tag:blogger.com,1999:blog-21998999950395222632024-02-20T01:16:56.165-08:00TeenageGypsyQueenThomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.comBlogger35125tag:blogger.com,1999:blog-2199899995039522263.post-28141236364770644932011-10-04T02:20:00.000-07:002011-10-05T02:12:21.398-07:00Let the final bout commence<div>So since I've been back in Leicester, my work productivity has gone from waning, to almost none existant. Basically, my intention was to maintain my regular weekly tasks, in the rush up to eurogamer. However, the joy that is my life had alternative plans involving paper work for arizona, unpaid money and dealings from the tenancy last year and spending a few days in london saw that things didn't go to plan. The result was an amalgimation of unfinished works incvluding 3 characters, 5 heads and an environment.<br /><br /></div><div> </div><div>Since actually visiting eurogamer, I've had a sudden flush of ideas for work towards my portfolio. Only one of which I've been able to begin, which is this Chameleon: </div><p><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHVWdKgD-9MlXrleLAZwiVAY3x-UWGlE2joZPx0DhzDvMq0yCb85VUdUh8_MwNV2w4zqjlE3FyR5YcsPWkIRfCKhIkpomKl5Ap-mPb9e1rYAMO5ctPhbGI18Q1XeZMjOQ59ir4j05uveQ/s1600/Untitled-2.jpg"><img style="margin: 0px auto 10px; width: 400px; height: 323px; text-align: center; display: block; cursor: pointer;" id="BLOGGER_PHOTO_ID_5659565938398314210" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHVWdKgD-9MlXrleLAZwiVAY3x-UWGlE2joZPx0DhzDvMq0yCb85VUdUh8_MwNV2w4zqjlE3FyR5YcsPWkIRfCKhIkpomKl5Ap-mPb9e1rYAMO5ctPhbGI18Q1XeZMjOQ59ir4j05uveQ/s400/Untitled-2.jpg" border="0" /></a></p><p>It's still very much a work in progress. It still needs to be retopologised, and then baked onto the low poly model, but it's been a nice bit of zbrush practice. Unfortunatly, the 3rd year semester officially started yesturday, so whilst trying to do this, and my other ideas; they're going to have to take a back seat to my course projects, of which I have already started. </p><p>I think since I've been back I've just tried to take on too much at once. This semester will be an interesting test of my overall time management. I'll either fall flat on my face or I'll do well. It's one or the other. </p>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com1tag:blogger.com,1999:blog-2199899995039522263.post-1631752621793885312011-09-04T05:56:00.000-07:002011-09-04T06:17:36.253-07:00Carry on Doctor
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<br />uhh worst past couple of weeks have been just about the worst ever. I've developed myself a nasty little stomach ulcer so i've spent most of that time writhing in pain in my bed. Apparently, according to Mr French doctor, it's been brought on by accessive drinking. lol. I blame society. No, I guess the past few years have caught up to me. In any case, I did try to get some work done as I became more mobile. Not much but it's better than nothing. <div>
<br /></div><div>I decided not to wait to finish the hair on my self-portrait and just use alpha channels for an opacity map. </div>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcPQ1QLB64Cx6dUBAuEKS9lFWzONh0TQYeQ8vXEh9uoZCZZGdo7M2xHA-OeHbANjFj4rSm514y1270Uf8FgShw96-Z_OEStMKZdxi90jXEHK4sH0HC11ZnPlfB7V7MjeQfliWQOuMIYkI/s1600/head.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 227px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcPQ1QLB64Cx6dUBAuEKS9lFWzONh0TQYeQ8vXEh9uoZCZZGdo7M2xHA-OeHbANjFj4rSm514y1270Uf8FgShw96-Z_OEStMKZdxi90jXEHK4sH0HC11ZnPlfB7V7MjeQfliWQOuMIYkI/s320/head.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5648489268033252818" /></a>
<br /><div>To be honest i think it's turned out quite well. The main error with it i think is my jaw line. Once I was doing final renders I noticed how overly elongated the jaw was. I spent time trying to correct it, but it got to the point where the more I messed with it, the more I destroyed the silhouette, so this was my final result. Next time I need to really check the overall proportions before I put in too much topology. a really basic error that I seem to insist on continuing to make. In comparison to the self portrait i did 6 months ago:</div><div>
<br /></div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiho7L9rDDIw674ZpiRtcz5pPEKgp205ByxDXy3cbU0pyHqRj3PfghV_2OXz3d_ApU7FNAtfzD0jatZDvKvnP57dJfM2QOutoewEG2sqpxYDUwtPdvGmr1i2Tosj9sd3U0t1gm-08Y61zQ/s1600/portrait_recap.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 227px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiho7L9rDDIw674ZpiRtcz5pPEKgp205ByxDXy3cbU0pyHqRj3PfghV_2OXz3d_ApU7FNAtfzD0jatZDvKvnP57dJfM2QOutoewEG2sqpxYDUwtPdvGmr1i2Tosj9sd3U0t1gm-08Y61zQ/s320/portrait_recap.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5648490387401618594" /></a>
<br /><div>I think I've improved quite a lot in terms of my understanding of topology, shape and form, and triangle efficiency. Considering that this was at the front of my portfolio when I applied to Ubisoft, no wonder I didn't get the job =/. </div><div>
<br /></div><div>Anyway, I've also made a start on a female character. It still needs a LOT more work. </div>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEeevuqo0Cxoqf9KrrUP82FFcNUUzs9pAFBHuycV-i_tlKBjKaUfcMrIwqWWJJc6GlU5rNxU_vxO5lvU_egjOfHS56ghBQdBU20ud8FJrx148qIu8YD5cBtg6KgJyAoJfIXWfF0zR_nMo/s1600/woman_1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 259px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEeevuqo0Cxoqf9KrrUP82FFcNUUzs9pAFBHuycV-i_tlKBjKaUfcMrIwqWWJJc6GlU5rNxU_vxO5lvU_egjOfHS56ghBQdBU20ud8FJrx148qIu8YD5cBtg6KgJyAoJfIXWfF0zR_nMo/s320/woman_1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5648492200902438914" /></a>
<br /><div>As you can see the legs are a little on the long side, even with the heals, so they need shortening. the shape of the face isn't how i want it, the hair line, and the rest of the hair needs sorting out and finishing, and The normals on the dress need more detail, because at a distance they don't even show up. This I do also intent to rig and hopefully animate. But for this week. That's all. </div>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-30787810760191167182011-08-22T02:02:00.000-07:002011-08-22T02:38:48.651-07:00High-Poly Insanity.
<br />So this week was definitely interesting. My aim for the week was to take a side step from my comfort zone of doing low poly models and work on my high poly modeling. The first thing I decided to take a bash at was the wood burner we have in our living room.<div>
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<br /></div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1C-U-SiySgwvlOopwK5Vr7edSJydepoRB7b5YQMngFljt6tDjGeG3ibfYPBsOe7TG0e_XJlPscCWG-DHKdK4lR7ljgIOrCEV6KV7OERjZwmMJji-l4MujL83Mso5bVOq2hOUX8AYOr5k/s1600/render_2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1C-U-SiySgwvlOopwK5Vr7edSJydepoRB7b5YQMngFljt6tDjGeG3ibfYPBsOe7TG0e_XJlPscCWG-DHKdK4lR7ljgIOrCEV6KV7OERjZwmMJji-l4MujL83Mso5bVOq2hOUX8AYOr5k/s320/render_2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5643603937806495026" /></a>
<br /><div>To be honest I'm happy with the final aesthetic, I mean, that's exactly what it looks like. However, when modeling this, I found it to be a little bit messy. The only difference between this model and one of my low poly models is that with this model i have edge loops going everywhere, which normally I would refine to reduce the triangle count. The total Triangle count for this was between 8 and 9 thousand so it wasn't anything rediculess, It was just a little out of my comfort zone. This method of modeling as well took me a lot longer; almost twice as long. Most likely due to the large amount of topology involved in making manor changes. Had this been an industry job, and I'd been given 2 hours to model, unwrap and texture an environment model like this, I would fail flat on my fact at my current working speed. Even in my low poly modeling I would struggle. This is one thing I most certainly need to work on before my FMP. </div><div>
<br /></div><div>In any case I decided to take a short break from the high poly thing with a bit of speed painting,</div>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXhq8eRK0MwciVtn0-m6oMQoS0rG5DLu6PcAjIsKEA25TqYocuYWcQQtDHLZ5GiK7LaLaU6HuSmHOJLMSoHQB0EpR3_37AbaGUKzaINp88DUeaUuU3dXR1o_0AWTRco0iufca1FHrACLQ/s1600/ginger_speed.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 291px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXhq8eRK0MwciVtn0-m6oMQoS0rG5DLu6PcAjIsKEA25TqYocuYWcQQtDHLZ5GiK7LaLaU6HuSmHOJLMSoHQB0EpR3_37AbaGUKzaINp88DUeaUuU3dXR1o_0AWTRco0iufca1FHrACLQ/s320/ginger_speed.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5643606197132513570" /></a>
<br /><div>and then a little speed modeling to boost my confidence again. This time, since we get Langoustine in the river that runs through the end of one of our fields, I decided to model one of those. This time I wanted to do a speed model that I could put into my Portfolio, </div><div>
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<br /></div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7W-ptqDdlpW-Bik4vHdicwp55LmbFBWGA4jR8-VRK1ha4z7g6YDDIVQu4FsmooUP7gtVgcprevkSmCXWlul12UIs4YoH22tT_1DrSJnsKtDHmLjEIY7-F2TZc2sdtLppseGCpYjm47T8/s1600/Untitled-3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 227px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7W-ptqDdlpW-Bik4vHdicwp55LmbFBWGA4jR8-VRK1ha4z7g6YDDIVQu4FsmooUP7gtVgcprevkSmCXWlul12UIs4YoH22tT_1DrSJnsKtDHmLjEIY7-F2TZc2sdtLppseGCpYjm47T8/s320/Untitled-3.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5643607238470606898" /></a>
<br /><div>At the moment it's unfinished, the texture and the claws themselves need a little work, before I actually put it into my portfolio. However, I then started setting up a render shot for this which managed to consume 2 and a half days of this week. In the scene set up I was trying to create an underwater scene that replicated light refraction of the surface of the water, under the water. Having never actually looked at water before in max, and having nothing to work with but the default render settings, this was my result:</div><div>
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSivlp3rUxm3-7X9nrWbXqPWkHvbKtEo2H0QW-aKn94Y6a7CW5G9kCyJgRhXVpigBosdLCHftxjYbWCIybqIG_a4iSj3JONxpLTn3yUiTgEzzsrOxdbsoFt-fyEj045q5-LMElth7n-f4/s1600/render_4+%25282%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 226px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSivlp3rUxm3-7X9nrWbXqPWkHvbKtEo2H0QW-aKn94Y6a7CW5G9kCyJgRhXVpigBosdLCHftxjYbWCIybqIG_a4iSj3JONxpLTn3yUiTgEzzsrOxdbsoFt-fyEj045q5-LMElth7n-f4/s320/render_4+%25282%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5643608223144074738" /></a>
<br /><div>Which to be honest, I'm really happy with the result. What I intended to do then was apply a sandy dirt texture, add some rocks and import the langoustine to the scene. Only problem was that when i tried this, it consistently said that it couldn't find enough unused memory to render the scene. So, this has been added to another of the ever growing collection of assets and scenes that I can't wait to actually do when I get back to leicester. Only 2 weeks left now. ^^</div><div>
<br /></div><div>Having had to put that on hold, I moved onto some more high poly modeling. This time I was going to attempt to model my blackberry. </div><div>
<br /></div><div> </div>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYQWJHvqymLP0XOWhzLkWvCmW1j1qgPfrzDreb2BH9bRjQIX5xnpEJhmMQVEMMbvIpj_VStuacMxPZB4xKVIYxg6IiuQngrAVowtA1IHmQE-z6J9aHy-TE2MmG7Imd_4L1SD3oUVJT-w0/s1600/render_3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYQWJHvqymLP0XOWhzLkWvCmW1j1qgPfrzDreb2BH9bRjQIX5xnpEJhmMQVEMMbvIpj_VStuacMxPZB4xKVIYxg6IiuQngrAVowtA1IHmQE-z6J9aHy-TE2MmG7Imd_4L1SD3oUVJT-w0/s320/render_3.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5643609546471449746" /></a>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3gs8bmAL6o-F0W6rmEMSivlFYgQCT15x6dTssUD7aevMZIXqpcaXbDxSgXm8fhOa-bZDs44Z_6U9dohjrqHv031sFuRW4dZwXLYZofCUmsMn2dK3wMtAO1UEDIGiepqTKB7MzE-B238w/s1600/Blackberry_layout.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3gs8bmAL6o-F0W6rmEMSivlFYgQCT15x6dTssUD7aevMZIXqpcaXbDxSgXm8fhOa-bZDs44Z_6U9dohjrqHv031sFuRW4dZwXLYZofCUmsMn2dK3wMtAO1UEDIGiepqTKB7MzE-B238w/s320/Blackberry_layout.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5643609541354674898" /></a>To be honest, I'm really rather happy about the final look of it. Aside from a few minor faults on the curvature at the back, It's pretty much spot on. However! and this is a mahoosive HOWEVER, by the time I finished modeling this, it was about 25,000 triangles, not a problem, but then, I decided to turbo smooth it like crazy, just to see, only, i went too far, and couldn't co back, and i didn't save it before turbo smoothing... so the topology now looks like this:
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYyvBQCDkCnYW-q0uzUBoE56WoRCJV6RfLyFDiPEOWQYaie80XUezzPp3XyQt-g9gBrQodJmoCWUqmuiCKgIYzbMk2d6fObi1fjzgNWIKBENrVvw0j4T3KysLwos8E-NLAjSyU4nxSMVA/s1600/Blackberry_mess.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 211px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYyvBQCDkCnYW-q0uzUBoE56WoRCJV6RfLyFDiPEOWQYaie80XUezzPp3XyQt-g9gBrQodJmoCWUqmuiCKgIYzbMk2d6fObi1fjzgNWIKBENrVvw0j4T3KysLwos8E-NLAjSyU4nxSMVA/s320/Blackberry_mess.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5643610669921117650" /></a>
<br />It's now so dense in places it just rendered as a black block. Hmmm i think there's a lesson in there somewhere. Had i not been silly with this, I would have been able to sort out the curvature issue. Topology mess aside, the major problem with this one, like the last high poly model was time. This took me WAY too long to model. texturing was actually really fast and easy. It took me about an hour to unwrap, texture, and play around with the lighting. Yeah, safe to say I need more practice with high poly modeling, and after 2 years you'd thing I'd have learn't to save regularly =/. <div>
<br /></div><div>In any case, That was last weeks productivity. What's on the cards this week I haven't exactly decided yet. I'd like to have another low poly model and more speed paints to keep my practice up with those at least but I feel like now I need to spend more time on my high poly modeling, since I've clearly neglected it. </div>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-65909442468612118122011-08-14T06:32:00.000-07:002011-08-14T07:13:32.369-07:00What happened to the high-poly models?
