Monday, 22 August 2011

Game Design and Modelling

Introduction

In this essay I am going to assess the process of building a model and the actual model itself. I will compare this model to another, analysing each models assets determining whether they are good or bad examples. To reinforce the points I make I will bring in other models for comparison where relevant. I will explore the journey of each model from pre- production to final outcome, to illustrate what I am saying I will use photographic evidence to back up the point being expressed.
The models I have chosen to focus my study on I believe give accurate accounts of good and bad practices. I haven’t chosen a specifically ‘bad model’ as I believe it will be more beneficial to look at potential pitfalls in ‘good models’. However I will look at more models where relevant. I will break each model down to explore the full pitfalls that can or cannot be created through good preparation and careful practice.

Pre-Production

Pre-Production is your preparation stage before you begin to model. This will involve either taking photographs of the potential model (this will be if the object already exists) or drawing a model sheet, so the design is sketched in the needed perspectives which are front and side, it is also helpful to have the design in other perspectives such as a ¾ view. I personally prefer to draw model sheets for reference as I can gain a ‘feel’ for what the model is to look like by doing this. The pre-production stage is very important because these drawings become your guide as you model making them something you can constantly refer back to whilst modelling. Your image planes should be set up like this within Maya (see figure 1).
Figure 1 - Set up of image planes
                I have included this image as a good example of how to set up image planes because this is the most effective way to have them set up. This is the best way to set them up as they are in close relation to each other, so you can see both planes allowing you to refer back to both references rather than just relying on one. As if there was too much space between the planes you would only focus on one view point.
‘Without well researched and considered reference, a likeness of a person is extremely hard to capture.’ (Pattenden, 2001-2011) This proves that if you do not have a good reference basis you will struggle to model the desired design, especially when it comes to character models.
Darren Pattenden gathered very good photographs to use as reference for his preparation for modelling ‘Moff Tarkin’. Pattenden made sure that his front and side photographs were the same scale to each other. If they weren’t the same size it would make it difficult to determine the size of the models aspects. Below are the images Darren used as his reference.
Figure 2 - Moff Tarkin - Image Planes
 
Figure 3 - Moff Tarkin - Images scaled to each other
Julian J went against what I have said about referencing, when he modelled a house elf, as he didn’t use any. This could be because he has modelled this before and doesn’t need it. Even if this is the case it is always useful to have references on hand for guidance.
Carsten Lind modelled a cartoon man that I also looked at for this research. He too however did not use any referencing. I consider this bad practice as without a starting point (you’re starting point being your references) then you have nothing to help you through your modelling process which can become frustrating if you’re up against a problem and you don’t know which direction to go next. However I am not saying that a model created without reference is always a bad model  as you may not need it under certain circumstances, for example it may be a really quick and easy model where you completely know what you want to do and what way you want/need to do it.

Modelling

                Your next step after pre-production is your modelling process (production). This is where your design is created.
The head is seen as the place to start with many people. Most people start off with a cube to begin their head modelling, this was the case for Darren Pattenden and Carsten Lind but Julian started with a single plane. Julian used an extruding method, this is where, starting with the eye socket, he took the edges of his plane and extruded them to continue creating the shape of the face. Without reference images set up in Maya this method would prove difficult, personally I would find this a struggle as I wouldn’t know what scale I should make the parts of the face and the specific shape I am supposed to make them. To model in this way you would have to be very confident in your abilities as a modeller. Below are images of Julian’s starting point.
Figure 4 - Single plane
 
