There hasn't been much posting on here recently about my upcoming essay for contextual studies. I am looking at the roles and practises of both concept artists and 3d modellers within today games industry. Below are some of the sites I used for research purposes.
http://www.theaveragegamer.com/2011/06/24/friday-feature-you-dont-want-to-work-in-the-games-industry/
http://www.businessweek.com/innovate/content/aug2007/id20070813_120384.htm
I have also looked withing various games magazines, primarily "Xbox World" as well as referencing from our lecture with the artists from Crytek.
Sunday, 26 February 2012
Topology
After finishing our sculpts we were required to create a paint layer over them displaying our understanding of Topology. To give myself a decent understanding and further what I had learnt within our group session I found the information in the following post to be particularly helpful. - http://www.polycount.com/forum/showthread.php?t=80005

What I understand now about topology is that, as a general rule, the intention is to avoid the inclusion of triangles, primarily because they tend not to deform well which becomes problematic should you wish to animate your sculpture. Instead one would try to keep the shapes as quads, however this can be difficult when the contours of the face start splaying off in different directions. At this point you may include "5poles". This is where the edges of five quads meet to form a polygon cluster (These are highlighted on the picture above). Whilst they can also be detrimental to animation, this tends to be less so than with triangles.
Armed with this knowledge I then attempted to draw out the Topology on my own sculpture.
What I understand now about topology is that, as a general rule, the intention is to avoid the inclusion of triangles, primarily because they tend not to deform well which becomes problematic should you wish to animate your sculpture. Instead one would try to keep the shapes as quads, however this can be difficult when the contours of the face start splaying off in different directions. At this point you may include "5poles". This is where the edges of five quads meet to form a polygon cluster (These are highlighted on the picture above). Whilst they can also be detrimental to animation, this tends to be less so than with triangles.
Armed with this knowledge I then attempted to draw out the Topology on my own sculpture.
Result: He looks like a Mickey Rourke/ Spiderman hybrid. Using the website as a guide I did my best to keep the 5poles to a minimum and within the areas they would be least inconvenient. I did not enjoy this exercise.
Mickey Finished
The time has come. I have finally got my scuplture to (roughly) where I want it. Witness for yourselves..
I am pretty happy with my progress in this area, particularly seeing as it is my first time using Mudbox- and I feel as though I have at least achieved a reasonable likeness. As mentioned in my earlier posts I did find the eyes a struggle so this is something I will focus on practising for the future; however I really enjoyed using the program so I am more than happy to do this. Whilst playing around with different features in my free time I also learned how to give the sculpts joints, and therefore intead to start creating 3D sculpts of characters I have been creating/drawing in my own time.
Another aspect I didnt explore too much this time round but would like to become familiar with in the future is various methods of texturing/colouring the surface so as to create a truly realistic effect.
Saturday, 25 February 2012
Progress Update- Just Like I Promised
I spent more time today working on my jump cycle, as well as going over my walk and run cycle with the intention of finishing off my animation work for this project.
Here you can see my stages of progress from last night's work, to my updated version today where I have integrated the rest of the arm movement. I used the following video throughout this cycle as a reference to help me get it right. http://www.youtube.com/watch?v=HywvTf5uVbs&feature=relmfu
Out of all the cycles I found the jump in particular to be the hardest when it came to creating something that was both realistic, and representative of my original idea. Saying this, I have still very much enjoyed the animation part of this project and will therefore be dedicating my own time, after our hand in date, to work on my progress in Maya, starting with jump animations. (I would particularly like to try the somersault again.) Something else that has been highlighted through my work in animation is the importance of a good understanding of antomy and how things move. This makes it unquestionably easier when it comes to recognising visual descrepancies in your work, and suggests that regular life drawing sessions will definately improve future work.
Friday, 24 February 2012
I can see clearly now
I spent more time than I should have in the last couple of days trying to get the eyes right on my Mudbox sculpture
As you can tell form the picture it is still not going great. I bring you this not so much as a progress report but more a prewarning that it may well go pear shaped.
Tweaking and Jumping
I had another attempt with the animating in Maya. My first task was to tweak the walk cycle, adding additional hip, head movement etc. for a more realistic effect. I also edited the foot controls making sure they were flush with the ground whilst the chacter's foot is in contact. The picture below shows me going through this process- not that you can really tell. Still...It's the thought that counts.
I then proceded to work on the jump cycle. In terms of progress this has been something of a mixed bag and there have been multiple failed attempts.
- http://www.youtube.com/watch?v=Zc0m4GxSK2A I tried to do something different to begin with and went for a backwards somersault. This was actually going pretty well whilst I was focusing on just the legs, once I started moving the arms however they started adjusting inbetween keyframes in a corkscrew style manner, which was somehow not fitting. My next attempt was a much simpler forward jump however, perhaps partly due to my inability to source a half decent reference, my attempt looked very jarring and unconvincing, to the point that I considered it would be more time efficient to start from scratch. I am now in the process of working on the new version. It is, thus far, much more successful then the previous attempts but not yet finished. Progress update to come tomorrow.
Hungry Eyes
These are Mickey Rourke's eyes. There are many like them but these are his. Without him his eyes are useless. Without his eyes he is useless...
In general I feel like I have taken to Mudbox pretty well, and considering this is my first ever use of it I think I am making good fast progress. The one area I am significantly struggling with is sculpting the eyes. The reference picture I am using has many creases and folds around the eyes which is probably not helping. I have begun looking for tutorials that will help me in this area. This is the best I have come up with- http://eat3d.com/free/mudbox_head
At this point I will just have to persevere with it and keep trialling methods untill I get it right.
In general I feel like I have taken to Mudbox pretty well, and considering this is my first ever use of it I think I am making good fast progress. The one area I am significantly struggling with is sculpting the eyes. The reference picture I am using has many creases and folds around the eyes which is probably not helping. I have begun looking for tutorials that will help me in this area. This is the best I have come up with- http://eat3d.com/free/mudbox_head
At this point I will just have to persevere with it and keep trialling methods untill I get it right.
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