-size: 13px; line-height: 19px;"> Thinking about the positioning of the seams is important and I think that for future projects I should definately bear this in mind when modelling or even designing the character however I did learn there are a few tools that can help you avoid this. </div><div class="separator" style="clear: both; font-family: sans-serif; font-size: 13px; line-height: 19px; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi60-K1l_P_AY8nvt1JbDdeKsCJezoSEaidkTiVHw95SyrthkGsXe0ZcQS46sNbC2D2OCS6NvHHczStBNmP_JZtfeAATlJRrmJq5eyM69mo1bXyietr7LMQOH0b7FxEHciaQswGYDIf8ZrW/s1600/uvsewedges.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="194" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi60-K1l_P_AY8nvt1JbDdeKsCJezoSEaidkTiVHw95SyrthkGsXe0ZcQS46sNbC2D2OCS6NvHHczStBNmP_JZtfeAATlJRrmJq5eyM69mo1bXyietr7LMQOH0b7FxEHciaQswGYDIf8ZrW/s640/uvsewedges.jpg" width="640" /></a></div><div style="font-family: sans-serif; font-size: 13px; line-height: 1.5em; margin-bottom: 0.5em; margin-top: 0.4em;">One of these tools being the Sew Uv edges which cuts down the number of seams therefore allowing a cleaner texture. </div><div style="font-family: sans-serif; font-size: 13px; line-height: 1.5em; margin-bottom: 0.5em; margin-top: 0.4em;"><br />
</div><div style="margin-bottom: 0.5em; margin-top: 0.4em;"><span class="Apple-style-span" style="font-family: sans-serif; font-size: x-small;"><span class="Apple-style-span" style="line-height: 1.5em;">My final learning curve of this week was not so much something I had learnt in Maya but rather a practical issue. It is vital to save important work to 2 </span><span class="Apple-style-span" style="line-height: 19px;">separate</span><span class="Apple-style-span" style="line-height: 1.5em;"> locations just in case one file becomes corrupted and also its good to keep hardware running as smoothly as possible i.e laptop as mine crashed and was out of </span><span class="Apple-style-span" style="line-height: 19px;">commission</span><span class="Apple-style-span" style="line-height: 1.5em;"> for 4 days which really pushed me back on my schedule. This coming week I will focus solely on the rigging process and how the research of anatomy can help me achieve greater and more realistic rigs. </span></span></div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com1tag:blogger.com,1999:blog-4130218355430343263.post-2891785084511774232011-10-10T08:36:00.000-07:002011-10-10T08:36:08.307-07:00Week 2<span class="Apple-style-span" style="font-family: inherit;">Week 2 saw alot of modelling practice. This was done from tutorials in a book called Maya for Games by Michael Ingrassia. I feel that the modelling practice really helped me grasp the concept of modelling within 3d space and it helped me get more comfortable with using the perspective view when modelling as opposed to the orthographic viewpoints. I also modelled my first human hand, head and body and really managed to understand the whole process alot better. </span><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUKZrHxs065pncezQIYYpfzXDPOWiNOjxupvNWlmQGLt5K_NUwhoktLqPRTCruD0mRGAx4zdvRuV8mURIc59vGwsdZPRYTLVmPOLBSvlUin_IewMJPaSCiJmKyDkwMAmUm1rt8rnzXS8KQ/s1600/hand_1.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUKZrHxs065pncezQIYYpfzXDPOWiNOjxupvNWlmQGLt5K_NUwhoktLqPRTCruD0mRGAx4zdvRuV8mURIc59vGwsdZPRYTLVmPOLBSvlUin_IewMJPaSCiJmKyDkwMAmUm1rt8rnzXS8KQ/s320/hand_1.jpeg" width="320" /></span></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyfKBhVIq8bhtErKfCSGVclAGkSZ0_PznWTZGSLdlBoU5xxDqt6Qh2LEcLrDF57BgiJeNB4bCO_sF-CltnJDeN5w9gFWsWrCrYXfYbVK9s4q2EjTOlkbM5zzK02Wjpqwasnl6NRO-dvGe7/s1600/hand_2.