<br />Uhh, this week has been a terribly stressful week, mostly for financial reasons buy lets just leave that at that. this week's productivity, again, it is what it is. Although, despite the amount of work that i've gotten done while I'm out here, in 3D modeling, I miss doing traditional art work. In my over-zealous packing, I didn't pack my sketchpad or any pencils or anything. My grounding skills have always been in traditional work and for me to spend so much time away from it is weird, and uncomfortable. I'll be a happy bunny to get back to paper, pencil and paint when I get back to Leicester. <div>
<br /></div><div>In any case, the next best thing is my digi-painting and so in keeping with my weekly plan I've done a few paints. </div><div> </div>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnLNB5bPyYEjVBn3qe33FcM6f8bH86o4ZX1W2OJ_T_fVqCk_nRvPllFb35bekXhtWcRnnf2MkErsktaOHseT4TOG741nvugaz25m8d8_t-59khC1dOoh40FrOtbvS6o_fgqQyhgbJOO9k/s1600/baby_paint.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnLNB5bPyYEjVBn3qe33FcM6f8bH86o4ZX1W2OJ_T_fVqCk_nRvPllFb35bekXhtWcRnnf2MkErsktaOHseT4TOG741nvugaz25m8d8_t-59khC1dOoh40FrOtbvS6o_fgqQyhgbJOO9k/s320/baby_paint.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5640705812652466914" /></a>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwU6RoNTo1Wxl0JZx6u5G60VKxOaz2XoQL-h5pk78bwC2m3D4f3_pMfym0PzG6XQ_-beywLkNDVsTEK6Y9q0cyULJZ2A_IQaKj_zosVD6i0Qenzm5Ipr7Wh0fFGf03KimYyomxZBY6uxw/s1600/mom_paint.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 234px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwU6RoNTo1Wxl0JZx6u5G60VKxOaz2XoQL-h5pk78bwC2m3D4f3_pMfym0PzG6XQ_-beywLkNDVsTEK6Y9q0cyULJZ2A_IQaKj_zosVD6i0Qenzm5Ipr7Wh0fFGf03KimYyomxZBY6uxw/s320/mom_paint.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5640705818772757714" /></a>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh7N9BPUJ2prm_HnLjEiiBRJznpew_qHnyYohx6aK8n4Hio-haKW4QEn95E44lKM-IRy9MzcG4n9i7zgd-kYQoFb8RS7IP35nouPtyu9VHCVP_AXxv_OYpFhx_pc78E0wdOvu7cBaPaB0/s1600/mom_paint2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 273px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh7N9BPUJ2prm_HnLjEiiBRJznpew_qHnyYohx6aK8n4Hio-haKW4QEn95E44lKM-IRy9MzcG4n9i7zgd-kYQoFb8RS7IP35nouPtyu9VHCVP_AXxv_OYpFhx_pc78E0wdOvu7cBaPaB0/s320/mom_paint2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5640705824642321570" /></a>
<br /><div>The last two are incomplete because each was an attempt at a speed paint. One thing I've never been much good at is getting doing the general impression i want to create down, quickly, to build upon later once I've gotten the core details right. I've generally been a much better technical artist, working in finer detail and working my way round the image. This way, I hope that once i get more used to working this way, it'll help me with my life drawing skills, and maybe I'll actually get some images finished with in the time constraints before the model has to move. Learning to work a speed as well will no doubt help me when it comes to working in the industry, should I ever get a job that is based in concepting or illustration. </div><div>
<br /></div><div>On the other hand my speed modeling is coming along quite nicely. This week I did one of the Geese, soon to be fattened up for christmas T_T. </div>
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkPDXmRhvY-J_5kG6ZDsXmypAJS8OUhdnlJ9vhfWqlCzPQec5b0Naq6__D75Mqycmut1VHjVahABnKB3MvipsJ7CI1gKCWmpGAvnChlRk3sNJ3pF3sRMckUQm4Rdxd5Pxskh4WBQ5nIQE/s1600/layout_1+%25282%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 317px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkPDXmRhvY-J_5kG6ZDsXmypAJS8OUhdnlJ9vhfWqlCzPQec5b0Naq6__D75Mqycmut1VHjVahABnKB3MvipsJ7CI1gKCWmpGAvnChlRk3sNJ3pF3sRMckUQm4Rdxd5Pxskh4WBQ5nIQE/s320/layout_1+%25282%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5640707929924621890" /></a>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhv-1ep0dKYOWdkgX6AR7CAXj6AsjJcS7qLi6Gd8dB1TwCv0eDrzmI7V_Y2VAZ9KV16W0RyMhLxdxbMtuz0Ju7Du4G-qD8-hfv2XjwljWlK-VfFBj9PAJ6qIVzpw1PGBIcK0rPLRlrjSuQ/s1600/layout_2+%25282%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 210px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhv-1ep0dKYOWdkgX6AR7CAXj6AsjJcS7qLi6Gd8dB1TwCv0eDrzmI7V_Y2VAZ9KV16W0RyMhLxdxbMtuz0Ju7Du4G-qD8-hfv2XjwljWlK-VfFBj9PAJ6qIVzpw1PGBIcK0rPLRlrjSuQ/s320/layout_2+%25282%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5640707931980703698" /></a>
<br /><div>This weeks result I think is much more successful than the chicken. Within the time limit the texture has turned out a lot better despite the fact that it is half the size and can be saved as a 24bit image to further reduce the size to to the lack of alpha channels. In addition, I also discovered a nice little trick for low poly models to make the model appear smooth edged instead of hard edged. In the bottom image of the goose is displayed the topology, which gives the goose quite an angular silouette. In the top image i used the "use NURSM subdivision" at 1 iteration to make the the edges of each poly, curved instead of straight, which results in the render looking smooth finished. </div><div>
<br /></div><div>This week I also started on another self portrait 3d model...</div>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCWjDPGP8gS7nK-XMjrRw3Nqx0YLL-ydc1bvKLaETJtqZKkF8_6pjPjJtYpuh51ubwI2RtW2Bb_lhd72vGyUEQwHf3rRS1nkJBM7U62P6uee6Gz6Cpo9WU76a7AwupOd0GH-rcCLgAMfU/s1600/problem.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 212px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCWjDPGP8gS7nK-XMjrRw3Nqx0YLL-ydc1bvKLaETJtqZKkF8_6pjPjJtYpuh51ubwI2RtW2Bb_lhd72vGyUEQwHf3rRS1nkJBM7U62P6uee6Gz6Cpo9WU76a7AwupOd0GH-rcCLgAMfU/s320/problem.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5640711631935694418" /></a>
<br /><div>Unfortunately this is as far as i got. As you can see in the left viewport image, I managed to get the hair near enough to how I wanted it, however, I completely forgot that my laptop was refusing to do hair at the moment and when I pressed F9, the image to the right is my result. The hair just didn't appear at all. Rather disappointing because now I can't fine tune the hair, but again, I am looking forward to getting back to Leicester where I can get on a decent computer to try and do some hair! but thus is my week. </div><div>
<br /></div><div>Having looked briefly over my summer work one thing that is like a big smack in the face is that I've just noticed that everything that I model is low poly. Even the stuff I consider to be mid poly, in real terms, it's low poly. Just about the only model I've made worth being referred to as mid-high poly is the Matrix sentinel I made and then dismissed as being too high poly. So for this week, I'd like to add to my list of things to do, being a high poly model. I'm going to set myself a minimum triangle limit, of around 20,000 depending on what I choose to model, and see what I come out with. I can't afford to neglect my high-poly modeling too much because <i>when</i> I get a job, I wouldn't be surprised if for texturing, high to low poly baking was required. </div>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-27685786634172308722011-08-08T04:15:00.000-07:002011-08-08T04:31:27.330-07:00lost week
<br />This past week unfortunately has been really slow. Out here in the waists of France my Brother, Girlfriend and his son decided to spend the week here, so I was dragged left right and centre, not to mention the lack of quiet, as my exuberant nephew charges round the house. That aside I did manage to get some work done.
