Sunday 26 February 2012

BA2: Crytek UK

Crytek UK, Liam Wong & Michael Barclay
Lecture Notes

Known for Time Splitters, formerly "Free Radical"

Liam Wong - 2D artist, graphic designer, website design, concept art, character, vehicle, environment art. 

Freelance work > uni > creating mods > BBC> Dare to be Digital.

2D artist, has general overview of the game and can edit it.

Creating concepts, presenting work and ideas, project managing and tracking. 

careerpowerups.com

developonline.net

gamesindustry.biz

gamasutra.com

cghub.com

conceptart.org

Getting noticed, pitch yourself well, as an artist, put your name out there, forums, polycount for 2D & 3D. 

Enter Competitions. 

Positive approach to your work. 

Join linkedin. 

If you dont know what you want to do, dont worry, just enjoy yourself and work on what you like most. 

Maintain your passions and dreams. Dont let it dishearten you. 


 

BA2: Contextual Studies

Research for my 1000 Word Report
Here are the links to the websites I have been looking at in preperation for my 1000 word report on job roles within the games industry. I will be focusing my essay on the crossovers between 3D Modellers and concept artists. 

http://en.wikipedia.org/wiki/Concept_art

http://www.naughtydog.com/site/careers/senior_concept_artist/

http://www.blitzgamesstudios.com/blitz_academy/job_roles/art

http://www.skillset.org/games/careers/profiles/article_4733_1.asp

http://supermeatboy.com/about/

http://books.google.co.uk/books?hl=en&lr=&id=27-4GmyMBGEC&oi=fnd&pg=PP3&dq=concept+artist+games&ots=fIjpWqh8-E&sig=ZRSSwbEnBH6a965CUjy7x0MOb3c#v=onepage&q=concept%20artist%20games&f=false

http://en.wikipedia.org/wiki/Super_Meat_Boy

http://www.mojang.com/about/

https://jobs.ea.com/search/advanced.do?q=concept+artist+games&globalRegionID=&jobCategoryID=

http://www.oxm.co.uk/23039/reviews/super-meat-boy-review/

BA2: Life Drawings









BA2: Digital Sculpting


Researching 3D Sculpting in Mudbox
I have been doing some research into videos of people sculpting human heads so that I can start my sculpt. I am pretty intimdated by  Mudbox and what you can do with it and I must admit, I really don’t know where to start other than diving in at the deep end. I have my reference images ready to go which I will post next. For now, here are links to a couple of videos I found that have influenced me to start my sculpt and that I am sure will help me throughout the work. 


 

 
My Human Head Sculpt: Reference Images
Here are my reference images that I took for my digital sculpting project.







As you can see, I have plenty of reference images for my sculpt. I figured I would need as many as possible to benefit me in actually doing the sculpt itself. I have a few that focus on specific parts of  the face, from different angles and with different facial hair to see which would be best to sculpt. Have done some hair experiments, I decided to leave out the facial hair and stick with the smooth face with long hair and eyebrows. 

The Sculpt in Stages
Here are a selection of screen shots I have taken from various saves I made during my work. I had a total of 52 saves when I finished and here are the main ones where the face started to take on shape and form. I will also include some experiments I did along the way to help further my studies and make my sculpt richer. 

Stage 1
 Here is where I began my sculpt. I started off by picking a section of the face and building it towards other features. I chose the nose. You can see I have bought it out from the face/the original standard head model given on mudbox and I have begun to work detail into it such as nostrils and shape. 

Stage 2
  Here you can see I began to work out into the face by starting work on the lips. The lips were probably the hardest part for me. My model has large plump lips and I found that simply creating a small crease and having an overhanging top lip (like a lot of guides suggest for lips) just didn’t work or look like his. You will see how they progress.

Stage 3
I thought it would be a good idea to start brining in the eyes now as I had been hearing they can be tricky to shape and make look realistic. The shape isn't quite right here. 