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyfKBhVIq8bhtErKfCSGVclAGkSZ0_PznWTZGSLdlBoU5xxDqt6Qh2LEcLrDF57BgiJeNB4bCO_sF-CltnJDeN5w9gFWsWrCrYXfYbVK9s4q2EjTOlkbM5zzK02Wjpqwasnl6NRO-dvGe7/s320/hand_2.jpeg" width="320" /></span></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixObK3t3N56_q4XWWaR5bIQRwhJlJnSlLiG-Waw4c08floSAzz_9iRjVOWaRBErpSr2CxJ0Q0Q5KtLKTeOMUUZS-B3X4yfsljm3N7rF60z-Rz-yZlkOWub5NoXIz6ptGBz1XnYIPugeym6/s1600/hand_3.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixObK3t3N56_q4XWWaR5bIQRwhJlJnSlLiG-Waw4c08floSAzz_9iRjVOWaRBErpSr2CxJ0Q0Q5KtLKTeOMUUZS-B3X4yfsljm3N7rF60z-Rz-yZlkOWub5NoXIz6ptGBz1XnYIPugeym6/s320/hand_3.jpeg" width="320" /></span></a></div><span class="Apple-style-span" style="font-family: inherit;">This tutorial taught me how to use new tools within maya such as Blend shape and how that can help model which is how I modelled the fingers. I then went on to create a basic rig for the hand. </span><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqyQoqbn01bn8U2aJUCLE-VQicN9RvL4Y8ADu_SFlD5a-tt3qAWoGkwXQl6x8ZsTQgRLH-JP3qD7ldZG3_tgYRjvtxqol4eLtG4csci-bT5eu6E2jgBxdjnP3d-WZMze7Db1un4qQ7E4F8/s1600/hand+rig+test.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqyQoqbn01bn8U2aJUCLE-VQicN9RvL4Y8ADu_SFlD5a-tt3qAWoGkwXQl6x8ZsTQgRLH-JP3qD7ldZG3_tgYRjvtxqol4eLtG4csci-bT5eu6E2jgBxdjnP3d-WZMze7Db1un4qQ7E4F8/s320/hand+rig+test.jpeg" width="320" /></span></a></div><span class="Apple-style-span" style="font-family: inherit;">(I apologise for the pose if it offends you but I thought it was hilarious) This basic rig was created using the Joint tool and then the mesh was attached using the Bind skin tool. The only problem I found with this was that when I moved the rig around the mesh deformed at certain points. I found out that this was because I had to paint the skin weights on the vertices by hand which is something I will bear in mind next time. </span><br />
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<span class="Apple-style-span" style="background-color: #edeff4; color: #333333; font-size: 11px; line-height: 14px;"><span class="Apple-style-span" style="font-family: inherit;"><a class="actorName" data-ft="{"type":35}" data-hovercard="/ajax/hovercard/user.php?id=1525143463" href="http://www.facebook.com/profile.php?id=1525143463" style="color: #3b5998; cursor: pointer; font-weight: bold; text-decoration: none;">Toby Rutter</a> - '<span class="commentBody" data-jsid="text">its likely just a skinning problem, you need to paint weights per vertex telling maya which verts to move when a particular joint moves'</span></span></span><br />
<span class="Apple-style-span" style="background-color: #edeff4; color: #333333; font-size: 11px; line-height: 14px;"><span class="commentBody" data-jsid="text"><span class="Apple-style-span" style="font-family: inherit;"><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK0IEHGMqTXxLzczY2YwR5354caA-T6QIp7WhHD6lVCGZ16ZS4KCEboo3I7lqbjA1PrE4ggSAecycXAhBtFLkzWIIhfACnkZZVcV9bFvZx7QhY8KnHxri0XZruPR-RfriKhprzyThfsOpd/s1600/head1.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK0IEHGMqTXxLzczY2YwR5354caA-T6QIp7WhHD6lVCGZ16ZS4KCEboo3I7lqbjA1PrE4ggSAecycXAhBtFLkzWIIhfACnkZZVcV9bFvZx7QhY8KnHxri0XZruPR-RfriKhprzyThfsOpd/s320/head1.jpeg" width="320" /></span></a></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="font-family: inherit;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-family: inherit;">Above is the face I modelled again based off the tutorial. I found this tutorial extremely useful as it gave me an insight into how to model a face and how and where to start as I had no clue previous to this tutorial. Some feedback I received about this head from my fellow peers. </span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-family: inherit;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="background-color: #edeff4; color: #333333; font-size: 11px; line-height: 14px;"><span class="Apple-style-span" style="font-family: inherit;"><a class="actorName" data-ft="{"type":35}" data-hovercard="/ajax/hovercard/user.php?id=718331417" href="http://www.facebook.com/platinumhart" style="color: #3b5998; cursor: pointer; font-weight: bold; text-decoration: underline;">Matt Hart</a> <span class="commentBody" data-jsid="text">Pretty good for a first :) the nose goes mega thin towards the top tho, lips are done well.