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuctnpP82Yo5w4IxV-CPiW9O9tcxZWH6hV8jVfAUNP00ZTD2sgwU9MCTlWLbaX9InJWNHxfq75X2XPDAW0Cr_GM61fYe_QG7vcvLSmEryUwkL6-meQHkY210qcjF3J6GvPObQHoP-LnIg/s1600/layout_1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 272px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuctnpP82Yo5w4IxV-CPiW9O9tcxZWH6hV8jVfAUNP00ZTD2sgwU9MCTlWLbaX9InJWNHxfq75X2XPDAW0Cr_GM61fYe_QG7vcvLSmEryUwkL6-meQHkY210qcjF3J6GvPObQHoP-LnIg/s320/layout_1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5638443412603230418" /></a>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5ZfU42-lpz8Ot9p45qaRZeu2IzKLR4sQrZHss2ROaU0bzCi_GXVPzGO7qHZMMjPWtHjhxaGSnp2RE3Jy8Y-KcE2NJ5JUnR5qD3pUAy6e97Oo3hwwrIurPDbAstzsWRmbSdmT33j0F36Y/s1600/Layout_2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 227px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5ZfU42-lpz8Ot9p45qaRZeu2IzKLR4sQrZHss2ROaU0bzCi_GXVPzGO7qHZMMjPWtHjhxaGSnp2RE3Jy8Y-KcE2NJ5JUnR5qD3pUAy6e97Oo3hwwrIurPDbAstzsWRmbSdmT33j0F36Y/s320/Layout_2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5638443414434958402" /></a>
<br />Nothing too fancy. This was just a low poly model of a little statue in our living room. This however did give me an idea to do a still life setup, as a 3D model scene. This was in could create a scene which shows off what I've learnt in making different surface textures all in one render, which I could use as a portfolio piece. <div>
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_9EsKPL38KMe4pXh0_JOovhZAuQLkMLqRXHDfy6e2taqj-kkFWgHoEOoB36BdDUQDU_v7PkAMArAWlJBZBnN204tSkx0kvbx9RSbN1129bIV2mBl47XBGKMohIq-CW6ObQ-hLKJnZngM/s1600/render_1+%25289%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_9EsKPL38KMe4pXh0_JOovhZAuQLkMLqRXHDfy6e2taqj-kkFWgHoEOoB36BdDUQDU_v7PkAMArAWlJBZBnN204tSkx0kvbx9RSbN1129bIV2mBl47XBGKMohIq-CW6ObQ-hLKJnZngM/s400/render_1+%25289%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5638444505169731666" /></a>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSFGCe4vXpf9vK5zb0AilL8uy4_M_CM3-OmNvMwPLJxpIWYhcOMZ2y_q9WjgcqvIcXyppBTdDP2EaY_QtRhqhyjIBANbTJkRg9pQhodlkKIY5s_9QzorhAK1j-pmDIIQJ_33EEYpeTS6E/s1600/painting_layout.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 227px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSFGCe4vXpf9vK5zb0AilL8uy4_M_CM3-OmNvMwPLJxpIWYhcOMZ2y_q9WjgcqvIcXyppBTdDP2EaY_QtRhqhyjIBANbTJkRg9pQhodlkKIY5s_9QzorhAK1j-pmDIIQJ_33EEYpeTS6E/s320/painting_layout.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5638444732875796482" /></a>
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<br />Even though the skull and the statue were reused assets, I'm reasonably happy with the result. However, the lighting does still somewhat need to be worked on before it looks realistic enough to put into my Portfolio. <div>
<br /></div><div>I also decided to make this...</div>
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpImoQ00l_hQKiK79yETS1umSXqoD9p-cUhxbX8N_xlST1kJFuIoQXQSs93gcbbDQvj1_ytXPht3YlJLfeN3bLeMbSsyOXUeKNKxanllDQ8jzFyjZujOjoeirSHDJbEbGb-BNqcvkNEVc/s1600/layout+%25283%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 227px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpImoQ00l_hQKiK79yETS1umSXqoD9p-cUhxbX8N_xlST1kJFuIoQXQSs93gcbbDQvj1_ytXPht3YlJLfeN3bLeMbSsyOXUeKNKxanllDQ8jzFyjZujOjoeirSHDJbEbGb-BNqcvkNEVc/s320/layout+%25283%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5638445369271480562" /></a>
<br /><div>To be honest this was just for fun. A sentinel from the Matrix. As it was just for fun it's a little bit on the high poly side reaching 22,434 triangles. I didn't really see the point of texturing it seeing as it's a useless model. but never the less I have work to catch up on for next week :)
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<br /></div>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com2tag:blogger.com,1999:blog-2199899995039522263.post-84426587409874136292011-07-30T04:32:00.000-07:002011-07-30T05:22:30.582-07:00The planBefore I get onto the subject of my aim for the next month of productivity I should probably cover this weeks happenings. Overall the week hasn't been too productive. Most of the assets I've made have been for personal amusement rather than for specific use. The first of these was the lightsaber. <div><br /></div><div><br /></div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ5NFVufyGmZ1bUtUxCubgPzpGyD2bgEQOyFzijXqNOjyHXCf7x-XUtwZ_E25M5QUrk5bXJdXpORx-yxZyUHLgYPmiFQutz6fIJjuIXbq3RWQo-E2aghJxL_Jm9ksfD5am_FLkWvpW1mo/s1600/render_1_2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ5NFVufyGmZ1bUtUxCubgPzpGyD2bgEQOyFzijXqNOjyHXCf7x-XUtwZ_E25M5QUrk5bXJdXpORx-yxZyUHLgYPmiFQutz6fIJjuIXbq3RWQo-E2aghJxL_Jm9ksfD5am_FLkWvpW1mo/s320/render_1_2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635107722065648786" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiTRsShj0Ue_P6Gv_VSIieQZDgGhWwrA8qaVjsLDlylwXAbNziTbhXOzA_24j9kP0qD-5tDWRNVNCqyypknXEH_e6HV3cf56ZX91qK4KrLTet9x6QDIEaTVu7xfPeRRDnqlrchdp-VYvM/s1600/layout+%25282%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 227px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiTRsShj0Ue_P6Gv_VSIieQZDgGhWwrA8qaVjsLDlylwXAbNziTbhXOzA_24j9kP0qD-5tDWRNVNCqyypknXEH_e6HV3cf56ZX91qK4KrLTet9x6QDIEaTVu7xfPeRRDnqlrchdp-VYvM/s320/layout+%25282%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635107723509798274" /></a><br /><br />This model is a rather high poly weapon, and is pushing it even for current generation weapons. however, one thing positive that did come out of this was my further development of different metal materials. There is in fact no textures applied to this 3D model. it is all lighting. The same day I also came to the conclusion that I should probably work on something that was close to my heart and i drew inspiration from, and hoping to be a character artist, it would be appropriate to try and produce a current generation quality 3D model of someone whom I drew inspiration from. <div><br /></div><div>I chose Sir Ian Mckellen, whose career spans from Shakespearean theatre to popular modern sci-fi and fantasy cinema: particularly well known as Gandalf from The Lord of the Rings Trilogy and Magneto from X-men films. Additionally, in 1988, McKellen came out and announced he was gay. He became a founding member of Stonewall, one of the United Kingdom's most influential LGBT rights groups, of which he remains a prominent spokesman. This man is an inspiration to me both as a performer and as an LGBT activist and this I thought it appropriate to dedicate this project to him; starting with a photoshop paint of him and a 40min speed paint of him as Gandalf the white. </div><div><br /></div><div><br /></div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvPsEscWfPw0wA4JszltmCXdDncW95pkCqjT78damFKQsnOC0n3-R40cTSnsLUi42OnUO4HhdCkBu2ls6DEasR2gnf40EjXIIGUxeelCm5k4__bz6amp8xCOer1tMtWyJWehbhGG_9smY/s1600/Ian+Mckellen.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 319px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvPsEscWfPw0wA4JszltmCXdDncW95pkCqjT78damFKQsnOC0n3-R40cTSnsLUi42OnUO4HhdCkBu2ls6DEasR2gnf40EjXIIGUxeelCm5k4__bz6amp8xCOer1tMtWyJWehbhGG_9smY/s320/Ian+Mckellen.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635113458492740498" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQSbcQ6RCQGcSC-eXhvfrKj7M8p_31H076QIcMf8oHHhAzbgmvjIvU3ym1-mPFt62SrtYI0h-Mtz0rEo5QvWH_-N5cbf2gsrU8vicatzsNGQ6Yoqp_X0wc1tHRYpFC-ZTT_zaLBKK4rSE/s1600/speed_paint3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 133px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQSbcQ6RCQGcSC-eXhvfrKj7M8p_31H076QIcMf8oHHhAzbgmvjIvU3ym1-mPFt62SrtYI0h-Mtz0rEo5QvWH_-N5cbf2gsrU8vicatzsNGQ6Yoqp_X0wc1tHRYpFC-ZTT_zaLBKK4rSE/s200/speed_paint3.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635113617863728834" /></a><br /><div>As I was going to make a 3D model of him studying his face was vital before i jumped into modeling, which i soon after stepped into. </div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1DTF9MElgdJjeqkmIOmFz6BV3Xw3-ouKhQpuO82oX84wWedT01aDDbeOBDhvT9kCS5pUB7ABhOftc_WSFTTuDA4Ry9BrzUwqTswdW4HCFQaWaE-fv4TAan3k2X__xlANtXIzuUcBsOBk/s1600/screen_1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 143px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1DTF9MElgdJjeqkmIOmFz6BV3Xw3-ouKhQpuO82oX84wWedT01aDDbeOBDhvT9kCS5pUB7ABhOftc_WSFTTuDA4Ry9BrzUwqTswdW4HCFQaWaE-fv4TAan3k2X__xlANtXIzuUcBsOBk/s320/screen_1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635114385292277170" /></a><br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZcHrnuKq2nN2y1-VJxMhYnKB0n2Wrp1cOeuCcCMw9RWJAsRZLR-ADwZBiAZalAdrWc7T8W4G6HUjNBTK15PmL-26ltV5DTtwSfFRQlPWP03SY7mAxAX8gKwf7Ih8b74fqKpSs9l6OnCo/s1600/screen_2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 179px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZcHrnuKq2nN2y1-VJxMhYnKB0n2Wrp1cOeuCcCMw9RWJAsRZLR-ADwZBiAZalAdrWc7T8W4G6HUjNBTK15PmL-26ltV5DTtwSfFRQlPWP03SY7mAxAX8gKwf7Ih8b74fqKpSs9l6OnCo/s320/screen_2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635114388511104274" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0K4N_Zge9O9Zdn6PilVPC665LAydwSXFnmQvlRdXs8wCYLjcan98jd7oW4hvFIIeFLNnt3QaqoO7G2-wLUZ7RrOkxqa-1W0Aae0VCAOPfxrnHxi_iDC5seIehGJO36BjK5zP6qQkqiCM/s1600/screen_3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 214px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0K4N_Zge9O9Zdn6PilVPC665LAydwSXFnmQvlRdXs8wCYLjcan98jd7oW4hvFIIeFLNnt3QaqoO7G2-wLUZ7RrOkxqa-1W0Aae0VCAOPfxrnHxi_iDC5seIehGJO36BjK5zP6qQkqiCM/s320/screen_3.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635114389390676658" /></a><br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ2CbiUtFTiVU69XwPxVTg_ZMMP_gP6lEnmo4WdMFaXFdB_EBjfhzJNKxRgTZF1hYEdttc4U5QOIhS-DvyWGFTEXzgWIkPLc947GDKKy3HS2-ew36TmlDxwcp9c1zWSTwvMtH_ceJnedE/s1600/screen_4.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 225px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ2CbiUtFTiVU69XwPxVTg_ZMMP_gP6lEnmo4WdMFaXFdB_EBjfhzJNKxRgTZF1hYEdttc4U5QOIhS-DvyWGFTEXzgWIkPLc947GDKKy3HS2-ew36TmlDxwcp9c1zWSTwvMtH_ceJnedE/s320/screen_4.