Friday, 30 January 2015

Mudbox Introduction Session: T-Rex Model

Last week’s session was an introduction into using Autodesk Mudbox sculpting software. I was very excited to find out more about the software ZBrush and especially Mudbox for the freedom and creativity of modelling. Unlike Maya, another Autodesk product, Mudbox allows you to manipulate the object as if it was actual modelling clay. We experimented around with the sculpting tools on a simple cube and learned the basics of how mesh levels work with subdivisions to create more polygons; creating a smooth skin.




We were given the challenge to create our own T-Rex from a starting model prefabricated for use. Above is the second to last level subdivision of my Carnotaurus (a member of the T-Rex family and also one of my favourite Dinosaurs). Fortunately I knew the shape and structure from memory. However, I used some references from Google to tweak the final shapes as seen below.




We were also taught several painting tools and layers of the material. For this simple paint over, I have used a diffuse setting which creates a matt finish. Underneath is the final model and painted body. I really enjoyed making a camouflage like skin and toning the shape with the harsh contrast of yellow and black.




Another really useful tool we were told about was the mirror setting on the hierarchy tab. This simply simultaneously reflected what you do to the opposite side on the axis. This was really helpful when I made something like the horns or teeth as it is tricky to get the exact reflected symmetry for the features. 




Before I painted the second coat of skin colour (the black patterns), I made a new layer; this time selecting bump map. This technique is commonly replicated throughout the games industry and is a key part when texturing a detailed model. Any of the actual texture applied when using this, fools the light into making it look like it is a three dimensional form saving polygons and memory.




Above is one of the stencil tool textures I used which, when using a black brush, applies the detail to the model. As you can see I have used a scalely appearance which I thought worked well near the pale chin and head area.




In the pose tool bar I used the pivot settings to adjust the tail position and also the forearms of the Dinosaur. I also shrunk several features like the head which is prolifically shorter to the snout and the chest which is higher with the tail being longer (one of several characteristics that tells us this Dinosaur was built for speed, rather than brutishness like that of the T-Rex).




Above is the starting model before I did anything to it and below is the final side view of my Carnotaurus model.




We were also given an insight into using the turntable feature which creates a 360° render of the model. Below is my turntable video which I added a shallow depth of field too, to give it a more realistic composition. Overall I have really enjoyed learning the features of Mudbox and look forward to more of the freedom and creativity in modelling it offers.




Tuesday, 20 January 2015

Visual Arts & Animation - Anatomy: Muscle Assignment

Our first two-week assignment for the new term was to study the Human Anatomy. Continuing from the last analysis of the Human skeleton, this time we looked at the key muscles of the body. Below is my diagram listing the main muscles with a colour marker. While focusing on the main muscles of the average male, I highlighted more complex forms in the magnifier circles. In addition, I got the chance to use watercolours; as this is something I have had years of practise with and am comfortable to use.




Below is my second study focusing more on the muscle detail around the body that I found interesting or had not looked at before. For example, the coracobrachialis and the serratus anterior muscles located under the armpit. Furthermore, I briefly covered how certain muscles expand and contract like in the gastrocnemius (calf) and the brachioradialis (situated on the wrist).




I really enjoyed learning new muscle groups, like that of the face and think it has been a huge help in understanding the form of the human body even more. Below are the two links I used for reference in my study. One again being the amazing website called InnerBody which lets you understand the system of the muscles in an interesting and interactive diagram. The other is a book called Atlas of Human Anatomy for the Artist by Stephen Rogers Peck as suggested by our lecturer.


Monday, 19 January 2015

Maya Modelling Assignment - USS Enterprise

In the first week of the new term, we were given the assignment to create a model of the Starship Enterprise from the original TV Series of Star Trek. In company with this, we were given a technical drawing blueprint image to aid us in the modelling process; as seen below.




Above is a screen capture of the image imported into Maya and cut into formation of the axis of x,y,z. This was a great way of working fast and accurately depicting the model. Below is the first section I worked on using the smooth view on the hull. This allowed me to see the design with a clean face of curved surface. Furthermore, I shaped the vertices and edges while adding in multiple edge loops to shape the fuselage. 




We were taught by our lecturer how to use the Bezier Curve tool on more complex forms which came in handy for the modelling of the radar like dish on the front of the hull. This tool enabled me to create an outline of the top half of the dish in its curvature construct along the x axis. After aligning the move pivot tool to be parallel alongside the dish, I switched to the surfaces tool set and used the revolve feature to create the actual polygonal shape from 2D to 3D as seen below.