</span></span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><span class="Apple-style-span" style="font-size: 11px; line-height: 14px;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><span class="Apple-style-span" style="line-height: 14px;">I found that Facebook is an extremely useful tool for getting feedback from fellow peers and so I will continue to post my work via Facebook aswell to gain this valuable feedback.</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><span class="Apple-style-span" style="line-height: 14px;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><span class="Apple-style-span" style="line-height: 14px;">Modelling this head gave me the confidence to go on and model my own head without a tutorial so using some images I found on Google Images I managed to create this....</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><span class="Apple-style-span" style="line-height: 14px;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZK2C3LAoHmzAOnaB6K8Tp74SI654et56MoMAY77IlOBp_3I6vTiaKWlXWGHG3aNMMyLTMdL0cJQOExByfh8cvKdXaEu1Gsi5l2l2ICl1bfcUrIIDRtj4KdVnttNROTGsKqvd4yxDXcgMI/s1600/vaderhead.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZK2C3LAoHmzAOnaB6K8Tp74SI654et56MoMAY77IlOBp_3I6vTiaKWlXWGHG3aNMMyLTMdL0cJQOExByfh8cvKdXaEu1Gsi5l2l2ICl1bfcUrIIDRtj4KdVnttNROTGsKqvd4yxDXcgMI/s320/vaderhead.jpeg" width="320" /></span></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4qXfaEdzIj7426l-0N3o0yY2qUsl0IAaAbSxE7mKy92x47cWyb5NOGjehXEtcSj-x-SJYC47QaS1WGo4ltXlCZTc4EVLkB2FUgna9QrGpnKHlzmgWXKEowkq-YG40_yi-RuN2nQD7ssvD/s1600/vaderhead2.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4qXfaEdzIj7426l-0N3o0yY2qUsl0IAaAbSxE7mKy92x47cWyb5NOGjehXEtcSj-x-SJYC47QaS1WGo4ltXlCZTc4EVLkB2FUgna9QrGpnKHlzmgWXKEowkq-YG40_yi-RuN2nQD7ssvD/s320/vaderhead2.jpeg" width="320" /></span></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjQdSBBi4FGT3WiVzba90yoSA9SVkcGwl8ne4nFx6gI2yTE4ykMmECTJ5xm_JFSY9PyTtUzRpxHkos4T8q-fHoyYz2OY9ssct3jUFqsPujg5HySr72uDuYowGzPE39rotV5Qjytvnnh21u/s1600/vaderhead3.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjQdSBBi4FGT3WiVzba90yoSA9SVkcGwl8ne4nFx6gI2yTE4ykMmECTJ5xm_JFSY9PyTtUzRpxHkos4T8q-fHoyYz2OY9ssct3jUFqsPujg5HySr72uDuYowGzPE39rotV5Qjytvnnh21u/s320/vaderhead3.jpeg" width="320" /></span></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5nmmKtpZXUxWAgIwqyYLN1w_xH3oMAl-eyLaW4M1vKDEWu1gnyP7PyFFYKq0nXlYytddbOIA8La5_YRXo1O2qP05Qfjzxyub_It-AXxg2nkBunfe5DLFJ56zAij1zm4We_ebQ4Qti8A7I/s1600/vaderhead4.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5nmmKtpZXUxWAgIwqyYLN1w_xH3oMAl-eyLaW4M1vKDEWu1gnyP7PyFFYKq0nXlYytddbOIA8La5_YRXo1O2qP05Qfjzxyub_It-AXxg2nkBunfe5DLFJ56zAij1zm4We_ebQ4Qti8A7I/s320/vaderhead4.jpeg" width="320" /></span></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibksPV0HzB2czQeO_ZAML7Nhp0-0zDm-Vi0rpNWZXfwbRWjaVWogLqL5nXJVqK9PZ516k08uX1LHALQ2M8ZThW9i2wd0HP3LstB07IjDxlEoRAiOt3wXvd4m26SxL-1_b8C4j7lw8uolQo/s1600/vaderhead5.