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635114395896808146" /></a><br /><div>As you can see, modeling the face wasn't too difficult and I do feel quite confident that I can work the topology to how I need it to look. Bearing in mind however, that this face wasn't going to be used for animation or rigging, i didn't really need to add additional topology for smooth deforming when working facial expressions in a rig. Unfortunatly, I've hit the same wall as i did with my grizzly bear. My laptop cannot handle much in the way of hair at the moment so in terms of real practice, I will have to wait until september to get onto a better computer for working with hair. Hopefully with hair this model will look more like Ian Mckellen. Until then It's hard to judge exactly how far off I am for correct facial shapes. One alternative to my problem would be to use alpha channels, but that won't give me a realistic look, and it would also be a painstakingly slow process to put all the alphas facing the right direction, but I think I'll leave that. </div><div><br /></div><div>Next up just as a bit of fun:</div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS_m8Px0rEKktn_-sRvEmA9Fb6yY9i9cUtTYzfFgh5u4O3NOTxWb_1GTt0JAkPqI8w89B7yXduR-oQSS_xZIKmpaq6K8nsz8xQND7igI69OLPweXTYpYo6r8oRG4snRhN97TYvSbi962g/s1600/render_1+%25288%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="text-align: left;display: block; margin-top: 0px; margin-right: auto; margin-bottom: 10px; margin-left: auto; cursor: pointer; width: 400px; height: 300px; " src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS_m8Px0rEKktn_-sRvEmA9Fb6yY9i9cUtTYzfFgh5u4O3NOTxWb_1GTt0JAkPqI8w89B7yXduR-oQSS_xZIKmpaq6K8nsz8xQND7igI69OLPweXTYpYo6r8oRG4snRhN97TYvSbi962g/s400/render_1+%25288%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635116200942744610" /></a><br /><br />To be honest I made this purely because I'm a geek and I was kinda on the subject of Lord of the Rings anyway. In any case In doing both this and the lightsaber, I've come to realise that in making different metals & metalic properties, ie: steel, crome, gold; that they require quite different material affects and lighting conditions. So my messing around hasn't gone to complete waist, and i've made appropriate notes on each metalic effect. <div><br /></div><div>Finally, just as a speed model, since I'm surrounded by poultry, I thought I would work on one. First and most obvious one was a chicken. </div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirgCfg5kHp1WG7GQ_5mU-lgokVGWd9OMOXfVh68L4F5ACOR2y6b1zkEX31_APZV-O4egpwAwiu3w5OY5lAx4hlbxOaJ8ot28nn2WA_5Mnb2l-eeAj4o83XhAAAFZYV3YMaypT71MNaIYk/s1600/Untitled-2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 227px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirgCfg5kHp1WG7GQ_5mU-lgokVGWd9OMOXfVh68L4F5ACOR2y6b1zkEX31_APZV-O4egpwAwiu3w5OY5lAx4hlbxOaJ8ot28nn2WA_5Mnb2l-eeAj4o83XhAAAFZYV3YMaypT71MNaIYk/s320/Untitled-2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635117483765855602" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4rkHPKt3OMRALcc9JHRkfiBEHxgLJdRDdFgETe-GcLqgol9CCU2meqKK8tz9EwQwbJakilgQOlw6qRJAmqIUYQsXmDqS932MEQfnNhhknfeLUtTHBjnNf7P8UV5UV38TmkuxeVl2UMFg/s1600/Untitled-1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 227px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4rkHPKt3OMRALcc9JHRkfiBEHxgLJdRDdFgETe-GcLqgol9CCU2meqKK8tz9EwQwbJakilgQOlw6qRJAmqIUYQsXmDqS932MEQfnNhhknfeLUtTHBjnNf7P8UV5UV38TmkuxeVl2UMFg/s320/Untitled-1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5635117474844799858" /></a><br /><div>This was done purely to help me in modeling faster. It's incomplete and the textures aren't refined but this was the result of 2 and a half hours work. modeling, unwrapping and texturing all in the time limit. </div><div><br /></div><div>Now to the plan. My plan isn't too exact but the aim is clear. Each week for the next 4 weeks I would like to have 1 speed, low poly model, and a medium poly model. The aim is to both work on the speed at which I model and the quality of my higher poly models to produce work for my portfolio. In addition I would like to have accompanying paints to keep up with my 2d work. Further to that, I would like my model of Ian Mckellen to be finished, even if i have to use opacity maps for the hair. Hopefully by the end of the summer I will have a nice mix of assets that will show my progression from being a second year to a third year computer games artist. </div>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-55042870676750912692011-07-24T06:46:00.000-07:002011-07-24T10:54:43.183-07:00School's out for summer...and into exile i goThe academic year may well and truly be over, but this summer has been no time for being negligent. After trying throughout the past year, and failing to secure an internship for the summer, along with letting an internship opportunity with Ubisoft slip through my grasp, it's been no time to feel sorry for myself. Rather, my fear of this happening again is so much greater than my crushed spirit. So i've set about being a busy bee to prevent that from happening. <div><br /></div><div>After parlaying with the Art Director at Ubisoft and getting some useful and much needed feedback on my portfolio, i've taken these words of wisdom and begun gearing myskills towards both improvement and understanding of programs for the industry, and aiming those skills towards my FMP, to get a nice little grade, hopefully better than what i got this year!</div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-rQXojuc7DprPMtNjFb20_cXfcJevMeSqlAPQQQ1BoBPrtNbCROpHRROk7aWk5k7H6_tAaHzjN0YmxdgSADadLIPg4fErmyNWsdVuqX3am8YGndjKEJNGHq-Uw99psP0zsFbpBPK0Azc/s1600/23_Exterior_final.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-rQXojuc7DprPMtNjFb20_cXfcJevMeSqlAPQQQ1BoBPrtNbCROpHRROk7aWk5k7H6_tAaHzjN0YmxdgSADadLIPg4fErmyNWsdVuqX3am8YGndjKEJNGHq-Uw99psP0zsFbpBPK0Azc/s200/23_Exterior_final.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632920160753372738" /></a></div><div> </div><div><br /></div><div>At the start of this month i moved well away from the distractions of Leicester,and havecome tomy parent's quiet abode in the middle ofnowhere. Aka, France, 40minutes drive from the nearest town. </div><div><br /></div><div>Once i arrived, first thing was first. What am I doing for my FMP? so many people know already what they want to do. Eventually i came to the decision that I would base my FMP on Human evolution. I've always had a love of pre-history, particularly the Mesozoic era but that one had already been taken, so this was the next best thing. The idea was to do something i could relate to characters, and make a simple environment. Hypothesis: model 6 stages of human evolution in a small museum environment. </div><div><br /></div><div>The first thing i realised about this was that I have very little skill and no experience in rendering hair. So the first thing i did was to try and make some models that would allow me to work on this. The first thing i went about making was a baby seal. Evidently, i hate the things, but they're small, and mostly fur, so why not. </div><div> </div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0DCZ3J-j0l7BLbTov6_kX9z9psMBnudI-SfyxDKKfs-FMrw6mCnz-FujBH9rTNMMti3qAHZqzXIav8uWxYQLGcI0gwrxjbcQUcKhqUOaIs2RERv75hZBdA1xXbtT8BI01AFqblRSld1E/s1600/render_1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0DCZ3J-j0l7BLbTov6_kX9z9psMBnudI-SfyxDKKfs-FMrw6mCnz-FujBH9rTNMMti3qAHZqzXIav8uWxYQLGcI0gwrxjbcQUcKhqUOaIs2RERv75hZBdA1xXbtT8BI01AFqblRSld1E/s320/render_1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632923815625212946" /></a><br /><br />This first one i did the only way i knew how. I basically made my model, and then added about 1,000 planes and made them alphas with hair textures on them. the result looked like it was supposed to be hair but hardly what i could settle for if i was to make headway towards my FMP. So I went about a little research and below are me results.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9H_DflLspGct_AkUlJj_L3HjVW3v_-v4OuxRppJU0TsTVoylSBJs2JJZ4dTl6raig-gH40N7mRptdNMd3g8RwjDbRxY-6eZIolHSNi1HJCY_AfAJF254IpRc5IGhaZQ6tpijHcCK30hM/s1600/render_12.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9H_DflLspGct_AkUlJj_L3HjVW3v_-v4OuxRppJU0TsTVoylSBJs2JJZ4dTl6raig-gH40N7mRptdNMd3g8RwjDbRxY-6eZIolHSNi1HJCY_AfAJF254IpRc5IGhaZQ6tpijHcCK30hM/s320/render_12.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632923812812379490" /></a><br /><br />Still not completely realistic, but the hair on this model is massively improved. And no extra triangles were taken up. So the model count was 1,000 triangles lower than the initial attempt, and it saved texture space. I also realised that if i was going to pursue hair, lighting is very important if you want to make it look real.<div><br /></div><div>To work on my hair and lighting technique and understanding a little more, I did a little work on something even simpler. Grass. In fact, all i did was make a plane, apply the hair and fur modifier, and begin to play with the hair perimeters and lighting for a few hours. My result below.<br /><div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj57ES2Ghbg7YEIvFPYy015jko7xmPVZRoybEbTjbWUkitduF9AxWu4fGswdvbVhZn10st0b1TtYCbQtCSfODnO-FLZ0rIDJ_7aWYhsImYjtpCRq39UC0uDnbiAEwmrgIZaYvTG5LBlwbc/s1600/grass_3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj57ES2Ghbg7YEIvFPYy015jko7xmPVZRoybEbTjbWUkitduF9AxWu4fGswdvbVhZn10st0b1TtYCbQtCSfODnO-FLZ0rIDJ_7aWYhsImYjtpCRq39UC0uDnbiAEwmrgIZaYvTG5LBlwbc/s400/grass_3.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632978587043729746" /></a><br /></div><div><br />Moving onwards and upwards, I decided to try and apply the same thing to a more complex model, and try and give the hair more of a directional look, as well as taking lighting more into consideration. The model I went for was a male, grizzly bear.</div><div> </div><br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhUCZV6t0B14ArX4yTGJeQDqk4GXmCDileJmj_TB2RXt6mxIZ1EQ4rjvk37Yk4eFGPoII7N0x2VOnTB7OgT7DNB6nevBXkJ6FHdzQ4D_YPYQzcFWHsMRTXY5QbbNLtFsjHL6Crfl2C-Tg/s1600/render_1+%25282%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhUCZV6t0B14ArX4yTGJeQDqk4GXmCDileJmj_TB2RXt6mxIZ1EQ4rjvk37Yk4eFGPoII7N0x2VOnTB7OgT7DNB6nevBXkJ6FHdzQ4D_YPYQzcFWHsMRTXY5QbbNLtFsjHL6Crfl2C-Tg/s200/render_1+%25282%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632927445011694034" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihCt2rwSbWHMMon7vivH1qfxJWU2iE7NmB1MHYl_8PtGx_OFjo4YQyDvHXPUWYXADBVG4AX9ux_X9ynjuegDVm7G8KIvzhpPGpyq2KdbVlrssAXP8LMI772JY_OoxG0yCDhii-Sf33Kf8/s1600/rig.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 124px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihCt2rwSbWHMMon7vivH1qfxJWU2iE7NmB1MHYl_8PtGx_OFjo4YQyDvHXPUWYXADBVG4AX9ux_X9ynjuegDVm7G8KIvzhpPGpyq2KdbVlrssAXP8LMI772JY_OoxG0yCDhii-Sf33Kf8/s200/rig.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632927444319309650" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTncaXJKec4zogiHPMTR4q9Vp9B8wrc4t18PlFKzi3lmg4mvn3z_Ii_OwLhSQwLfW0ao1SSI1NjtZAuEx3ZBou2VPL-9mvRcSTs6noh-NLje8N8cCfQmVo_PSSh3DxJqA2NHCpa4GMR94/s1600/hair_guides.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 124px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTncaXJKec4zogiHPMTR4q9Vp9B8wrc4t18PlFKzi3lmg4mvn3z_Ii_OwLhSQwLfW0ao1SSI1NjtZAuEx3ZBou2VPL-9mvRcSTs6noh-NLje8N8cCfQmVo_PSSh3DxJqA2NHCpa4GMR94/s200/hair_guides.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632927448433908178" /></a><br /><br />Unfortunatly, after modelling, setting up the rig and making the hair guides, my laptop couldn't handle rendering the hair. =/. How I'm going to get round that one is beyond me. When i return to the UK, I will have at least a month before the next academic year to work more on my ability to make the all important hair to cover my character for my FMP. </div><div><br /></div><div>Seeing as My production had currently come to a holt, i tried to look for a way to make the best of a rubbish situation. Setting about research for FMP into human evolution, I was quick to discover, rather remember, that France and Germany is a relative hot bed for Homo Neanderthalensis and Homo Heidelbergensis remains. Turns out the area I'm in is littered with little museums and what not, specifically on human history of evolution. My mum also has an archive of photos from when I was younger and used to visit all these museums in France. So i began visiting museums and compiling research. I Chose which stages of our evolution i wanted to look into. </div><div><br /></div><div>Australopithecus Afarensis</div><div>Homo Habilis</div><div>Homo Ergaster/Homo Erectus</div><div>Homo Heidelbergensis</div><div>Homo Neanderthalensis - because you can't have a museum on this subject without it</div><div>Homo Sapien </div><div><br /></div><div>I then started to work on paints and ideas for each respective stage of our evolution. </div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYFVdmSjJXqD4FdqiTPkP5Vr_2OvxA41V0J5wlh2Rfc_02d-t6_DuqoSzFe8IXQ7gq9pxUEMROiMakS4QMIA4r43IUzGYciMRNkO4Roe_7p5OAuRCKfwakWoSW9T0Fqs_DwPueUKBbv90/s1600/Australopithecus_3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 142px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYFVdmSjJXqD4FdqiTPkP5Vr_2OvxA41V0J5wlh2Rfc_02d-t6_DuqoSzFe8IXQ7gq9pxUEMROiMakS4QMIA4r43IUzGYciMRNkO4Roe_7p5OAuRCKfwakWoSW9T0Fqs_DwPueUKBbv90/s200/Australopithecus_3.