Figure 5 - Start of extruding method
As you can see from the two figures above there is no direction as to how the head is going to pan out unlike if you were to start with a cube.
Darren Pattenden used a cube for his starting point but before that he did a little more preparation. To help figure out the facial planes for ‘Moff’ Darren used Photoshop to apply the cutout filter and paint over one of his reference photographs, this helped mark out the bigger planes for the face. Also to further this research he used another photograph and drew on the edge loops to see where they should be going. I had never thought to do this kind of research but believe it would be a very helpful process when modelling the head, as you are giving yourself more guidance. For somebody who hasn’t got much experience and confidence in character modelling these steps could be crucial towards their success. Below are images of these steps.
Figure 6 - Moff Tarkin - Applied Cutout Filter
The above photograph shows the effect of the cutout filter in Photoshop. As you can see it becomes easier to determine the planes on his face.
Figure 7 - Moff Tarkin - Edge Loops
The above photograph shows where the edge loops should be running along his face.
Figure 8 - Moff Tarkin - Head progress
Above shows the stages Darren went through when modelling the characters head. As you can see once the model got to a certain point it become a case of observing the detail of Moff’s face to get the points of his own model where they needed to be.
Referring back to Julian’s model. To shape the head of the house elf Julian used the lattice tool. The lattice tool creates a grid around your model, by using the vertices on the grid you can move and reshape parts of your model. This is a useful tool as you may find it easier to select the vertices on your grid rather than on the actual model. Also this tool can make it easier to reshape what you need rather than without using it. Below is an image of the lattice tool being used on the house elf.
Figure 9 - Use of the Lattice tool
To save time when modelling, a technique that is best used is to mirror your model. So instead of working on the model as a whole, trying to make both sides of the model exactly the same, you can split your cube in half and just focus on modelling half of your design and then when you are happy with what you have modelled you can mirror that half of the model to create the other half. Once you have done that all you have to is stitch up the middle seam that will join both halves together. All three people used this process when modelling proving it is a very useful way of working.
To ensure good edge flow when creating the head Julian made sure that all the edge loops ran into the nostril of the house elf. This can be seen in the image below.
Figure 10 - House elf - edge loops

When modelling the body you could either use the ‘Create Polygon Tool’ or create a series of cylinders that represent each limb. With the ‘Create Polygon Tool’ you draw around half of your front plane image creating a series of points. You then connect the vertices. After that you extrude the faces of the polygon you just created. Once you have extruded the faces it is a case of adjusting the vertices in accordance with the side view plane. Below shows some of the stages of this process.
Figure 11 - Create Polygon Tool 1
 
Figure 12 - Create Polygon Tool 2
 
Figure 13 - Create Polygon Tool 3

The cylinder approach involves creating cylinders to represent the body parts i.e. a cylinder for the torso and a cylinder for the leg etc. Only create half of the body with the intention of using Maya’s mirror function. You need to split the torso cylinder in half to mirror it properly. Scale and adjust the vertices of the cylinders, rearranging them based on the side image plane and then the front. Then you need to join up the cylinders and tweak the vertices to create you basic mesh. Below shows this process being used.
Figure 14 - Cylinder 1
 
Figure 15 - Cylinder 2
                The good thing about using the ‘Create Polygon Tool’ is that you can model the body as a whole including the head. This could save time as you don’t need to stitch up all the separate parts of the body together. However this could also be a downfall as you end up having to focus on the whole body rather than work on parts individually, making the cylinder process just as good. I believe that choosing which process to use is down to personal preference. Julian however didn’t use either process instead choosing to continue with his extruding method.
                Once you get to a certain point with your models it just becomes a case of tweaking vertices to get the shape and look you want.
Figure 16 - House elf
Figure 17 - Moff Tarkin
Figure 18 - Bad example 1 - Torso
                I compared the two main models I looked at (Moff Tarkin and the house elf) to some other pieces of work. It is clear to see that the two I have looked at are of a very high standard of modelling. Figure 17 is an image of a modelled torso, the torso is too rough and edgy, and it looks like the modeller has tried to model the detail of muscle with the outcome not being good, compared to the smooth models of Moff and the elf.