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibksPV0HzB2czQeO_ZAML7Nhp0-0zDm-Vi0rpNWZXfwbRWjaVWogLqL5nXJVqK9PZ516k08uX1LHALQ2M8ZThW9i2wd0HP3LstB07IjDxlEoRAiOt3wXvd4m26SxL-1_b8C4j7lw8uolQo/s320/vaderhead5.jpeg" width="320" /></span></a></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><span class="Apple-style-span" style="line-height: 14px;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><span class="Apple-style-span" style="line-height: 14px;">I would like to further work on this model once I have got abit more confident with modelling and I hope to model the body aswell to create a full 3D Darth Vader. </span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><span class="Apple-style-span" style="line-height: 14px;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><span class="Apple-style-span" style="line-height: 14px;"><a href="http://secrethistoryofstarwars.com/visualdevelopmentofdarthvader.html">http://secrethistoryofstarwars.com/visualdevelopmentofdarthvader.html</a></span></span></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;">(Great link to the visual development of Darth Vader which I found very useful and also very interesting)</span></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;">I did model a low poly body for the soldier which gave me a great understanding how to model a body using reference images such as a character sheet. </span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;">The plan for week 3:</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: inherit;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"></div><ul><li><span class="Apple-style-span" style="color: #333333; font-family: inherit;">Monday & Tuesday - Model a low poly human (Not sure if i'm going to do a male or female)</span></li>
<li><span class="Apple-style-span" style="color: #333333; font-family: inherit;">Wednesday & Thursday - Research texturing and create simple textures for low poly assets.</span></li>
<li><span class="Apple-style-span" style="color: #333333; font-family: inherit;">Saturday & Sunday - Rig the low poly human and research rigging methods.</span></li>
</ul><div><span class="Apple-style-span" style="color: #333333; font-family: inherit;">Next Monday I will post the review for the week.</span></div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-88244727772062407212011-10-10T08:07:00.000-07:002011-10-10T08:07:54.757-07:00Time to get organised....For my specialist study 1 I have decided to go with a project that focuses on the entire process of game creation as opposed to having a next gen finished outcome. The reason I want to do this is because time management has always been a downside in every project I have ever done but this project I really want to push myself and maximise the time I have effectively. I also think this project is a perfect opportunity to speed up my skills whilst adhering to a good quality of work.<br />
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My learning outcomes from this project:<br />
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<ul><li>To be able to model assets effectively and efficiently within the limitations of the game engine.</li>
</ul><div><ul><li>To understand basic texturing techniques.</li>
</ul></div><div><ul><li>To be able to create simplistic rigs in order to animate the asset. </li>
</ul></div><div><ul><li>To be able to refine animation to achieve realistic and believable movement.</li>
</ul></div><div><ul><li>To gain understanding of game engine basic functionality such as importing assets correctly and even applying basic coding. </li>
</ul><div>Now anyone who has experience in 3D will appreciate that this is a lot of work, especially as I have only basic knowledge of 2 areas and no knowledge of 2. The other factor within my project is that the clock is constantly ticking and like the professional industry I too have a strict deadline to stick with. This means that my working method has to adapt and be able to handle the vast amount of practical work in the time I have. In order to do this I must develop weekly plans and then break these plans down into daily tasks. Mondays will be the review days where I reflect upon the previous week and focus on the tasks for the following week. </div></div><div><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim69DmR5feuQxvdTXHkGLqxuDkTjR5lZIcwlnSj3wcBLjmD_O_DlcUE_0pmoHrBDCGRdn0ZYCLjuJDsL0HunKQzrbMuGZJ6L4-BBnjCw2n6rb-sXzIniF_4Qu5DkJDl2nMKgZonxCaRhlD/s1600/IMG_0182.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim69DmR5feuQxvdTXHkGLqxuDkTjR5lZIcwlnSj3wcBLjmD_O_DlcUE_0pmoHrBDCGRdn0ZYCLjuJDsL0HunKQzrbMuGZJ6L4-BBnjCw2n6rb-sXzIniF_4Qu5DkJDl2nMKgZonxCaRhlD/s400/IMG_0182.JPG" width="400" /></a></div><div><br />