Stage 4
  From watching various tutorials I gathered it was easier to block in the shape of the hair then add detail to it. Hair is another incredibly tricky element to sculpt because it is made of so many separate compartments. 

Stage 5
 Here you can see that I have given the hair detail and shaped the eyes so that they look more like my models. The lips still need work and I can remember being at this stage and wanting to give up with lips, they are so tricky!! 

Stage 6
This is very close to my final version now. I am happy with the lips (well, sort of). They resemble lips and they do even look like my models lips…at certain angles! The hair is now finished. I used the knife tool to get the hair to look like strands and the grab and sculpt tool to lift it from his head slightly so it looked real.

 Finished Sculpt

 








Experiments Along the Way
As I was sculpting my head I had a few various saves with different experiments I had done to see what gave the  best look. As I am new to this software…or was, I figured the only way to learn is by doing.
Hair was one of the main things I struggled with so here are some experiments I did before I came to the final verdict…




As you can see, I used various experimental methods to create hair, I used the sculpt tool with a higher strength to built up the main areas of hair. I used a small sculpt brush with a fairly strong strength to draw individual hairs…it looked more like worms. The final one, which was what I adapted in the final outcome, was to build up a rough shape on top of the head with a large sculpt brush on a low strength and block in the hair. I then used the knife tool to cut away at it and create a depth to the hair.


Topology Research
From what I have read over various websites, topology is a study into the correct form and shape. When applied in mudbox to a human head, it depicts where key parts of the face are such as the eyes, nose and mouth. This is often shown by various lines being drawn too and from the key elements, sort of like a map of the face. Where areas bulge in and out, the lines show this. Topology can go further than just a face and can be used on other obvjects to define their important aereas too.

During our practical sessions, we were told that when depicting our own topology on our sculpts that we were to try and create an image with no “
tris”. Tris are where your lines cross and create a trianlge as opposed to a “quad”, which is a 4 sided shape.  Your shapes may have more than 1 side which is called a pole.

 
Image and usefull video found at the website
 
Having done 3 topological drawings on my head sculpt, I can say that it is a lot harder than it sounds. “draw a load of lines around the major parts of the face” is only the half of it. I found that some of my areas would contain tri’s and others just didn’t add up at all. Here they are as well as a video of the best one…


 
 
 Topology Drawing 1

 Topology Drawing 2

Project Summary
Okay, so I found certain parts of the sculpt difficult  and frustrating. The good news Is that I have found something I love doing, despite all the negative stuff! I know my sculpt isn't perfect, nor is it identical to my reference images but I am so happy with the way it came out. It is human like and I am proud of the way I have handled sculpting and learning at the same time. I plan to carry on my sculpting and 3D modelling and find ways to merge it into other projects because I don’t want to let it go!  I will find ways to mix it with concept art and ideas that I form and I want to also ensure that my 3D skills improve as I learn.
I am certainly hoping I get the chance to hone my skills in mudbox and learn new software such as Zbrush or Sculptress. Overall I think this project has been a success which makes me feel better because I certainly didn’t enjoy doing the animation half as much as I enjoyed this!
 

BA2: Animation Fundamentals


Research and Preparation for Animating Moom
Having had most of our Monday lectures now covering animation, how to use maya and being introduced to Moom I figured it was time to start doing some research into animation styles.
I found a lot of videos from other people who had also animated Moom but some weren’t great. I had to filter through alot to find some decent ones which I could study and use as reference and influence for animating my walk, jump and run cycles.
To update you on our projects, we are being asked to produce a walk, run and jump animation cycle using a pre made character. This will be my first time ever using this software on my own to produce work and I am a little nervous.

Here is a really good walk cycle I found by YouTube user
gajjarchintan08...


 
 
The next video is by YouTube user brunovillart who has created a decent running cycle for Moom....
 
 
 
Finally, here is YouTube user utkarshvaidya who demonstrates a jump cycle with Moom...

