Sunday 13 May 2012

Directed Study


I was supposed to enter a competition as part of a filler brief between projects. I chose to participate in a competition called “armed and dangerous”.

This competition was to build in Maya and sculpt in Mudbox your very own “armed and dangerous” looking character. I was enthusiastic after the Mudbox project but I had no clue how to do a model in Maya (at the time) and as time ticked on the new projects came around and I sort of forgot about the project! 

Having said this I did come up with some concepts that I did during the 2 weeks we had. Here they are. 









 

BA3: Material & Rendering Fundamentals


Conclusion
This project I didn’t enjoy half as much as the modeling process. I think this is a mixture  of not feeling like I had half as much tuition on rendering and texturing as I feel we needed and deserved and the lack of time we had left to complete it. 

Alas, after my internet being dead for the weekend that I had planned to use to render and light I was left to my own devices to light my model and render it which was a huge fail, in return I feel my door suffered because of it. 

I wanted to make the marble door and stairs shiny but I had no internet to look up guides on how to accomplish this. I also wanted to put patterned stone textures on the indents of the pillars, archway and stone detail but I ended up just making them all 1 stoney texture again because I couldn't look up the correct method of UV mapping. 

I do feel I got a basic grasp of UV mapping but I feel I need ALOT more practice. Having said this, I enjoyed the modeling more and need to determine where my interests lie so I know where to improve. I don't feel texturing is a part of this. 

My turn table was done very last minute but with the help of Stacey as I was unable to acess the correct help, guides and software to complete it myself. I am proud that I now know more about the render process but I wish I could of produced a longer lasting  turn table as mine is so fast.

 
 
Overall I did enjoy this project, just not as much as my modeling part. I want to keep trying at it to improve my skills as I do seem to enjoy 3D alot more than I tho
ught I would. I WANT to get good at it and I am proud of this piece of work as it is my first ever piece of work created from scratch in Maya. 

 
 

BA3: Material & Rendering Fundamentals

Rendering
I am struggling immensely to render this an animate a turntable for submission without internet help. I have called friends who have tried to give me a talk-through guide over the phone on how to render and create a turn table and from the sounds of it I’m not doing anything different so I am at a loss. I cant even open up Maya help because that needs the internet to load. 

As I am writing this blog post with the final door all lit up (although even the lighting isn’t quite what I wanted as I couldn’t look up techniques therefore I am not quite as happy with the outcome as I could of been…) and the model complete all I need to do is render it and create a turntable video but I just cant. So what I plan to do is blog about what I have tried to do in order to render and create a turntable video so you can at least see that I tried. I am going out somewhere that has internet later to upload this blog and probably wont be able to blog any more after that so even if I can get the door done I wont be able to upload it to my blog unless I do it quickly at uni tomorrow which is the deadline. 

Moaning aside, here is what I am trying to do to get this door to render and animate. 

 

Overcoming the Problems...
Okay so I have had huge problems rendering my turntable video for my door, all the suggested software to use I couldn't download due to my internet being cut off at the worst possible time this weekend. 

To combat this, Stacey helped me so much. I was able to go to my partners to use his internet so big thanks to him! Here, I was able use the internet to get in touch with Stacey and she was able to help me with the use of a guide she used to do her turn table, to then do mine.
To do this I had to create a 90fps animation time line. Create a camera myself in Maya and animate it so that it rotated around the front of my door. I key framed it at frame 1 and at frame 90. 
 
I then set up my render settings and made sure it batch rendered the camera as opposed to the perspective view. This way it would render (record) what the camera was seeing, which was the 180 turn around the front of the door.  After the settings were  done, I was able to select batch render and render the turntable. 

 

BA3: Contextual Studies

Conclusion
A Study into Horror and Terror in Eastern and Western Media

I really enjoyed this project in the end. I was incredibly sceptical at the beginning thinking we had been given something really strict to research but when we got together as a group and made our own study question it became one of the most enjoyable projects I have done at uni yet!

I think it’s great when students get to pick their own subject because they can pick something they are truly passionate about and really go for it. As you can see, well, I hope you have seen, I have done alot of research for this group project and I loved it. There isn't much else to say. Our actual presentation went so well, we couldn't of been happier so I guess its just a waiting game now until our results, its still important to say that I am happy with the project as a whole!

BA3: Digital Modeling


Digital Modeling Conclusion
God of War III Inspired Door
This project was really tough to get into, embracing Maya as a complete novice to the software and trying to produce something of a high quality and standard was far, far too daunting.

However, I overcame my fears and concerns for the programme and soon found a mutual love and hate for Maya. Sometimes parts would go so smoothly I would breeze through and other times it would crash constantly on me. 

Having said this I am so proud of my model, I actually prefer it to my textured version (for reasons I will discuss on my BA3: Render/Texture conclusion). 