Below is the complete dish that I think worked out really well. I made sure to keep a low polygon count as this helps save memory and data space for other components later on.




In the shaded display view I used a feature called XRay which allowed me to see through the object to the blueprint image. I found this was very useful in reflecting on the precision of the model. Below is before I converted the shape of the hull using the smooth tool found in the mesh tab.




Underneath is the finished hull on the model using the smooth tool. I made sure to align the vertices with that of the blueprint and after using the harden edge tool on the faces, it gave that composition a great result.




Here is the recognisable 'flying saucer' bow of the Enterprise. I aimed at extruding the bridge deck on top as this is more ideal in practise when it comes to using a model element as one piece. One error that I made, when creating the plate shape, was not increasing the polygon circumference. The only drawback to this was I had to individually create each edge loop for the sections of rotation; after doing this I equally selected the side edges and distributed them in scale.




Using the front and side view for reference, I formed the rear of the ship with the spine columns leading to the raised engines. Similar to the hull, I made the elongated engines with the key '3' selected in the rounded mode and then used the smooth tool to create it into a basic polygon shape. Unfortunately the process of this is the creation of more edge loops which are then only removable by individually double-click selecting and deleting them.   




Below is final model using the blueprints for final checks. While in the process of modelling I fixed the three images to a locked layer, as so I did not accidentally move them out of position. I believe that small techniques like this one is essential in the long term modelling or with detailed concentration on a specific object and reference.




Finally I added, from the create tab, an area light with a low level intensity to bring out harsh contrast as often seen in space. I have also started studying and following tutorials on the plug-in Mental Ray which renders out the model to a crisp definition along with the lighting which will be really useful to learn for future work.




Here is another angle of the USS Enterprise with the area light illuminated in the '5' key lighting display mode. I am really pleased with how the model has come out and in the time I have produced it in. 



Friday, 16 January 2015

Photoshop Session - Lizard Creature Tutorial

In our first session of the new term, we got to watch another great tutorial by artist Feng Zhu. In the online lesson, Feng Zhu went through the basic elements to starting off a digital art piece. Several techniques were covered including how to place textures along with a short example of how to create bounce and backlit lighting. It was then our turn to try out the methods of practise. To make things easier in the time we had in our session, we were given some reference images and a line drawing to help us re-create his work.




Above is my progress towards my final piece. I started off by blocking in the simple colours and then adding in the bounce and strong contrasts of light with a soft edge brush. The second step was just refining what I had done and tidying up values with the areas of the body. I found it difficult to tone the arms as the actual angle of the shoulders are distorted in a concave manner with the chest armour. However, after cleaning the shadows up with a hard edge brush, I focused with more detailed around the upper torso. 




I was then able to go onto Google search and find a matt high quality free image of a gecko texture; that I used to give the detail of the lizard skin texture. Above is my almost finished piece I made, which I am rather pleased with given that we only had about four hours to make it. In addition, I found the texturing rather easy to do with the help of the warp tool on Adobe Photoshop CS6.




Above is the original free texture that I used multiple times (as seen closer up below) on the arms, head and neck area. Using 'Paste Special' we could mask around the edge of the areas we wanted covered and then simply wrap the image using the warp tool. To match the image colour to that of the lizard's, I converted the colour in the image to black and white and then changed the blending mode to soft light.



Friday, 12 December 2014

Games Encounters - Winter Submission: Game Intro

As part of our Games Encounters unit, we had to create our own Opening Sequence to a Game for the Winter (Formative) Submission. This was to be created in a 'grey box' basic design using the Unity Game Engine. At first I had no idea what I was going to create and it was only after a journey on a train that I began to create a concept and develop from there. I then started to generate ideas and create a rough layout in my head of the map. Furthermore, on a trip to Aldershot from Farnham, I took several images (as seen below) around the train stations which then became my resource for visual construction and building.


                               


I then brainstormed the layout of the start and end position of the character as it was for a first person game. As we begun scripting and learning more in generating animation and functions in Unity (in our Games Encounters Sessions), I planned where things like triggered events could take place, title cards/text appear and in-explorable areas. Below is my final aerial map of my Game with the central events listed to the right.




As I had my general construction of events, I decided to make a three-quarter view plan showing the level in a principle manner below. I also included a perspective plan which let me configure the scale of the town with the players 'eye view'.




With everything organised, I could begin modelling. I decide to do a vast amount of building in the editing software Maya, as I had more freedom with creating the town layout. Below is a phone box's interior which was one of the first intricate details I looked into making. In addition, it is the first object in chronology of the scripted events.