</div><div style="text-align: center;">This is one way that will help me manage my time effectively. </div><div><br />
</div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-89043008238360966142011-10-06T16:17:00.000-07:002011-10-06T16:17:56.606-07:00New year.... New challenges... Specialist Study 1With the final year now beginning I have to really push what I have learnt over the last two years and apply it to a professional practice. Having reviewed and reflected on the last two years I feel that my route lies within the games pathway and for my specialist study I would like to pursue a game orientated project.<br />
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<b><u>Why games????</u></b><br />
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</u></b><br />
So the question remains why the games industry? Below is an article from the TIGA website about the current state of the UK games industry which may provide some insight into why the games industry is the place to be in right now and definately for years to come. TIGA are the official governing body representing the games industry within the UK and even hold seats within Parliment to secure the best interests of the industry.<br />
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<span class="Apple-style-span" style="color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 13px; line-height: 19px;"><b>'The UK video games industry is the largest in Europe and the UK is a world class location for video game development. The UK boasts a substantial and highly qualified talent pool, some of the finest video games studios globally, technical as well as creative excellence, an ongoing ability to generate products that sell well globally and to create original video games IP. The UK is home to the studios that have developed video games such as Grand Theft Auto IV (the fastest selling entertainment product of all time), Runescape, the Fable series, Broken Sword and LittleBigPlanet.<br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" /><br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" />The video game sector offers opportunities for growth and high value, high technology job creation for the UK. Estimates from PWC suggest that the global market for video games will grow from $52.5 billion in 2009 to $86.8 billion in 2014. TIGA’s ambition is to make the UK the best place in the world to do games business and so enable the UK games industry and the UK economy to secure a growing share of this huge market. <br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" /><br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" />The UK games development sector contributes approximately £1 billion to UK Gross Domestic Product per annum. <br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" /><br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" />The UK games industry employs 9,000 highly skilled development staff, 85 per cent of whom are employed outside of London. 80 per cent of the workforce in game studios such as Blitz, Climax, Exient, Jagex, Kuju Entertainment, Rebellion and Ubisoft Reflections are qualified to degree level or above. <br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" /><br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" />The UK game development sector is R&D intensive. Two fifths of UK game developers have a budget dedicated to R&D. UK game developers spend on average 20 per cent of turnover on R&D. <br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" /><br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" />UK game developers are export focused. 