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632947152765822898" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNoo88SmlUzupLUJxLcEn3fjwf-GCLlRgjUMs-fQQo-HGLBWFWcXQDlbOEiaovfPu0tEVxsLz-XAprBRdjfHMtdQ2jOm06txgMR-34JQNqjP33aFAS1cpmq7eql5lsm1ZHmcb_BBtOx6A/s1600/Australopithecus_2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 138px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNoo88SmlUzupLUJxLcEn3fjwf-GCLlRgjUMs-fQQo-HGLBWFWcXQDlbOEiaovfPu0tEVxsLz-XAprBRdjfHMtdQ2jOm06txgMR-34JQNqjP33aFAS1cpmq7eql5lsm1ZHmcb_BBtOx6A/s200/Australopithecus_2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632947158829926514" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-p8VPI8LyFXGEcNGsS4K82hFQGaEAxGpVQp4WEIjULndYxyxZTlwLmTjFPhKVqZb1d9oFXxV0iYC9NVystWdJuHvT8IEvDvebWyijQTiQHUU5NK3ZqxOqh0WIIA1BRbbxEhkFxSWmqjQ/s1600/Australopithecus.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 142px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-p8VPI8LyFXGEcNGsS4K82hFQGaEAxGpVQp4WEIjULndYxyxZTlwLmTjFPhKVqZb1d9oFXxV0iYC9NVystWdJuHvT8IEvDvebWyijQTiQHUU5NK3ZqxOqh0WIIA1BRbbxEhkFxSWmqjQ/s200/Australopithecus.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632947161478430002" /></a><br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEpRzmRr46eby0uv3nDbK_d0-RMO_FAx4_S5prS4_BvUMST9xw7tn3HhHLMgIWkZv4UEP-SxvwebOKFjPiuVSHKjfMbkwruqpgKS5nLIDVyBwLcLwHXbS-UMVKI4MagumSOuYzisYJcOQ/s1600/Homohabilis_1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 266px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEpRzmRr46eby0uv3nDbK_d0-RMO_FAx4_S5prS4_BvUMST9xw7tn3HhHLMgIWkZv4UEP-SxvwebOKFjPiuVSHKjfMbkwruqpgKS5nLIDVyBwLcLwHXbS-UMVKI4MagumSOuYzisYJcOQ/s320/Homohabilis_1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632948922581289058" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnUaEm75S3nr52TTdZah4Nz4LSu4jPIn1KdiRiHa2tTnMmAOBXlXa-hK_-xa7QbDEEqy2HRkMTHWlw3npl6IC9ub4cwlVra2Y1SQy76PHpsTPDg5XxFufJp7KEAc9GEN7Up1v05Qnmxxk/s1600/Homohabilis_2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 257px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnUaEm75S3nr52TTdZah4Nz4LSu4jPIn1KdiRiHa2tTnMmAOBXlXa-hK_-xa7QbDEEqy2HRkMTHWlw3npl6IC9ub4cwlVra2Y1SQy76PHpsTPDg5XxFufJp7KEAc9GEN7Up1v05Qnmxxk/s320/Homohabilis_2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632948918183386882" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhD3lQUKSPjjEteUAtUXldDeKmXqMe2RREf_wkWBTERbYV1Tv_1OrJOLS1w6Km5Rs8oahkeyZ30UBxDLr5pUqTfvjfeIPr198OgumiO1ouuxVC7gAjBSHayyROypJKUT6_z0c_QdKiDKVY/s1600/Homo_Egaster.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 317px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhD3lQUKSPjjEteUAtUXldDeKmXqMe2RREf_wkWBTERbYV1Tv_1OrJOLS1w6Km5Rs8oahkeyZ30UBxDLr5pUqTfvjfeIPr198OgumiO1ouuxVC7gAjBSHayyROypJKUT6_z0c_QdKiDKVY/s320/Homo_Egaster.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632948915233361506" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWO1mJeJwVu9ZKHKCdZbyKMp3G8yxr8crrPXj_I7ZD-KgXZfuyP_r-OUH1wW2puutdw5RQDrBf4JjGj0shw8hVaVbKHDDMdU0rFzyvuBJ3Hb12_oyvboRD0lkyB5oGeANjiiIX7PCW-yM/s1600/Homo_Heildelbergensis.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 276px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWO1mJeJwVu9ZKHKCdZbyKMp3G8yxr8crrPXj_I7ZD-KgXZfuyP_r-OUH1wW2puutdw5RQDrBf4JjGj0shw8hVaVbKHDDMdU0rFzyvuBJ3Hb12_oyvboRD0lkyB5oGeANjiiIX7PCW-yM/s320/Homo_Heildelbergensis.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632948916312723794" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp28eiwtXx88OWZIMWZSwbmEsJg1zSQGkj3vd-csDhSXVh0InqJykGdkNfmV3TTdgrowofv5hnVQyU_mLZyf79nZlpU0Lat93CkQ2x1SaBO1HbdTNDCPTNxaZCJZuZW7FVPoQD9Up1DO4/s1600/Homo_Neanderthalensis.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 266px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp28eiwtXx88OWZIMWZSwbmEsJg1zSQGkj3vd-csDhSXVh0InqJykGdkNfmV3TTdgrowofv5hnVQyU_mLZyf79nZlpU0Lat93CkQ2x1SaBO1HbdTNDCPTNxaZCJZuZW7FVPoQD9Up1DO4/s320/Homo_Neanderthalensis.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632948909092926802" /></a><br /><div>One things is for sure after doing this series of paints, It definitely made me a lot more confident in painting hair in photoshop. It also forced me to actually look at how muscles are composed on the face since i only really had bones and other people's ideas of what they looked like to go off. However, doing paints just isn't enough to give me a good idea of what these things were shaped like and their relative proportions in comparison to that of a human. </div><div><br /></div><div>My next task was to take a good look at my photo reference from my museum visits,</div><div><br /></div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3L8PCPjATFSKttaTYH-3G_Thpv22D6P5ty_8y7omAV7X3DzAG8dmXilXtboiYA-rIhPPwtrPw-XFtjhhINs2VEHOZwEcB771ut_bH5XHlkUu3fuAzlB3vSgDsEE9ituoZkdzPGCS2WE0/s1600/DSCN2715.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3L8PCPjATFSKttaTYH-3G_Thpv22D6P5ty_8y7omAV7X3DzAG8dmXilXtboiYA-rIhPPwtrPw-XFtjhhINs2VEHOZwEcB771ut_bH5XHlkUu3fuAzlB3vSgDsEE9ituoZkdzPGCS2WE0/s200/DSCN2715.JPG" border="0" alt="" id="BLOGGER_PHOTO_ID_5632953267198920354" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw3VVFTMXAs4qmRoF8pCjx7cjLa59tG339WvsH4PS5TmLP_1WKBoSt6MeZXy9e5h4HpgeYPEskimRnsXBlNGbUaA6XzZeFpQ5HQwyD9cRZ8KwG-oBFVfl6P12gjEvrPAVwgYDeqvN8b4o/s1600/DSCN2682.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw3VVFTMXAs4qmRoF8pCjx7cjLa59tG339WvsH4PS5TmLP_1WKBoSt6MeZXy9e5h4HpgeYPEskimRnsXBlNGbUaA6XzZeFpQ5HQwyD9cRZ8KwG-oBFVfl6P12gjEvrPAVwgYDeqvN8b4o/s200/DSCN2682.JPG" border="0" alt="" id="BLOGGER_PHOTO_ID_5632953262184479410" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRYiB1t_ulr1v1B-vKQgX_i1gF7hTHT2n0HVRNA48DehwqGl85xf44y7lGH06C9zebKp-iQi8EKOh8Ed73O0nJ3Suv3waAQErgPz8JQ9WalNCJFEiVFIcepCf7ZNyXGzZzYB4_NNlK0js/s1600/DSCN2709.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 150px; height: 200px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRYiB1t_ulr1v1B-vKQgX_i1gF7hTHT2n0HVRNA48DehwqGl85xf44y7lGH06C9zebKp-iQi8EKOh8Ed73O0nJ3Suv3waAQErgPz8JQ9WalNCJFEiVFIcepCf7ZNyXGzZzYB4_NNlK0js/s200/DSCN2709.JPG" border="0" alt="" id="BLOGGER_PHOTO_ID_5632953257171239058" /></a><br />and then from that make some models in 3DS Max: <div><br /></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHl4iZ9TB012OfmeniDEwrYKo5LURnmzLD9IlzFhNI-kc_ns1mTsuUwiv3pO-Ba8n7mifK55Hft8Le5ZuivBx7qe3L6xRLoBr9xYKq3sQc9GUQy6mOoeR4GhUvCfihwdLzZ6BwO4yvJvY/s1600/render_1+%25287%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHl4iZ9TB012OfmeniDEwrYKo5LURnmzLD9IlzFhNI-kc_ns1mTsuUwiv3pO-Ba8n7mifK55Hft8Le5ZuivBx7qe3L6xRLoBr9xYKq3sQc9GUQy6mOoeR4GhUvCfihwdLzZ6BwO4yvJvY/s320/render_1+%25287%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632961862897022722" /></a><div><br /></div><div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9UUqbpYdG414p7w5kgevpBpP4rOYeNTjY5wqmJ7VrCvNRAO5hyphenhyphenpKfcwBHDRjWs2YDqAg-Z_JbyA73-Gr3h1K7rzNs80BXGPpwzSoSQqZvBcaUjJdIRiB5lUhbyq58-Ck6MJYL3Cu77c8/s1600/render_3+%25282%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 254px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9UUqbpYdG414p7w5kgevpBpP4rOYeNTjY5wqmJ7VrCvNRAO5hyphenhyphenpKfcwBHDRjWs2YDqAg-Z_JbyA73-Gr3h1K7rzNs80BXGPpwzSoSQqZvBcaUjJdIRiB5lUhbyq58-Ck6MJYL3Cu77c8/s320/render_3+%25282%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632958546422611922" /></a> </div><div><br /></div><div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNIzsRq6iCKqXkG1mxYj7_SmQh0mEoje6T1HPcEbto8z08zh_8RQP5SlQ6YaThLFAQMEs3xtDgFzGo5895br2TkG5upAleBsyFM1EfEb0PSBayVdTA_AbLZ2AWyqM3aqlHBoiaqi1ZNoM/s1600/render_1+%25283%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNIzsRq6iCKqXkG1mxYj7_SmQh0mEoje6T1HPcEbto8z08zh_8RQP5SlQ6YaThLFAQMEs3xtDgFzGo5895br2TkG5upAleBsyFM1EfEb0PSBayVdTA_AbLZ2AWyqM3aqlHBoiaqi1ZNoM/s320/render_1+%25283%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632958548793711586" /></a><br /></div><div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwMCI0cftvQydifYH-Xlry-lsATttP1rbvgnsLSga1A4mpXaaNPLJhpKC1jEZYsruEaaDjSF7vVATf_HcnxALZ4-H2WqZuDLH1yqkBL0hF1XOezp76JaExd5zGwvvji_r_dnBLhHguasY/s1600/render_1+%25284%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 296px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwMCI0cftvQydifYH-Xlry-lsATttP1rbvgnsLSga1A4mpXaaNPLJhpKC1jEZYsruEaaDjSF7vVATf_HcnxALZ4-H2WqZuDLH1yqkBL0hF1XOezp76JaExd5zGwvvji_r_dnBLhHguasY/s320/render_1+%25284%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632958548548041042" /></a><br /></div><div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh13-v99mtLIIRI0sNzW8y2_xhlYe_fprxEYxCYiCiil60jGxE4L5Uguefo3E_vd9GuYlmn81be9caSM0_EK03rYr1V6u2vwkrykzr3yhOuQq3GpGTDVKtGa3wtphyQfK0Uw4X4IPbOda4/s1600/render_1+%25285%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 291px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh13-v99mtLIIRI0sNzW8y2_xhlYe_fprxEYxCYiCiil60jGxE4L5Uguefo3E_vd9GuYlmn81be9caSM0_EK03rYr1V6u2vwkrykzr3yhOuQq3GpGTDVKtGa3wtphyQfK0Uw4X4IPbOda4/s320/render_1+%25285%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632958543067559026" /></a><br /></div><div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhx_ZMA-I05nnnS3I_Dj3tqLWd8-wQbtOu0rRzlMnDyhktExNGnlbNrCbj8K3sxtpu9KH0NqJU9ubvuuGm25VD8GmTS5bIALuSQq0eAsEDnbscLr68aWfEGU2JeTqsqYLyBQuhSOgZfYEM/s1600/render_1+%25286%2529.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 282px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhx_ZMA-I05nnnS3I_Dj3tqLWd8-wQbtOu0rRzlMnDyhktExNGnlbNrCbj8K3sxtpu9KH0NqJU9ubvuuGm25VD8GmTS5bIALuSQq0eAsEDnbscLr68aWfEGU2JeTqsqYLyBQuhSOgZfYEM/s320/render_1+%25286%2529.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632958545818722690" /></a></div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibLl-PSqIJQG-FRTl0zT0xHzbvcFlXQ6U6mKAzHAKr7JCNOiEpUZp1KMciXVJ_PWWVjKWO8ct8Vv1mfTPZSXWo2loZmNbW0rNtTsZ0CU1bym-BMn1-hLFNvecZypJoDKRQGbgsjmhkhZg/s1600/skulls_7.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibLl-PSqIJQG-FRTl0zT0xHzbvcFlXQ6U6mKAzHAKr7JCNOiEpUZp1KMciXVJ_PWWVjKWO8ct8Vv1mfTPZSXWo2loZmNbW0rNtTsZ0CU1bym-BMn1-hLFNvecZypJoDKRQGbgsjmhkhZg/s400/skulls_7.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632962973426529666" /></a><br /><br />All these skulls were done quite low poly. Each was around 1,400 triangles apart from the Homo Sapien skull which came to almost 5,000 triangles. This i found very much invaluable research as it gave me a much better understanding of not only how our decedents' were shaped but also where their spine attached to the skull itself and thus the implied posture that came with it. The study of our skull all became a very useful exercise in understanding how our faces are shaped which will no doubt come in handy with the next character face i model. Needless to say that it also had an added benefit of speeding up my modeling. the final model, the human skull only took me 4 hours to model, unwrap and texture. quite good going i think ^^. </div><div><br /></div><div>As a bit of a lul in my productivity i decided work on something fun and less taxing. In combination with speed paints I also started to look at things that inspired me. My all time favourite actress Sigourney Weaver, not only featured in the Alien franchise as one of the most badass protagonists of all time, but she has also done a massive amount of support work for the gay community including featuring in the emotional film, "Prayers for bobby". She's a woman close to my heart. Unfortunately, *cough* no names being mentioned, a certain student has already claimed manopoloy over Mrs Weaver and the Alien franchise for this summer: but just for fun, i proceeded to recreate a scene from Aliens, featuring facehuggers. It also gave me an oppertunity to look at lighting, metal and glass, which will be conducive to my FMP Environment. </div><div><br /></div><div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj810R32Vj4g7rYTeL_eA0KCzwJ7kWHfUH_xv8ZD1U8B6hQCWLnMKyPlp94_oTUflU7iGG3dDcxoxAlJIT1waO2qB_J_XUitQ53RW46lzbNp1IieRfkxpvc5rNcMTI4gbwjTETGm0PxVCk/s1600/speed_paint_1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 224px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj810R32Vj4g7rYTeL_eA0KCzwJ7kWHfUH_xv8ZD1U8B6hQCWLnMKyPlp94_oTUflU7iGG3dDcxoxAlJIT1waO2qB_J_XUitQ53RW46lzbNp1IieRfkxpvc5rNcMTI4gbwjTETGm0PxVCk/s320/speed_paint_1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632967009597409554" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhppISmtl6C1lNbwRZuBLsoi3CRsHdIYS1AKZrYRfaIBTrKK2y9Lskd9pRlH8JvoZjjWwmqBigWTeI7Dqsd1q0wB6WU-fbLTYycpQbDCf5IgPrBiMX0QB6EGbWHbCqcrp-0yLPtc90xJDI/s1600/Speed_paint2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 173px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhppISmtl6C1lNbwRZuBLsoi3CRsHdIYS1AKZrYRfaIBTrKK2y9Lskd9pRlH8JvoZjjWwmqBigWTeI7Dqsd1q0wB6WU-fbLTYycpQbDCf5IgPrBiMX0QB6EGbWHbCqcrp-0yLPtc90xJDI/s320/Speed_paint2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632967010083189986" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjox2uKu8tsGqAeWW6vzc7UrokUWrW1gqZtYoJVnKYRGtjCfNiwQ_vQZc6A_I6YUjdKFEfk1licp_IyRxFm9MaMkLpqYmEEXNxFN3Ri24-Wz03gy4QHwWNKa5ac0KEh825OkXkz6ewfiUo/s1600/render_4.