As I developed along with the construction of the phone booth I realised that the phone would need to be detached from the holder in order to realistically represent a phone tone sound placement. I used several tools to achieve this, including the polygonal bend shape tool that worked perfectly for the curve of the cord to the phone.




In my game introduction sequence, a train departs without the player leaving you stranded at the station. I worked out that I only needed to construct part of the locomotive (giving me more time on other items) which is seen through the stations building. I also had to scale several objects into centimetres as I had a greater knowledge working in inches on Maya (from watching several tutorials). This then helped for referencing the human height to other components later on.



Below is my modern Class 450 South West Train complete with a human figure height scale to the left. While making each object that builds to the final product, I made sure that I named and arranged the Hierarchy tab to easily export the objects when they were finally ready for Unity.




After the first train has departed without the player, you explore more of the station looking for a Help Point button. After hearing a strange sound through the device, the player then hears a foghorn and spots a second train, this time an old steam train and carriage arriving at the stations platform.




I spent around six hours modelling this steam train (based off of the famous LNER Peppercorn Class A1 Tornado train) as it's the key focus in the games narrative. As the player can only explore one of the two platforms at the station, I decide on shaping mostly one side of the model saving data and memory for the final layout as mentioned by our lecturer.




Below is the final train model including the carriage with the face normals selected. This was a process I found in later experimentation and improvement but several features to an object can appear visible from only one viewing angle. This can be manipulated in the normals tool but unfortunately you would have to go in and out of Maya and Unity to see the actual difference of the surface change.




As I built my level's buildings and features, I doubled checked that the normals and vertex's were aligned in the correct path rather than having to go back and forth after realising something is wrong with the object in Unity.




After constructing several objects, you can select them in the Hierarchy and then go to normals in the tool panel above and look at them altogether (as seen below) than having to view each object. For some reason my station section was littered with normal errors and delayed my progress by quite a bit.




After making each plane for my levels ground, I would go into an aerial view using the view cube and check that it was accurate with that of my original sketched piece. This way I could not make any mistakes with the layout and confidently build around the areas.




Using the wire mesh on shaded tool allowed me to view the models more clearly together and was a massive help when making the railway tracks; seeing the 'wooden boards' below the lines parallel to each other as the curve of the platform advanced. As the player cannot travel in the non-explorable areas, the tracks beyond the horizon point angle of view, meant I did not have to fully complete the model again saving data and memory overall.




For the streets of the town in my game (I decided to call 'Alderham') I had several elements where I could just mirror cut objects, duplicate and reverse. This was also very practical when it came to things like Lamp Posts as real streets have two dozen or more.




Looking at aspects of creating my environment required quite a bit of spacial awareness within reality which as an artist has been something I have been fairly good at. The car park for example was completely created from the top of my head just thinking about the location in Aldershot. This was the same process with most of the objects in my game, although I did have my own photographs for references.




Although I knew it was not essential, I mapped out my level as though it was an actual street. Adding in items like car reflector bollards, traffic lights and pavement islands. Personally I found this made the game more in-depth and authentic to the concept as a whole.




Once I had finished all of my modelling, I exported all of the objects using FBX files and imported them into a new Unity project. It was very simple to add the layout into Unity; with just a simple drag and drop from the games assets folder, see at the bottom of the image below, into the scene view.




Over the next few sessions in Games Encounters, I learnt many new tools in Unity to enhance my games play-through. For example, I added in a soft 'moon lit' directional light and played around with the settings; something I found was a massive help; just exploring all of the mechanisms and how they worked taught me various skills in editing and my time management.




While at University, I used the suites computers Unity Pro, to expand my games limits; with the free version however there are several features that are disabled and only compatible if you upgrade. I decided to not let this draw me back, although the lighting system was reduced in realism as this was a key feature to give the game its atmosphere.




Additionally, I ticked the box in the system preferences for deferred lighting as several areas in my game flicked by the characters movement. This gave a subtle amount of light emitted over other game objects surfaces but was designed for the final rendering process only in Unity Pro.




Mixing the lights attributes allowed the mood to change in the game view screen and I went back and forth in the scene view to duplicate several of these. On the other hand, this was a massive advantage, with the lights symbolising the player's path through the level. The brightest man-made florescent whites are at the start and end of the introduction and then in between are a mix of orange lit lamp posts and green illumination for smaller components like the phone booth (as seen below).