95 per cent of UK game businesses export at least some of their games/services to overseas markets. On average, 45 per cent of a UK games business’s turnover is generated from the export of games. <br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" /><br style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" />The video games sector is also low carbon in output. Most of the work in games development involves design on computers, the packaging in games is minimal and box products are relatively light to manufacture and to transport. In the future, video games will become even more low carbon in nature as the industry moves towards digital distribution. ' - (www.tiga.org)</b></span><br />
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<span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; line-height: 19px;">So there's alot of figures and stats above and alot of factual information relating to the games industry within the UK but it is <b>NOT</b> why I as a person want to pursue this career pathway (although it is still relevant). Games for me represent our ability to create interactive escapism and it allows us to put reality on hold and dive into a world that is only limited by the imaginations of the brilliant people who create these games. I too want to be able to create something that as unlikely as it sounds in the real world, it can be achieved through a game and will still be believable to all those that immerse themselves within it. Games have always played a pivotal role within my life and have in some ways defined me as a person and so I want to be able to do that for other people an let them experience what I have felt growing up playing games.</span><br />
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</span></span></div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0tag:blogger.com,1999:blog-4130218355430343263.post-71298877174988901702011-07-11T14:40:00.000-07:002011-07-14T14:44:18.059-07:00Digital Landscape paintingOk so i'm pretty new to digital painting and what I found extremely helpful to my cause was the youtube channel FZDschool based in Singapore. I would definately recommend this youtube channel to all who want to look into digital painting and a massive thank you to FZDesign School for uploading these invaluable tutorial videos on youtube.<br />
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<div style="text-align: center;"><a href="http://www.youtube.com/user/FZDSCHOOL">http://www.youtube.com/user/FZDSCHOOL</a></div><div style="text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBrLBr9sRFleOmBPc_uImIaCv4FjTL3i5G_VgABZdZh9ASfJ78DqIZmdE9zF1diF83I5I9pWCDUILkrMZ3lVXffFwuDU-aj6I9Q4ZFEBBQQuxkIzEq016pqD9dTpAULnKj1fBIO7PAwe-a/s1600/attempt2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBrLBr9sRFleOmBPc_uImIaCv4FjTL3i5G_VgABZdZh9ASfJ78DqIZmdE9zF1diF83I5I9pWCDUILkrMZ3lVXffFwuDU-aj6I9Q4ZFEBBQQuxkIzEq016pqD9dTpAULnKj1fBIO7PAwe-a/s320/attempt2.jpg" width="320" /></a></div><div style="text-align: center;"> Working in black and white to achieve composition through tonal value.</div><div style="text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDbJN4DlL1M2RXKzjya3o-GsPrJ59lykHj68TnV89uHWrYrjVS_WYVb_dpcNfZ4weowG7MKf41ANOAbfD14fHtLYBpJ949ISnfR96Z49Ugeon0aPZFe0i4WIbmHiuwh_lrqzsw8L5f5ouw/s1600/desert.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDbJN4DlL1M2RXKzjya3o-GsPrJ59lykHj68TnV89uHWrYrjVS_WYVb_dpcNfZ4weowG7MKf41ANOAbfD14fHtLYBpJ949ISnfR96Z49Ugeon0aPZFe0i4WIbmHiuwh_lrqzsw8L5f5ouw/s320/desert.jpg" width="320" /></a></div><div style="text-align: center;"> A method of working that I learnt from FZDschool youtube videos. The use of reference pictures that help speed up the process of colour selection and it also adds great texture to the image.