Proportion

Proportion refers to the size and scale of parts of the model and how they look in relevance to each other. In other words, for example when modelling you need to make sure that the head is not too big or too small when on the body otherwise it will look out of place and your model as a whole will not look right. Your model sheets and reference are set up so that you can see what size you need to scale your characters aspects to, without these it would be a matter of guessing and deciding what size you think something should be.
Obviously if you have designed an exaggerated character where some assets of it are particularly bigger or smaller than other parts, your proportions will be different to when you are scaling an average human being.
Julian’s ‘house elf’ has exaggerated proportions as with larger ears and a smaller torso, the scale is different compared to the average human being. Whereas Darren’s ‘Moff’ has the same proportion to a human and has scaled the characteristics exactly to the size they should be, nothing seems out of place being too big or small. Both models have been proportioned very well, no aspects are out of place looking like they shouldn’t be the size they was made. The images below show off the models proportions.
Figure 19 - House elf - Proportion
 
Figure 20 - Moff Tarkin - Proportion
Figure 21 - Bad example – Proportion
                I think that the model shown in figure 21 is out of proportion. I feel that the arms and hands look too small. This makes the model look unrealistic and is not to the standard of Darren’s and Julian’s models. Therefore proving that proportion is very important for the look of a model.

UV Mapping & Texturing

Julian split the house elf into different UV maps. He used an auto UV plug-in that was created by Francois Grassard. A plug-in like this obviously makes it so much easier when having to arrange the UV maps for your model; however I am not sure if this plug-in has been released. The image below shows how he split the model.
Figure 22 - House Elf - Split into UV maps
For the normal bump map for his model Julian used Deeppaint 3D. Using this, Julian painted on lines to represent where he wanted the house elf’s wrinkles to go; this makes it easier to paint the wrinkles when this is opened in Photoshop. In Photoshop Julian put a grey layer on top of the texture that was made previously and turned the opacity down so that he could see the lines from the other layer. Following these lines he painted on the wrinkles using the tools ‘colour dodge’ and ‘colour burn’. For the colour maps Julian used high detail photographs instead of painting his own. Using photographs I believe is more effective than painting your own textures as they look more realistic. Julian used more than one map to create a texture giving it more detail, making the outcome more realistic.
Figure 23 - DeepPaint 3D
Figure 24 - House Elf - Texture 1
Figure 25 - House elf - Texture 2
Above are some of the textures Julian used for his house elf. I believe they are of a good quality showing detail of aged skin and fading tattoos.
I looked at a model by Carsten Lind but have not mentioned much about it. This is because when Carsten Lind modelled his cartoon character the problem I found was that he kept switching from modelling to texturing. He modelled the character’s head and began to texture it but before he finished the texturing he moved onto modelling the body of his character, he kept proceeding to do this throughout the whole production of his model. This way of working may have been what was best suited to Carsten but I think that it makes more sense to complete all of the modelling and then move on to the texturing as you may end up wanting to change part of your model and if this is already textured it could mess with your UV map and mean you possibly have to fix your texture map also. Carsten ended up changing his texture for his characters head numerous times. Both Darren and Julian completed all of their modelling before moving onto their texturing.
In conclusion, from following the development of different models I have come across good practices from different areas of each modeller’s process. Darren’s pre-production and research for his model were very good; he was very prepared for what he needed to do.  This showed in his final model. Although Julian worked in a way that was different from the other modellers and at first glance I saw this as a pitfall, the final model was to a very high standard and is something I would like to be able to achieve within my work.
I didn’t specifically look at one ‘bad model’ as I believed that by looking at potential pitfalls in good models would be more beneficial as it showed what needed to be avoided, if you wanted the model to be of such high standard. 

 



References
http://davegoosem.net/blog/maya/modelling-a-character-in-maya/


Friday, 6 May 2011

Presentation

Today I presented my animated clip. Overall I was very pleased with the presentation. I felt that I presented my journey of my animation clearly, explaining my pre production, production and post production. On reflection I thought that my pre production came across successfully. I felt I provided enough evidence of my references, to support my animation. I also felt that I explained everything in enough detail as needed, not over analysing anything that didn’t need to. Also I am a shy person and find the thought of talking in front of a room full of people very daunting but I felt that I did not portray this when speaking, for this reason I am really proud and felt I have gained some confidence from doing the presentation.