I finished this model quite a while ago and very recently added some small side walls to emphasis the size of the door. In God of War most of the architecture is incredibly large, overpowering and intimidating. It has to be, alot of the environments are home to the Gods of Olympus! I was told I needed to add something in to portray this otherwise my door could be any size. These small side walls were added in when I began texturing so unfortunately I didn’t do a step by step guide for them although they were really simple to build using the knowledge I learnt by building this door. 

If I had more time I would perfect the archway geometry, it is ever so slightly wonky in places for some reason (probably due to my over picking with detail). I would of also liked to have done something alot more elaborate in the archway where I have put the square looking detail. One of my original plans was to do a model of Hades helmet. Hades is a character in God of War and his helmet is a signature symbol of his character therefore this would fit in as a door to his environments. However time did not allow me to learn how to move my model into Mudbox, do a decent sculpt and finish for the deadline.

Overall I am so proud of this model. I am a complete novice on Maya but feel so proud to have accomplished this on my own (with help on a few bits from friends and tutors) and I feel it has turned out looking very smart. 


BA3: Material & Rendering Fundamentals


Various Lighting Experiments
& Setups
Here are some rendered images of the various light setups I have experimented with. As I have been saying, no internet meant I couldn’t look up how to do lighting correctly therefore this is a bit of a trial and error job. 

Light Setup 1 


Light Setup 2


Light Setup 3
 

Light Setup 4

  
Light Setup 5


Light Setup 6
 

Light Setup 7
 

Light Setup 8


Light Setup 9


Light Setup 10

  
Final Light Setup

  

BA3: Material & Rendering Fundamentals


Texturing my Door
I am writing this having finished all the textures on my door. Due to unforeseen circumstances this weekend I was unable to access the internet and research how to add some finishing touches to the textures on my door which I was really upset about because I have worked so hard on my model that I feel like I have fallen at the last hurdle.
  
Alas, here is the picture guide to what I did. At this point in time all I have left to do is light the door, render it and then turn it into a turntable video to showcase the final lit up version. With no internet this weekend I am panicking a bit, I have no idea how to make the video or render it correctly so here’s hoping I get it done okay!

 
A trick my friend Liam showed me which depicts if you have any hidden geometry and faces by hitting the “3” key. He told me that if everything is rounded and smooth, you’re okay to begin texturing. 


I actually re made the floor and wall into flat planes to make it easier to texture, however, this is what the net looked like when I opened the UV map. 


Open uv map, split up faces to neatly fill UV map, by selecting objects, create UV’s, automatic mapping


Select edges to see what shapes connect to others, select UV to then shift select shapes and resize them and move them around so they fit nicely onto the UV grid, hit edit UV, layout which will nicely lay all the new shapes on the UV grid


Select panels then perspective/UV texture editor

 
To assign a texture to the selected object, right click the object, drop down to “assign favourite material” and select “Lambert”. 


Rename the lambert to whatever your texture is, in this case it was “side walls”. An option window will pop up on the right side, from here you can select the square icon near the colour option. This will bring up the box seen above and you can then select “file” so that you can literally assign a texture file. 


From here you can select your desired texture and apply it.

  
Unfortunately after assigning the texture I realised it wasn’t large enough to not appear pixelated on my side walls. This is when I took the image into Photoshop and “tiled” it so that it appeared as a larger file still keeping its quality.


After selecting the texture for the object, your texture will appear on the UV map as shown above. It will also begin to appear on the selected object. Unfortunately, at this point, I realised just how messy and difficult my UV map was going to be to work because of all the faces and sides to the entire wall I had selected. 


I reselected main areas of the newly separated side wall, opened the UV perspective and selected “automatic mapping” so that Maya could sort out the shape the best it could on the UV map. This works well for simple shapes. 

The main problem with complex shapes on a UV map is that its much harder to organise the pieces so that they don’t overlap on the UV map and also maintain their quality in terms of the texture. I found that having so many pieces required me to greatly increase the pieces so that they bled out of the UV map, this is also not allowed. To allow for the texture to remain high quality and look good over the side walls I had to come out of my UV map, into Maya’s main view port, select the object, go to mesh and “separate” it so that I could select smaller parts. This in turn meant I had to make more UV maps for the separate selections but it ensures the quality is good. 


 After I selected all the separate parts of the wall and UV mapped them successfully this is what I was left with. Nicely textured side walls for my main door.


I mentioned earlier that I re made the wall and floor into a flat plane. Here is an example of that. 

 
I was having trouble texturing the stairs so I had help from my tutor, Mark. Unfortunately I was unable to take notes/print screens.

 
 By selecting the floor and wall, I was able to assign lambert and texture, use automatic mapping and redo what I did with the side walls to create a stoney marble texture to the floor and a large stone texture for the backing wall. However, to do the pillars I was sort of at a loss. I am fairly sure I have textured them wrong which is upsetting but hey, it’s my first go!