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjox2uKu8tsGqAeWW6vzc7UrokUWrW1gqZtYoJVnKYRGtjCfNiwQ_vQZc6A_I6YUjdKFEfk1licp_IyRxFm9MaMkLpqYmEEXNxFN3Ri24-Wz03gy4QHwWNKa5ac0KEh825OkXkz6ewfiUo/s400/render_4.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632978178941538306" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwjc5L3gQ139N4NC5Sa3Xz8Uq1OSJnMdBlsAWsxfifFRjZQxgf6pAu0HNsce-tQOOcSsoDti5E98tYQLXGTkCJslTgvTzwHG-kd4pVEse8xnlJxgm-IZr481yZORpZ5Jy8ooA-mXWOD5w/s1600/Layout.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 227px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwjc5L3gQ139N4NC5Sa3Xz8Uq1OSJnMdBlsAWsxfifFRjZQxgf6pAu0HNsce-tQOOcSsoDti5E98tYQLXGTkCJslTgvTzwHG-kd4pVEse8xnlJxgm-IZr481yZORpZ5Jy8ooA-mXWOD5w/s320/Layout.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5632967006025447826" /></a><br /></div><div>So that's July's productivity in a nutshell, not including sketches and other traditional work because I'm scannerless out here in the wilds. lol. </div><div><br /></div><div>What i have in store for next month I'm not too shore. What I would much like to have by the end of the summer is a character, worthy to put in my portfolio, and maybe another environment and weapon to put in there as well. More paints are a must and I could always do with doing more work that is conducive to my FMP, weather it's character, environment or general asset work and research. There's 7 days left to this month so I will have a clear Idea of exactly what I want to achieve in August. </div>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-23353967196678704662011-04-17T10:47:00.001-07:002011-04-17T10:47:38.057-07:00Where did the time go?<p class="MsoNormal">Well it’s seems we’ve reached the end of the year. And OMG how fast did that go. It seems like 5 minutes ago I was having my mug shot taken on the first day of first year, and now I’m 2/3 of the way through the degree. *sigh* I’m assuming third year will go even quicker, especially if the international exchange all goes to plan. </p> <p class="MsoNormal">In any case, I’ve come along leaps and bounds in a few areas this year which I guess is making transition from students/hobbyist in 3D and 2D to actual Game Artists. In 2D I’ve come to recognise that in terms of the course, Visual Design as a whole isn’t my forte. When it comes to Imagineering something and making it look realistic, I practically face plant the floor. But when it comes to imitating something that’s real, i.e.: life drawing or still life, my technical skill and colour theory have improved massively, which is probably stemmed from my love of drawing people and characters. This is probably one of the reasons why I was aiming down the character artist/3D path, over character design. </p> <p class="MsoNormal">In 3D, it has become apparent that in terms of assets, my knowledge lies in my understanding of shape of and how I can relate that in topology, particularly with organic objects, again emphasising my character modelling skills. I have also understood much more this year how to involve edge loops with the overall shape and form in consideration of rigging and animation. Further, although it isn’t quite to the extent of my topology knowledge, my skills in unwrapping and texturing have improves massively, due to my better understanding of how different texture sheets work. I don’t know why but it’s almost as if over the summer, something clicked. In any case, one huge step for me was the beginning of learning how to add assets into an actual game engine through the group project. Making our assets come to life in a playable world is what being a 3D artist is all about. Although it’s not exactly what I want to go into, I can easily see how I felt the same way last year about 3D modelling, and with more practice, my understanding of UDK and how everything in that respect works, will improve, and bring about a new joy in exporting and level design. </p> <p class="MsoNormal">Despite my reluctance to do anything for a sizable chunk of this year, I think I’ve done a bloody good job of avoiding the second year slump. Mike’s foreboding words at the start of the year in conjunction with several guest lecturers and the pressure to actually have something in a portfolio ready for an internship, had me working pretty much solid throughout the year. In contrast to last year however, This time last year I really didn’t want to be a 3D artist, I wanted to stick to the 2D side of things, which in all fairness is understandable, it was my comfort zone. But now looking at the broader picture, and my new love for character modelling, my goal now is to be a character artist, specifically a 3D modeller, but with me acquired knowledge of both, I can now take what I am best at from both aspects and make one impressive FMP. Lol. (so he says)</p>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-15263539560016429762011-04-17T06:37:00.000-07:002011-04-17T06:46:29.923-07:00Come dead child, sit on uncle Tom's lap and tell me what you wanna be when you "grow up".<p class="MsoNormal">Where do I want to go and how do I get there? To be honest that’s quite a weighted question. It’s no longer as simple as it used to be. When I was younger I wanted to be a palaeontologist whatever the stakes. I assumed that I would go through the education system and once I graduated from university, someone would wave a magic wand and I’d have made it. My naive mind thought university automatically = success and dream job. These days however, every blind monkey with a stick has a degree in all manner of ridicules things. </p> <p class="MsoNormal">I’m a little bit more clued up on how things work now though. I no longer want to scour the world to make the next big pre-historic discovery and get my name on it, but rather to be a game artist, a job I’m probably equally if not more passionate about. Specifically I would rather be a character artist than anything else. Characters and drawing organic things have always inspired me so much more than anything man made ever could. Even today I don’t understand why someone would rather have a Photoshoped cityscape on their bedroom wall over a forest clearing with god rays breaking through the canopy at sunrise. In any case, modelling organic assets always allows me to play a lot more with topology which is probably my favourite part of being a 3D modeller, and as an Artist, drawing people is what I enjoy most, even if my skills are still somewhat to be desired. In terms of designing characters, as a 3D artist, I would have little involvement with it but it would still be something that I could enjoy should my career take that path. I’ve always enjoyed from a young age, designing characters, thinking of their heritage, what close they wear and why. What trinkets they would carry with them or any traumas they’d had in their lives. Equally though, if I was to start in environment design, I wouldn’t be working in malcontent. I’d be happy where I was until I felt I had gained what I could from that side of being a 3D artist. Character design is my ultimate goal. </p> <p class="MsoNormal">Pretty much the only way I can achieve this is the blatantly obvious. Aside from going through the motions of getting my face and my work out there, and making the effort to make myself stand out from everyone else on our course, nothing short of bloody hard work will get me to where I want to be. To become a better game artist requires practice and patience just like any other discipline, and that’s pretty much what I must so to get me where I need to be. And we can start by not failing the second year. </p>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-66154820255560868622011-04-15T10:21:00.001-07:002011-04-15T10:21:42.213-07:00Interact with this Design!<p class="MsoNormal">Interactive design is in my opinion, the most important part of a game. No matter how good the plot is, how dynamic the game play is or crisp the graphics are, if it handles like an asthmatic and with some heavy shopping then it’s pretty much a waste of time. Interaction design could be considered to be the bridge between worlds, real and cyber. It’s what allows the player to be enveloped by gaming world. </p> <p class="MsoNormal">Let’s take a look at what the player physically interacts with to get what they want to happen. The control pad. Let’s just say that I’m just about the happiest person in the world that within my life time, ergonomics and anthropometrics have made their way into the design of the control pad. Even though I’m too young to have experienced what it was like to physically handle a joy stick, in an arcade filled with sweaty pre-teens, I understand that they were designed for practicality, they worked, and they worked well. However, when it came to home entertainment systems, looking now at the designs from the SNES, Sega mega drive and PS1, not only were they ugly, but they felt disgusting and uncomfortable in your hand, until they got warm. I mean they worked, but just, eww. And then the consoles themselves, they worked, and to be honest, the design for the time was perfectly fine, we didn’t know any different, but good god, there was no style, rather very little to their designs, they were all essentially bricks. It kinda makes me chuckle now as I look over at my SNES next to my latest model 360. Ahh we’ve come so far. Gradually over my short lifetime, as technology developed, and technology got cheaper, the control pads and consoles evolves into the much prettier things they are now today. </p> <p class="MsoNormal">Yet within the past 2 years, a new way for the player to interact with the game has developed for the home entertainment system. No longer do we need a control pad of any description. Not even a wii mote to dance around our living room, but our bodies ourselves become the control pad, which has brought about a real chance for the family to interact in games. Not that families didn’t before, but it was generally just siblings or father and son kinda thing. In all fareness, this does work well for certain game genres, and there is much more that they can do with it. However, I don’t think that they will ever truly get rid of the control pad. There are certain genres of game, just too popular, which require a control pad to play. </p> <p class="MsoNormal">In terms of GUI (Game user interface), fundamentally with games, not a great deal has changed. If I go back to Super Mario World on the SNES, and I press pause, I’m greeted with pretty much the same thing now as I was