</div><div style="text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRPYPWrdjgIQNfy7_c0SD27lKAUjDKU7NGTol1n43MbaHP4sQ2axTL2qXmmTYSklsHUFf6JSEkdaFydWxSrc7aCO6OcNZoGCM6SyEZmCp4zCVgbvZOJByTl1uMfo0KFK4PQNRsFHngzfwm/s1600/desertlandscape.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="232" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRPYPWrdjgIQNfy7_c0SD27lKAUjDKU7NGTol1n43MbaHP4sQ2axTL2qXmmTYSklsHUFf6JSEkdaFydWxSrc7aCO6OcNZoGCM6SyEZmCp4zCVgbvZOJByTl1uMfo0KFK4PQNRsFHngzfwm/s320/desertlandscape.jpg" width="320" /></a></div><div style="text-align: center;"> My original sketch drawing for the above image of the 'Cities in the Sands' inspired by a recent trip to Dubai.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7phw2S48YnKlvT6fi80iOaXUK5U4uaA6XoxX3PXEmUAMI0GVIyHVvnPEnIxWo20PonJQoMk3c9LgnhnIviUFfiJT0BA5P-mkLcaGpZtv_BFgPnGce88wV0jRnxU7j7QcqpHQ2q-1-0uyk/s1600/desert.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7phw2S48YnKlvT6fi80iOaXUK5U4uaA6XoxX3PXEmUAMI0GVIyHVvnPEnIxWo20PonJQoMk3c9LgnhnIviUFfiJT0BA5P-mkLcaGpZtv_BFgPnGce88wV0jRnxU7j7QcqpHQ2q-1-0uyk/s400/desert.jpg" width="400" /></a></div><br />
Using the above 2 images and a few photoshop hours later I can finally present Cities in the Sands. Although I wouldn't call this concept quality I think with alot more practice I can definately bring it to that quality level.<br />
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</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUJz0m3u8IEtsDLWFPXEIx9NxaPFz0mGeud7nmfESKJfnDxNTLHhehA_Sy-XAPJbZ5-bMXBbM5OcpglJgF3QVHPFaPomEidF1uf1vtv_w9cwrRRAq6ILXgA8pGkYnzku4FtnQKYKLOmD7H/s1600/penryn.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUJz0m3u8IEtsDLWFPXEIx9NxaPFz0mGeud7nmfESKJfnDxNTLHhehA_Sy-XAPJbZ5-bMXBbM5OcpglJgF3QVHPFaPomEidF1uf1vtv_w9cwrRRAq6ILXgA8pGkYnzku4FtnQKYKLOmD7H/s320/penryn.jpg" width="320" /></a></div><div style="text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeuBG4GPSlCMGI2gwwCQPxaCpJ6Igh2a6iubUJDiWY4mt3GHbb9hurAKw7Gz11irPWyxJwZ2KxmYg_Q1zVI_npfORMfUPrVHRvdqMUCyiP0l3vfrk1KQaiYF7Z38fD_RIiq-V7Z0i0Egpa/s1600/penryn2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeuBG4GPSlCMGI2gwwCQPxaCpJ6Igh2a6iubUJDiWY4mt3GHbb9hurAKw7Gz11irPWyxJwZ2KxmYg_Q1zVI_npfORMfUPrVHRvdqMUCyiP0l3vfrk1KQaiYF7Z38fD_RIiq-V7Z0i0Egpa/s320/penryn2.jpg" width="320" /></a></div>Inspired by the view from my flat in Cornwall</div><div style="text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeGQQgcDZ6AitNNMPE2AiK1coHOsmVgUSqRH3mAqJHsQsP4hyphenhyphen5YrwbcfhQBEc-9Ndk2TBFETWDJmwwYn6hZYLVVBXkLRh-aOZLOHY6EJ1UhcUsV5iZiwgZUCloOOX3g_m6g5y08fDNkrX4/s1600/perspsetup2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeGQQgcDZ6AitNNMPE2AiK1coHOsmVgUSqRH3mAqJHsQsP4hyphenhyphen5YrwbcfhQBEc-9Ndk2TBFETWDJmwwYn6hZYLVVBXkLRh-aOZLOHY6EJ1UhcUsV5iZiwgZUCloOOX3g_m6g5y08fDNkrX4/s320/perspsetup2.jpg" width="320" /></a></div><div style="text-align: center;">Using tonal value to create depth and 3d space. </div><div style="text-align: center;"><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMyW6yID1u94qT3wX-8rMpkvGcLpQ6JcCUK64YVPvqjooU7w3776PhH7IobYnDE1BYsuAsZnZF0BUUPkDszim8xfYeygujOUarV2i7sTwQrlNDV7_vnEBM4VBs_n_SFOTshl6ZLTu3HiDv/s1600/cave2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMyW6yID1u94qT3wX-8rMpkvGcLpQ6JcCUK64YVPvqjooU7w3776PhH7IobYnDE1BYsuAsZnZF0BUUPkDszim8xfYeygujOUarV2i7sTwQrlNDV7_vnEBM4VBs_n_SFOTshl6ZLTu3HiDv/s640/cave2.jpg" width="425" /></a></div>Digital painting based from a reference photograph<br />
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</div>Arun Bainshttp://www.blogger.com/profile/06509898281519343279noreply@blogger.com0