After matching all of the lights to the chosen game objects (almost sixty in total) I then went onto looking at sound in my game. As this is the very first game I have ever made, I wanted to impress more with the visuals as well as the sound, as that was part of the submission for 'creating an atmosphere'.




I decided to find sounds online through the website Free Sound that I have also used in college, which is really useful for free material. The only problem was I had to spend many hours to find the best suited sounds for my game. Moreover, things like background ambience were easy to find and download but one of the toughest to search for was the Fog Horn. In my game it is heard as the train arrives at the station; taking about two hours to choose as some are limited by choice, I found what I was looking for. In total my game has eight audio sounds which after downloading, I moved into my assets folder.




A few extra elements I wanted to add in to my level were a night sky and light snow, although they were not essential. Thanks to my classmates, some of who have used Unity before, guided me to find the features called a Skybox and Particle System. These were really useful as they were just what I was after, set functions that could be manipulated in the settings inspector tab to the right. Furthermore, I could change the settings of things like how fast snow would fall, the surface spread area and size of the snow.




Towards our last sessions in Games Encounters, we learnt how to animate objects in Unity, both by using CSharp Scripts with transform selection and by key framing in the points of animation using the timeline as seen above. I needed at least two objects in my game that would be animated which were both my train models.




In all our sessions with Ewan Armstrong, our lecturer for Game Encounters, we learnt how to program code and built up our knowledge over time as it is quite a complicated process of knowing the names of the text that you type out for the computer to make the mechanics work. I really did not want to go anywhere near scripts at the beginning of the term, as I saw it as a really complex component to game making. However, as it is such a crucial part of making a game run, I openly rose to the challenge and watched all the beginner tutorials on the Unity website for scripting with CSharp in the MonoDevelop assembly.




Above is my first scripted code that I managed to create by myself. I felt so ecstatic after making the events happen, which was a phone tone atmosphere sound on loop. With selecting the variables for each part in the script, I could then find where the sound was in the assets folder and drag and drop it into the audio clip area in the Inspector.




As the player would advance through my game, the best way to communicate the story and the chain of events was through a GUI Text game object. This would then notify the players field of view with text. I decided on making the first two GUI Text areas an on trigger enter. So when the player reaches an area for example, like the end of the street ahead, the text would appear only in the trigger zone. 




As I proceeded with the scripts, I wanted to create my first train animation. This was perhaps the longest and most time consuming script out of them all, as there was many errors with the placement of animation and its designated variables. Eventually I had to turn to my lecturers help as the problem persisted and I got nowhere; it was just two commands out of place and several updates in the script that had to be swapped around. I was so happy after this and it gave me more enthusiasm to create the next code.




In my level, if the player walks close to the train station, the train on the platform leaves without you. You then walk into the station building itself and are then confronted with another GUI Text, telling you you could try asking at the help point device if any trains are running.




Above is the help point button similar to that of the actual ones at British Train Stations. I decided to put simple material colours over the help point button (the only thing in my game with an added colour over it). This was to help the player identify that that was the button console they have to push in order to trigger the next event.




Above and below are some more images taken from the game view mode. This enabled me to test the game multiple times and I really enjoyed the fluid fluctuation between editing and live play; allowing you to work even faster and critiquing certain things and then tweaking and adapting them.




Below is my final script for my game beginning sequence which has over twenty two stages of events. I remember looking at a procedure in scripting in a session but forgetting its placement for many commands in one code. I also tried to find tutorials on this, although there were many arguments with other methods such as Invoke, Switch statements and enabling and disabling an object. After getting nowhere with the script, I asked for a hand from our lecturer again and he said that the 'wait for seconds' coroutine was best for what I had in mind. Finally, I had to do some more research and figure out the delays I wanted between each parts in the actions but I eventually managed to complete the scripts and finish the entire game intro layout as I had planned. This made me look back at the past two months and made me think how far I have come in learning all of the software's to build my very own game.




After I had completed my game, I exported it using a simple process called 'build'. You can select what platform you want the game to run on and the settings of the selected scenes and as my game only has two minutes of play time it had rendered it within a minute! Below is my Game Intro One Sheet as if I was presenting the game to a studio for approval. I was keen on making this with things like the logo and features, as I have made several digital graphic pieces before in college, and for personal work.




Lastly, I also wanted to recreate my draft timeline storyboard to a digital version to make it look more professional (as seen below). As this is something I would love to do in the entertainment industry, I focused on the key spots of importance and illustrated the central level area locations. Overall, I have really enjoyed the experience of the practical making of a game using software that will not only help me in the new terms at University but for the future outside of higher education as well.