then. “continue”, “options”, “save”, “load” & “quit”. And depending on the genre of the game maybe adding “combo list” or “hints” etc. However, one thing that has most defiantly changed is how these things are presented. <span style="mso-spacerun:yes"> </span>Back in the days of the SNES the game would stop and you would be presented with a flat screen of text. Although, a lot of games do still do that because the genre demands it i.e. fighting games, a lot of games have started presenting the title menu on a 3D real time background, usually with moving stuff behind, with the text font related to that particular semantic field. Other games, largely first person shooters, recently including a reward system and upgrade system for everything, have added masses of options to those particular lists. One game which stands out head and shoulders above the crowd for GUI, is Dead Space. With Dead Space, the Pause menu doesn’t stop the game, the game is constantly running. It also doesn’t come up full screen, it is a projection from the protagonist, Isec’s wrist. This fits in perfectly with the survival horror theme. To stop and look at where you are on the map, where you need to go, look at how much ammo or health you have, leaves you vulnerable to ambush and forces the player to think about where they pause. Not only that but instead of having a standard health bar in the corner and ammo/ lives next to it, all these things are displayed on the character himself, adding to the element of realism, and avoiding distraction from the player’s focus on the atmosphere of the game. </p> <p class="MsoNormal">Love Dead Space. </p> <p class="MsoNormal">What the future holds for interactive design in the games world, well, that could be interesting. I think in terms of the control and direct player to game interaction, that has the most way to gain here. If they actually put more effort into developing assets like Kinect and compatible games for that, then we could pretty easily hit off on virtually reality for your home system, which thinking about it could be detrimental for people like the WOW lovers out there. Modders have done it already in their homes, but equally, if interaction was to take that path, it could easily become a phase as virtual reality in theme parks worse off pretty much instantly. On the other hand, something in the direction of the minority report would be brilliant in terms of pause menus and title screens would be brilliant and would go a long way. </p>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-11565512383892299252011-04-15T07:53:00.000-07:002011-04-15T08:01:36.414-07:00Who wants a geeky tattoo?For about a year now I’ve been “mmming” and “aaahing” about whether or not to get a tattoo, particularly a game related tattoo. There about 3 of 4 games which I’ve been thinking about, games which mean something to me and it’s been on my mind a lot more recently. However, today while I was doing a whole lot of nothing, this popped up:<div><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMN1C2jGqBdKWfk8Qk7S_LPL_8D30R2yxx5TX1Q-nrj4-QtBETKC9bfcyPKTB6xIeED_VW7joeGUerMqBdbsCXnfvdSR5tTWzh0lTzI49kQBFGZXCnrqSlsFjblHROOwqMeRqfhcBpHCo/s1600/gaming+tattoos.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 260px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMN1C2jGqBdKWfk8Qk7S_LPL_8D30R2yxx5TX1Q-nrj4-QtBETKC9bfcyPKTB6xIeED_VW7joeGUerMqBdbsCXnfvdSR5tTWzh0lTzI49kQBFGZXCnrqSlsFjblHROOwqMeRqfhcBpHCo/s320/gaming+tattoos.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5595823983923659154" /></a><p class="MsoNormal"><br /><br /><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal">Convenient much?<br /><br />As I Delved further into the article, <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7xr2vaVzbzD56iP_CWQ6D0GxcDFrIL83Y336kTWE594ycz24wnkf8LEqbsSFDWH1ZoyAjI1LwN4EnSNcJ4FDTV9PxfquOJhEGaU6w7ioV-xOyztqaX4eox-Knx_3f72pHQRob7e_GYW8/s1600/Jaredrs-SF-tattoo.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 291px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7xr2vaVzbzD56iP_CWQ6D0GxcDFrIL83Y336kTWE594ycz24wnkf8LEqbsSFDWH1ZoyAjI1LwN4EnSNcJ4FDTV9PxfquOJhEGaU6w7ioV-xOyztqaX4eox-Knx_3f72pHQRob7e_GYW8/s320/Jaredrs-SF-tattoo.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5595824799605094722" /></a>the most common tattoo seemed to be the Triforce symbol from Zelda, but needless to say that I discovered some pretty hardcore gamer tattoos. Some awful, some quite simple and cute, but what I had in mind was far removed from the entire character selection screen of the Marvel vs Capcom on my torso. I was thinking something small and personal.<br /><br /><br /></p><p class="MsoNormal">In any case, it was defiantly interesting to hear why some people got their gamer tattoos. Some said: it was to remind them of a particular person, or fond memory. Others said it was to remind them of a simpler time in their child hood, free from taxes and bills. A couple simply said, “because I love the game” or “I add every game I’ve completed to the collection”, but whatever their reason, to me I guess the reason that makes the most sense would be of sentimental value. But in any case, This article didn’t really help me in my decision, it just confirmed that there are so many people out there with a passion for games, equal to mine. So much so that they’re willing to give that particular game the highest honour they can, by branding it on their person for the rest of their days. Don’t know why but this article almost made me feel like it’s my duty to get out there and help continue to inspire people so passionately. <span style="mso-spacerun:yes"> </span></p><p></p></div>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-17650927017683844332011-04-04T00:47:00.000-07:002011-04-04T00:51:23.242-07:00Musik im Computerspielen<p class="MsoNormal">The last time I visited the subject of music, although I was aware of how music affects games, my actual knowledge of the subtleties of how it is used was very limited, and although I still have much to learn my time in our group project and trying to incorporate music appropriate to the genre has made a massive difference to how I see music in games. </p> <p class="MsoNormal">Although I do still agree that artists such as Martin O’Donnell and Nobuo Uematsu are amazing composers and have rightly earned themselves a name, the grandeur of their music isn’t appropriate for all gaming situations. RPGs and first person shooters, like within Halo and Final Fantasy have music of high energy and give everything a sense of scale, all be it few sad moments or music for “evil characters” there is next to no ambient music, or music that gradually builds tension or creates a theme or atmosphere. </p> <p class="MsoNormal">The genre of the game we produced in the group project was that of a survival genre, so naturally, if we were going to include music, we had to research into that which is included in survival horror games and films of the same nature. Music that was ambient, yet atmospheric, and what was appropriate to create a jumpy moment or simply sound effects of dripping water or a broken circuit board. </p> <p class="MsoNormal">The artist we found who made the most appropriate music in terms of ambience and creating the right atmosphere we wanted, was Jason Graves, who composed the Dead Space Soundtrack. However, it wasn’t just enough that we had found music we could use, we had to consider when to use it and where to slowly build up tension with the player. Too much or little tension in the wrong place could unnecessarily leave the player with a feeling of anti-climax which is the last thing you want when playing a game. We also gathered a compilation of sound effects for items in the environment, several sounds for each asset. We then had to consider the extremity of the sound or how synthetic it should sound depending on the actual level of destruction of the asset and we had to consider how that played a part in the environment. For example: when considering a dripping pipe, we had to ensure that it was a slight drip, not too frequent. It had to sound like it was dripping into a small puddle, not a pool or solid concrete, and we had to take into account the volume of the sound in conjunction with the ambient music. All these little details needed to be taken into account for every sound effect which gave us much appreciation for how much effort and skill goes into creating different moods and levels of tension in all genres of games. </p> <p class="MsoNormal">Coming back to the Halo franchise, Although it has no elements of eerie tension like Dead Space does, <span style="mso-spacerun:yes"> </span>Martin O’Donnell creates a different kind of tension through different instruments and keeping the pace of the music high as halo is a much faster paced game. As a skill I would say creating moods through music takes a massive amount of skill for whatever genre of game or film it is being produced for, which I now have a much better appreciation for.</p>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-4526077190328274532011-01-20T14:20:00.000-08:002011-01-20T14:34:06.858-08:00Ever felt like you have a hideous demon stuck to your chest and you just need to get it off?Ok so semester 2 of the Second year has begun and is well under way. We're over half way through our degree and that thought completely terrifies me. In any case. Looking back over the first semester, despite my horrifically slow start to the year, I've come over in leaps and bounds in 3D. I actually understand the different types of texture map and how they work. As appose to pretending to know and using them completely wrong because the brief says i had to use them. I actually know now how to approach my topology properly and lay out my UV maps for texturing and rigging in mind. Hell, i actually know how to rig now. But despite all these steps in progress, semester 2 has me at a hurdle higher than all the rest previous.<div><br /></div><div>Before i thought that the biggest hurdle would be the rate as which i had to learn how to use 3Ds Max, but now we have this group project, we're having to move at break neck speed in comparison to our comfort zone. We're not even a week into our project, in fact we're 3 days into the project and we're already at the end of our concepting. Personally i don't think we've done enough, but the group is moving so fast, people are already modelling and I'm trying to fill in the gaps they're leaving. well, that's how i feel, and because I'm not modelling yet, it probably looks like I'm dragging my heals and slowing down the group, which is the last thing i need because I'm trying to look good to the group, I'm already working x5 faster than i would off my own back. I don't know about anyone else, but i get stressed out really easily and this is just driving me insane.</div><div><br /></div><div>Then on top of that, I need to get to grips with the unreal engine, learn how to use Z-brush and try and get work done for internship applications, and deadlines are coming now thick and fast. Ok to pull my hair out yet?</div><div><br /></div><div>I appologise to anyone whose actually sat and read this, but i just needed to be a cry baby for 5 mins and get this off my chest. I feel better now. :)</div>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com1tag:blogger.com,1999:blog-2199899995039522263.post-74620070224540472532010-12-21T05:43:00.000-08:002010-12-21T06:09:16.068-08:00As people, we’re sexual beings. It happens all the time all around the world, even now as I type and now as you read. So naturally, promoting sex and offering humorous innuendos where appropriate to sell a product is only natural, and there would be a massive gap in the sales market without it. However, it’s not always appropriate, or appreciated in certain situations.