Production

When rendering out my animation today there was a number of problems with the sound as you can’t hear it at all. After realising that Maya will not render out sound I have had to change my camera angles and have found that I can only stick with two to get a good effect. This is because when I go back to syncing the sound with other software I struggle to get the timing right with all the different angles.
On reflection of my animation I feel it was successful in particular the facial expressions. However in the future I feel I need to become familiar with other programmes such as Adobe after effects to ensure I can sync my future animations well, eventually including more camera angles. 

Production

Moving on from my animation I feel I am now ready to begin creating my scene. The scene I have chosen from my spider diagram was the jail scene. From creating the scene I can now place my character accordingly.
My last step for my production is my camera angles. I have added a great number of camera angles that I think follow the two characters well.

Production

Today I began to animate the body movements of my character, for this I will need to refer to my sketches and dope sheet. As my character is thinking, I feel he is best standing on the spot, so all emphasis is on his facial expressions.
My decision above seems to have been the right one. As I have now brought all elements together and I feel it is successful, however on reflection I think I need something or someone else to accompany my character.
From much reflection I have decided to include another character, however I don’t feel he needs to say anything, as I don’t want to take the wittiness of the sentence away. What I have decided for this character is that he will sit and listen to my first character, showing clear expression that will support the one line. I will animate this character to show a happy/excited face, slowly moving into a confused face as the line concludes.
I have found animating my second character straight forwards, as I feel I have learnt a lot in terms of animating with my first character. I have sat my second character on a bed.

Production

From doing the mouth and sound I have begun to animate eyebrow movements. For this I have had to rely heavily on my pre production photographs. To ensure I am achieving the realistic look I aim for.  I found this part achievable which has moved my progression on further.

Production of Animation

Production
The progress I have made has been good. I am now ready to begin my production, which I am looking forward to doing. Today I began to animate my character. I have decided to begin the process by starting with the mouth movements. For this the photographs and video I took prior were very useful. I tried to match the mouth the best I could to what I had seen and watched. However I have stumbled across a problem that has slowed my progress down. I am finding it difficult to animate certain long words for example cunning. To solve this problem I have began using a mirror a great deal to look for phonemes, I am also using trial and error which has slowed my progress down, as I have to keep going back and remodel the mouth.
I have eventually finished animating my mouth movements. I can now begin to add the sound. This I found relatively easy, as I think my concentration and trial and error has paid off as my mouth seems to be in sync, although I have had to slow my one line down a little. Overall I am happy with the outcome of this.

Pre-Production of Animation

Today I began my dope sheet. I found the photographs very useful for this part of my pre production. I feel doing by doing my dope sheet now I am on task, and progressing well.
I found completing my dope sheet at times a little challenging but overall reasonable. This meant I could now referring to my Dope sheet begin to sketch out character positions. Using arrows as references as to where the arms will be moving and placed. I feel that these sketches although only rough will be a great help.

Pre-Production of Animation

Pre production
I have begun thinking about my animated character and what I hope to aim to achieve with the final product. I hope my outcome will be realistic with a cartoon edge, as this is a way I enjoy working. 
I have started to think about a number of ‘one liners’ that I could use. I have narrowed them down to my favourite programmes and films, Blackadder, Starwars and Spiderman. From researching by watching key scenes from each one, I have decided that a line from Blackadder would be good for my character. I have chosen the line “I have a plan so cunning you could put a tail on it and call it a weasel”. I settled for this line as I believe it is a witty one liner that could be adapted to many situations, opening up more prospects for my scene.
I have been thinking about my one line, and feel I need to whittle the situations down before I am to make any sense of what I am to do to continue. I thought a spider diagram would allow me to do this. Below is a spider diagram of what I have shortlisted
                                     Jail                                                A school

‘Cunning Plan’
                                                 
                                            Casino                                      outside a bank
All of the above I believed would allow the witty content the one line offers. However i believed the jail was the best idea because you could easliy imagine someone saying this line in that situation. Now I have picked my one line, I can now begin to research facial expressions that I can use for future references. I think researching how somebodys mouth moves when saying the sentence will help me a great deal in the future. For this I have began taking photographs and recordings of someone saying my line.
Example of photographs taken
From these photos I have begun taking more photographs as I think they will be a great reference in the future. This time my photographs will consentrate on eyebrow movements as these are an important part of the face when talking, expressing feelings and opinions.