 
 
 
Having watched these videos I tried to re create cycles of my own briefly to see if I could get anything to work...I couldn’t. It wasn't just Moom being awkward, it was me realising that I wasn’t becoming very good friends with maya and it’s animations.
I realised I needed more research into the cycles and I needed to look further into what we were being asked to do so I could fully understand and create cycles that were of a half decent nature. 

The Walk... 
I know that alot of people have also found this blog called “IdleWorm” http://www.idleworm.com/how/anm/02w/walk1.shtml  but it really is very helpful when trying to grasp the walking animation. It goes through key frames, how the body looks at different points of the walk and shows you the possible outcomes which was really helpful, as well as step by step guides. 

This lead me on to finally being able to create a half decent walk cycle...
 
 
 
I think the legs of the walk are a tad static but I just can’t alter them without Moom’s hips becoming really deformed and me having the change his stance altogether which makes the walk look very different. I am happy with his arms and I am pretty proud of the way his hands flow through the walk cycle.
 
The Run...
Having finally completed my walking cycle (after many, MANY failed attempts and rubbish outcomes) I felt confident enough to dive right in and produce the running animation. Using the video I posted earlier and also this website, http://www.the-flying-animator.com/run-cycle.html, as guides I was able to create this...
 
 
 


The main thing that upsets me about the running cycle I have created are Mooms eyes, they are a little bit all over the place. 1, I have no idea why and 2, even though I key framed them in place they still seem to move quite violently as he runs. I was thinking of saying that I had done it on purpose for effect but I don't think it will work...

The Jump...
I will admit that animation really isn't my “thing”. We were told some people get the hang of it straight away and others don't. Well, I am “others”. I just cant get good enough outcomes and I am finding it very frustrating. Having said this, here is my final animation, the jump cycle. This is slightly over exaggerated and has a more comical look but I'm not too fussed.

 
 


 I liked to pause the jump cycle half way through and pretend I was watching the Matrix, sadly I wasn't watching the Matrix and crashed back to earth with this increasingly comical jump cycle that I have created. I am fairly happy with it considering the pain I went through to lift Moom off the floor. I would like to make the arms work better but sadly, time does not allow me. 
Project Conclusion
Whilst I can appreciate everything an animator has to go through I can’t see myself having a career based upon it. I was beyond frustration throughout this project and I feel that my other work might have even suffered because of it. The time taken to produce my animation was definitely underestimated but having said that, I am not sure if I would have been able to put more hours into the cycles knowing how frustrating it could become. 

On a slightly more positive note I am generally pleased with the outcome of my animations. If I could do anything differently I would have used the graph editor to alter the animations themselves as opposed to relying on key frames but again, time and frustration tore away at me. Generally I think for a first attempt with the software and animation, a fairly good effort!
 

Monday 6 February 2012

BA2: Digital Sculpting


Mudbox Notes from Lectures & Practical Sessions

Here are a collection of notes I was able to make during  previous lectures and practical sessions of Mudbox. I'm really enjoying the Mudbox sessions, I feel that it will be a tight fight between 3D modelling and digital sculpting (although very similar) as to which I will follow further. All I can say right now is I want to give the sculpt my best go, the only problem that I face are with my laptop, it’s not exactly cut out for digital sculpting. I have ordered a new custom built pc and I am just waiting on my new monitor which I hope to get in a week so I can really put the last couple of weeks left till the deadline to good use on my sculpt. 

Hold “B” to re-size your brush

“ctrl” will make an indent to your sculpt

“shift” will smooth your model

Select the “grab” tool to move large sections of your sculpt

Freeze tool > blue mask > want to be affected when using grab tool 

“Freeze” tool, hold “M” to affect the strength of the blue & use “ctrl” to remove the blue/frozen areas.

Start in low level polygon mesh to block in initial shapes 

Try to get the proportions of your sculpt correctly in the lowest sub divisions before you start adding in detail in higher subs. 

Make sure the top lip sits on top of/further over the bottom lip.

If you create a hole on your sculpt DONT use the sculpt tool to fill it up, use the “FILL” tool.