Because I made the pillar from one single cube at the very beginning I was unaware that I would have to fit the whole of the shape onto my UV map thus making the texture quality pretty low as the shapes on the UV map were pretty small so I could fit it all on.


The automatic mapping actually did a good, clean job. 

 
  
To combat the low quality texture and bad UV map organisation I decided to try and map the pillar by face selection. Here you can see that I selected the bottom half of the pillar and automatically mapped it. It did a decent job and I was able to increase the size, keep the shapes on the UV map and have a high quality texture.

 

Because the back of the door and archway are never seen (they touch the wall) I was able to literally delete the back faces from the door and the pillar. This meant I had more room on my UV map to increase the sizes and make the texture a higher quality as seen on the archway UV map. 

I used textures from 2 websites which claimed their textures were royalty free for personal use. Those websites are: 
and

Tuesday 8 May 2012

BA3: Contextual Studies


Sweet Home
Sweet Home is often considered to be very first  survival horror game. It was developed by Capcom (ironically) and was made years before Resident Evil 1 or Alone in the Dark 1. 

It is considered to be one of Capcom’s main game related influences for Resident Evil alongside Alone in the Dark and as it is purely Japanese, I feel it fits perfectly into our project. 

Sweet Home was originally a Japanese horror film directed by Kiyoshi Kurosawa and released in 1989. IMDB say thatA TV production crew are making a documentary about the infamous painter Mamiya Ichiro. When they start filming at his old home, they come under attack from the ghost of the painter's wife”.

The plot is already very similar to that of Resident Evil’s, ‘group go to house, house becomes creepy, strange things start to happen’. It’s textbook Japanese/Eastern horror and terror. 

Sweet Home, the game, was released on the NES (Nintendo Entertainment System) also in 1989. It was developed and published by Cacpom and was released in Japan only. The game was actually supervised by Sweet Home: the film’s director Kiyoshi Kurosawa so it was obviously full of film to game cross over's and influences. 

Sweet Home, Resident Evil &
Horror/Terror
Linking back to some earlier research where I found an article written by IGN about Resident Evil and it’s influences, it stated Sweet Home was one of the biggest. I have never played the game myself and unfortunately don’t own it so I am relying on videos to draw my conclusions and references from. 

I am going to use, and reference, this YouTube video (and the rest of the play through videos) as my source as I wasn't able to play the game myself: 



One of the key things I realised upon beginning the video of the play through of Sweet Home was how the beginning is almost identical to the start of Resident Evil. A group/team encounter a large, and what seems to be, abandoned building. They are forced to enter for whatever reason and find horror/terror entities on the inside. With Sweet Home, it’s a ghost. With Resident Evil, it’s zombies (and other things). 

The music in Sweet Home, despite being in 8bit, is also very creepy which adds to the horror/terror. Resident Evil also has similar creepy music playing as the player progresses through the story.
 
The gameplay settings are very similar too, as I mentioned, there is a team of players in both Sweet Home and Resident Evil 1 of which the user gets to chose a character to play. This character has a different plot/storyline and will affect the way the game turns out in the end. 

From what I have seen, Sweet Home makes use of the gameplay feature in which players need to find specific items to progress through the story. This is a great way to inflict horror/terror into a player. I know this from playing Resident Evil many times, I remember the panic of not having an item when you need it, you are scared to have to go back around the mansion to find it in case you take damage or use precious ammo – supplies are always rare and limited. 


One minor but funny observation I made while watching the play through of Sweet Home was where the characters opened a door. The game is from a birds eye perspective and uses a fixed camera for this very reason (plus the game is old and this is all they could ‘manage’ back then). When the characters open the door the game goes into a semi 3D perspective where the door is in front of the player on the screen, it then proceeds to open slowly with an intense creak. This is exactly the same in Resident Evil. Despite the fixed/static cameras the game goes into a first person view to open doors. This is incredibly scary, I remember always being in fear, anticipating what would be on the other side of the door I had just opened as it was making such a big deal about the door. 

Sweet Home was released on the NES and games of its time had not moved into the 3D realms. This lead to many games having a birds eye view, as if the played was sitting in the roof watching everything happen. I would like to make a study and say that this is similar of the fixed camera angles in Resident Evil. 
 
Horror/Terror Conclusion
The conclusion I am going to draw from this is similar to that of my Alone in the Dark conclusion. It is this…HOW SIMILAR ARE THESE GAMES?! It’s wonderful to see such influences being taken from generation to generation and seeing just how the survival horror genre was born. 

So far I have found eastern and western mixtures of influences all thrown in to the cooking pot that is “survival horror”. What I plan to take from Sweet Home is it’s apparent plot and settings that are almost identical to Resident Evil. I will do another blog post showing the images I have chosen from my research that I will use in my presentation to show the influences, their western or eastern backgrounds and how they have bought horror and terror into the survival horror genre.