Walk Cycle

Walk cycle                                                        
In preparation for my walk cycle I walked feeling and watching in a mirror my own movements. I also observed others walking.
My first task after my preparation was to create a dope sheet. On here I noted arms, legs, head and weight movements; this took a number of watches to be successful. Following this I modelled my legs. With constant reference from watching others move. With the legs complete I began modelling the arms. I needed to ensure the arms moved in sync with the legs. Making sure my arms were slightly bent. This took some time as I needed to ensure the legs and arms were exact. However I now see this as successful. I know felt I was ready to move onto the head movements. During my preparation I noted that when you walk your head slightly moves, it was this effect I was hoping to achieve.  I found this relatively easy to do. Now the walk was coming together, but what I needed to do to ensure my walk cycle was to best quality was to animate the weight we use when walking. This too meant that I referred back to my references. It was this that I found difficult. As the weight is only slight it was hard to watch someone else, along with this when walking myself and feeling my movements it was hard to recognise the weight movement properly. I tried the best I could to achieve the right look. Overall I am happy with my walk cycle. From doing this task I feel I have learnt a great number of skills and awareness of the programme to ensure my animated character runs smoothly.

Jump Cycle

Jump
When initially thinking about this task I was a bit concerned as I thought animating someone leave the ground would be difficult, due to weight and knee movements. To overcome this initial reaction I ensured I did a lot of research that I could use for future reference. I began by jumping in front of the mirror; I believed this would help me with the movement and weight aspect, as I can personally feel what is happening. I then began watching others jump; I watched a number of people, looking at common occurrences. To ensure my jump looked realistic I noted when jumping people bend their legs a great deal, so this was my first body part to animate. To ensure the audience could see the knee bends clearly I made my character move from standing position to squatting position. This I found problematic as I needed to ensure the angle of my knees was correct. This meant moving my character a number of times. When I felt I had the right angle I could then begin to show my character using his weight to push up.    
I needed to get the weight right when creating the next part of my jump, this meant referring to my references a great deal to recognise and understand the weight balance. I needed to make sure that my characters movements in the air were realistic instead of him simply floating upwards and downwards.
Overall I am fairly pleased with this animation however at times it doesn’t seem realistic enough to meet my initial aim.

Ball Animation

Ball animation
Before beginning to animate my ball, I began by using different balls ranging from tennis balls to footballs, to see how they bounce; I will be using this research for future reference. I found the tennis ball most intriguing as it had a hole in the bottom. This meant the ball lacked bounce. This has become my focal for my animation.
For shape referencing when beginning to animate I have used a tennis ball I had at home. To ensure it had the same effect as the one from my university session, I pieced a hole through it.
I have struggled with this animation, maybe due to my focal design, as I found it hard to make it look realistic. This meant I spent a lot of time using trial and error to perfect my final animation, as well as referring back to my references (tennis ball and dope sheet)  However on reflection I feel it could still be improved.