If your structure isn’t quite right, you can drop down into lower subs, move the area (chin, ears, nose etc) and when  back in a higher sub it will move the detail.

Generally work by making a shape then smoothing it over. 

No complex saving methods like in Maya (files are saved in .mud files) just open the programme and go!

BA2: Contextual Studies


CS Notes, 1000 Essay

- It’s only really about the 1000 word written assignment, no necessary blog work other than research into the roles for the essay. 

- About learning where you want to go in the industry
- Researching positions in the industry

- Needs to be a healthy balance of personal and academic

- Bullet points and a draft for Sharon over study week

- We can pick a job and write about it

- Intro = “you” & personal the rest should be academic and researched based from what you have found

- Conclusion = personal (to refine and summarise what you have found out)

- Where is the job? What do you need for it? What will you do for it? 
 
- Triple A vs indie studio and what your job would be in both jobs

- can choose a selection of studios to research jobs for

- Find something that matters to you and excites you

- You can focus on as many roles as you like keeping in mind the word limit is 1000 words

BA2: Contextual Studies


Sean Millard

We were recently given a lecture by Sumo Digital creative director Sean Millard which was focused around his profession and how he managed to get where he is today. Here are the notes I took during the lecture. 

How did you get involved in the games industry?
In charge of a team of 20 – 50, did a fine art degree, does what he loves, he loves the process of games as opposed to playing them. You have to be able to put yourself and your ideas across. Understanding how teams work. 

Advice on getting into the industry?
Network, distinguish yourself, talking, friendships, take the initiative, be confident!

[on the Doctor Who video game adaptation] What you don't see on the TV episode can make the gameplay, for example if there is a man at the bottle of a cliff, the TV show will then cut to him at the top and the view makes the intelligent decision that the man has gone up the cliff to wherever he may be now. The game would take place on the way up the cliff and the man climbing. 

[on what certain roles are up and coming in the industry] User interface designers, menu designers, start ups & job ads. 

A tip to broadening your horizons; always look further for your inspiration, become involved in other aspects of life which doesn't involve games such as music, art, films etc.

BA2: Animation Fundamentals


Extra Maya Notes

I have been pretty slack with my blog this term so I am going to write up everything I can now so that I can rest knowing it has been done. I am still in the process of doing my main bits of animation work, I have a successful ball animation which I feel shows clear squash & stretch to help the animation appear realistic. As far as a 1st animation goes, I am proud of it but I am sure ill do more work to it at a later date. I will post pictures and hopefully a rendered video of the bouncing ball soon also. 

As for Moom, well I have been having some technical issues which I believe are a mix of working on an out of date laptop and  not feeling 100% confident on the software quite yet but I will get there. I will post up work as it gets done (hopefully) along with videos and screen shots of how I am achieving what I am doing. 

For now, I will post up all the remaining notes I have on Maya and animation that I had been taking during the lectures and practical sessions over the last few weeks. 



How to set a project in Maya 
File > Project Window > name your project (in this case, we are naming our main project folder “charAnimation_walk/run/jump_jls) OR ballAnimation_jls)

Then, while Maya is open, go File > new scene “extra options” (small square icon) > real time 30fps >  charAnimation_walk_jls_000.mb
You must remember to reference your work by going File > create reference> select your rig from the main project folder (in this case, Moom & the ball should be listed under the “scenes” sub folder) > reference. 

Whenever you desire to change to animating a new object or work on a different animation simply choose “set project” under file and select the project you want to work with. Maya will now automatically direct you to this project, its main folder and all the sub folders you need regarding Maya. 


First Project in Maya
Following on from our maya inductions and researching into the different types of animations we were given a ball with a rig ready to be animated. Our task was to successfully animate the ball so that it bounced convincingly with the clear use of squash and stretch. Here is my attempt...
 

 
 
 I am pretty happy with the outcome of the bouncing ball animation. I think the squash and stretch works well and is not over used, I think the bounce itself is convincing enough to bring the ball to life with a believable bounce.