Thursday, 24 March 2011

Avatar Trailer Analysis

At the begining of the trailer there is no music or dialogue, the trailer relies on sound effects alone to start creating suspense. As the trailer goes on it begins to play music. The music used creates a strange/unknown atmosphere. The music builds up through the rest of the trailer to relate to the action/war scenes and then suddenly stops at the last scene as the last scene is a complete contrast to the action shots that make up most of the trailer, it is a calm scene between two of the main characters.
There is barely any dialogue in the trailer as it mainly relies on sound effects and music to build tension. I think music is defiantly more effective in creating suspense within a film than dialogue as music can create the scene and bring it to life whilst playing with the viewers minds.
Throughout the trailer 'fade outs' are used to switch to a new scene. There is only one point in the trailer where on scene belnds into the next, but I feel that the reason for this is to show the viewer what the main character is looking at as he is viewing a new world for the first time and this is what comes across. The viewer is being put into the characters position.
There are a couple of scenes that are drawn out, because they have been slowed down it gives the viewer the chance to really take in what is going on. One particular drawn out scene is when the main character is looking at his avatar which is lying in a tank. It is a dark scene with the only light coming from the tank. This imediately draws the viewer to the tank, questioning 'what is this creature?' Also because of this lighting the avatar's blue skin is emphasised drawing even more attention. I find this scene very effective. The drawn out scenes build a lot of suspense within this trailer.
Avatar is full of bright colours and to show this off there is a lot of light in most scenes especially during the fight scenes. With this lighting set up you can clearly see the difference between the Na'vi and the humans. If there wasn't much light used then you wouldn't really be able to see the just how colourful the world is where the Na'vi live.

Thursday, 17 March 2011

Story so far

Back story
Thousands of years ago heaven and hell signed a treaty resulting in peace
between the two realms. Neither angels nor demons are allowed to step foot
onto earth and interfere with the living.

Malum is a demon who is ranked alongside Venator.
(Malum is Latin for evil).Their job is to make sure the demons stay in hell.
Malum has never been happy with the truce; he believes demons are better than angels
and that the world should know their greatness. After years of trying to persuade
the devil to act on their greatness and take earth as their own, Malum decides enough
is enough he will do it himself, he will take over earth and become the leader of the demons,
and then everyone will realise just how powerful the demons are.
Malum opens the gates of hell releasing the demons. They begin to cause havoc among
the living on earth.
This leads Venator and Angelus being sent to earth to stop him.
Angelus story
News spreads to heaven that demons are among earth. Worried that the treaty may have been
broken God instructs Angelus to go down to earth and investigate. He stands on top of a
building, observing what’s going on when he notices a flood of demons closing in on an alley
way. Then he also notices the person in the middles of all of this, trying to fight them off
but failing. Then a demon grabs something from the person. Angelus spots that the something
is actually a pendant, he recognises the design. This was no ordinary person this was a demon.
But why is he fighting his own kind? Angelus swoops down creating a bright glow which
destroys the demons. As the demons vaporise Angelus catches the pendant as it flies through
the air.

Angelus walking off, Ventor says “I didn’t need any help, especially from your kind!”
Angelus – “looked different from where I was standing!” throws back Venators pendant.

Angelus - 'So...care to tell me why I was sent down here?'

Venator - 'I'm dealing with it so you might aswell just go back.'

Venator starts to make is way out of the alley, followed by Angelus.
As they both come to the open street they are greeted by Malum and his army of demons.
Malum looks at both Angelus and Venator. Realising that Venator is not here to join his side,
Malum points in his enemies direction, signalling for the demons to attack them.

Fight scene - Demons crawling along the walls jumping at them from all angles,
circuling/closing in on both of them.

Eurocom visit

The trip to Eurocom was very fascinating not only because it was my first trip to a games company but
also because I am interested in becoming an animator and so I was eager to find out how they went about
the motion capture process. This was then demonstrated to us, from the capturing of the movement through
to the building of the computer generated model.

Motion capture is when a series of cameras record a real life actor's movements.
The actor is wearing a suit covered in sensor points; the points are mostly located on the
joints of the actor's body with some extra sensors placed over the body for recording more information.
The cameras pick up on these sensors and use them to record the movement of the actor.
This recording is then used as a basis to build up a computer generated model.

We were also shown clips of the work they had done. It was interesting to see how they captured
the movement of a vehicle and also how they created a four-armed zombie.
From this trip I now feel this is something I would like to possibly pursue in the future.