<br /><br />Earlier this week when going through a stressful house hunt, I me and my prospective housemates, entered an estate agents and asked to see what 5 bedroom houses. We were given this:<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdBeYre28dgjLiGbF0GMxRjxGN3WkH1JaJXZwiGwqPkG6C6YhA3hAIBNIw7v8lNXa_3-4oU535m_92ZiuqT05uMhrGgUdr_EvY9H8SwkjIRmQqOpk8wzVBGBw-53klKlDDuMMzCCA_I3o/s1600/sex+sells+2.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 400px; height: 281px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdBeYre28dgjLiGbF0GMxRjxGN3WkH1JaJXZwiGwqPkG6C6YhA3hAIBNIw7v8lNXa_3-4oU535m_92ZiuqT05uMhrGgUdr_EvY9H8SwkjIRmQqOpk8wzVBGBw-53klKlDDuMMzCCA_I3o/s400/sex+sells+2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5553131182633166978" /></a><br /><p class="MsoNormal"><br /><br /><br /><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /></p><p class="MsoNormal">Now, let’s take a step back a minute. I’m a 20 year old male. I’m hardly going to be the type of character which is prude, but seriously?! When I was first handed this, I didn’t know what the agent had handed me, or what they were proposing. I was kind of in shock. Perhaps it was just the fact that I was stressed from the house hunting situation, but I really didn’t appreciate this blatant promotion of sex to try and get me to sell a house. It’s not like there is any subtlety to it.In any case, I let it go and went on to look at the houses within the paperwork underneath the facade. Yet once I’d finished with that situation, I came home, signed into MSN as you do, and this popped up:<br /><br /></p><p class="MsoNormal"><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf2TihS4MjLhRB7Lzd8E-qIDVExpFxTv1NU8STdctSC8F-BIOr9Nhw8nZgS15ikRz1QWdXiqX2_o1WsuxjHIFd0NQC2b5MvUbaklnVfDgE4gQNQ3fa82ivpXPSDzB9QGdMFFpoQQGWHSY/s1600/sex+sells.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 338px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf2TihS4MjLhRB7Lzd8E-qIDVExpFxTv1NU8STdctSC8F-BIOr9Nhw8nZgS15ikRz1QWdXiqX2_o1WsuxjHIFd0NQC2b5MvUbaklnVfDgE4gQNQ3fa82ivpXPSDzB9QGdMFFpoQQGWHSY/s400/sex+sells.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5553131743463217986" /></a>Once again my mouth dropped open. “Sexiest characters ever immortalised in pixels”. So I decided to follow the article into what is considered as a “sexy” game character and see if there was anything other than your typical “tits and guns” characters. For the majority of the characters, I’d say no, it was your regular Kasumi from dead or alive type of character, with breasts larger than life and “armour” that protects and conceals about as much as a piece of string in a high breeze. Just about the only positive grace for one or two characters were the fact that the body was anatomically correct and the artistic judgement on the colour scheme for the clothes against the character themselves and the composition of some of the images.<br /><br />It seems however, that in terms of games, when it comes to selling games with sex, it’s aimed very much towards straight men. In all fairness, the vast majority of serious gamers are male. But with women all presented with tits and guns to appeal to men, what are games doing to the male characters to appeal to men?<br /><br />From what I’ve seen there’s defiantly more verity with the male characters. Games with “bad ass” fantasy characters like the Gears of War and Halo have these unstoppable, supernatural, anatomical monstrosities for protagonists. With games like Red Dead Redemption or Splintercell, the character isn’t particularly attractive, or you can’t even see their face, but they have a skill or an attitude that the player would probably love to have them self.<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3A1HJeEEz03zn3iSrPOnTXTA34wc3DIRmnk-zi8nK7I_0KRAfwOSrfIEOP4AZ_860_MLOKiQZ_RF_dIHLsGxbP_gfb57PN47ty6cuY_ZHiTNkiz2yi8NXq7Agt1T22fRIryP2tLZDKJs/s1600/5207773178_66b0eb898e_z.jpg"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 320px; height: 264px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3A1HJeEEz03zn3iSrPOnTXTA34wc3DIRmnk-zi8nK7I_0KRAfwOSrfIEOP4AZ_860_MLOKiQZ_RF_dIHLsGxbP_gfb57PN47ty6cuY_ZHiTNkiz2yi8NXq7Agt1T22fRIryP2tLZDKJs/s320/5207773178_66b0eb898e_z.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5553134711551932674" /></a> Also, RPG style games like the Elder Scrolls games, or Dragonage, the player can customise the character, to be as ugly or attractive as they live with basically a default perfectly defined generic body throughout, and they can customise the character’s skills and make choices to what the player wants in the game, including actually partaking in the act of sex. When looking at these games I noticed that they have one main feature in common. All these different types of male characters have an attribute that the player themselves would want to have given the choice. If the player could be this unstoppable killing machine, with a bad ass attitude and gets away with it, with the perfect body and can go around having sex with whoever whenever, they probably would. Having male characters like this allows them to escape into this world where they get a limited, consequence-less taste of this.<br /><br />If I apply this same logic to the depiction of women in games, it's unfortunate, but it makes sense that the industry would assume that teenage boys want to see their women as objects of sex and attraction as oppose to female warriors with a back bone like Sigourney Weaver's most iconic, Ellen Ripley from the original Alien franchise. Which is a shame because personally, I'd rather play along side, or as Ellen Ripley than an in game version of Barbie. </p>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com3tag:blogger.com,1999:blog-2199899995039522263.post-11444568634182350752010-12-07T16:50:00.000-08:002010-12-07T17:14:43.783-08:00Loved doing this week's project!Before I actually begin this blog, can I just say how excited I was to read that this week’s project was to create a design document for a game. Even though it’s not actually our job as game artists and that is not the focus of this course, I would love to take this week’s brief of making a full design document and make a project based on this. Although I guess what’s what our FMP will be. Very much looking forward to it anyway.<br /><br />To really get into the idea of this week’s project, I have design a project based on a basic online java script platform game so that I can quickly test that my ideas actually work and they aren’t completely farfetched or outlandish.<br /><br />The objective of this design document would be to design a java script, fantasy, online role playing platform game. The target audience would be for 15+. This judgement is based on the blood and themes in that would be in the game as appose to any difficulty which would be beyond anyone younger. It should be simple to learn by anyone of any gaming experience but still be challenging enough for the most experienced gamers to find satisfying. The stylised art work would be done using Photoshop and the coding would be done using Applet which could be embedded into a webpage and hosted on an online server.<br /><br />Screen size: The screen of the game itself will be 1000x600 pixels<br /> Each screen will be composed of environment 25x15 blocks<br /> Each environment block will be 40x40 pixels.<br /><br />Environment blocks can be used to compose terrain, sky and obstacles. Terrain and sky must be tillable! The background may be a single Photoshop painting. <br />For example:<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1KblCnYhEF83ozu1_xtEk6moPZ9-buSBQu2YcP0wZmMZcrnyTPWuQeAiyAkC8YaFY3Fzw4yaqxglouGMgiQh5oZ0YkX9RjwFtgYQQ2ZMSDGI7qkSTVExfOjpvfk2mGyHuGeoHf0sGdbQ/s1600/terrain.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 215px; height: 248px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1KblCnYhEF83ozu1_xtEk6moPZ9-buSBQu2YcP0wZmMZcrnyTPWuQeAiyAkC8YaFY3Fzw4yaqxglouGMgiQh5oZ0YkX9RjwFtgYQQ2ZMSDGI7qkSTVExfOjpvfk2mGyHuGeoHf0sGdbQ/s320/terrain.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5548108774386701682" /></a><br /><br />A brief example of how this could be put together:<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXA7RVLswMk_Vh6yHq7lKh3KK1Zj_rEg0c33iQFMMs3385x_BzpvhnHWngMgLc807zDfO8jvgBhF48cY0TROKCvBDCuutD5t4l-3hJZKzi55rNHYgGELMywLbpE2VyUXY9ia-ec59_2vw/s1600/screen.jpg"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 200px; height: 128px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXA7RVLswMk_Vh6yHq7lKh3KK1Zj_rEg0c33iQFMMs3385x_BzpvhnHWngMgLc807zDfO8jvgBhF48cY0TROKCvBDCuutD5t4l-3hJZKzi55rNHYgGELMywLbpE2VyUXY9ia-ec59_2vw/s200/screen.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5548109735625363938" /></a><br /><br /><br /><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div>To make sure the player’s avatar character remains the focus on the screen but is still in proportion with the environment, the characters must be 100 pixels tall.<br />A basic “naked” male and female character must be produced with optional hairstyles.<br />For example:<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgKWCJ2V4cLnOPg8svAWvrqs6HMiwbByWvyr6K33tsKDZT1EtAn-ZnpZxQOBMr5WhEIFf-VYYBsjhKoYiBkrtU0MERh8VFmiAGqOytkM4C-vFqnoFNGxeEA8fqouk2i0h97dgAQi6IGXM/s1600/naked+characters.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 92px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgKWCJ2V4cLnOPg8svAWvrqs6HMiwbByWvyr6K33tsKDZT1EtAn-ZnpZxQOBMr5WhEIFf-VYYBsjhKoYiBkrtU0MERh8VFmiAGqOytkM4C-vFqnoFNGxeEA8fqouk2i0h97dgAQi6IGXM/s400/naked+characters.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5548110628140842482" /></a><br /><br />Note: when making these examples I realised how hard it is to work to this scale in Photoshop.<br /><br />All NPCs will also be constructed from these basic shapes.<br /><br />Each character in the game world will also need a set of clothing. Since the genre of the game of fantasy, the game will have your typical classes, Warrior, Mage, Archer and Rogue. For each of these classes, different clothing designs need to be made to fit over the top of the character. A male and female outfit of each design must be made. There should be a mix of top and bottom piece armour /clothing, and or robes so the player can mix and match.<br />In addition each character will need weapons for each class and they must be in proportion to the character.<br /><br />Below is an example breakdown of a warrior class male armour, male mage class robes.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0Ec5OuuNKUFYZ7mUFVjkRK2Edw5RH381iF5w5wOleASwfbGuoGO7REighDtp79y-XaojKlrdF5mVGRq971dPt88GSg_uA7fuqd1VszNokahAkmrrGOfyBHDrMfMoUI6dhfUrsYW4wXSo/s1600/clothing.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 320px; height: 160px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0Ec5OuuNKUFYZ7mUFVjkRK2Edw5RH381iF5w5wOleASwfbGuoGO7REighDtp79y-XaojKlrdF5mVGRq971dPt88GSg_uA7fuqd1VszNokahAkmrrGOfyBHDrMfMoUI6dhfUrsYW4wXSo/s320/clothing.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5548111384422233906" /></a><br /><br /><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div>As a Fantasy game carts and horses may be included in the background to add character to game but they must be in proportion to the character. Boxes and crates and other static environment equipment must bear in mind the 40x40 texture spaces for the foreground environment.<br /><br />Trees and bushes for the background directly behind the character would also be an additional touch to give the game some depth to its otherwise flat appearance. Below is a example of how the pieces could come together in game.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhImA9Q5jWzMeon34hgz9A4qeBPj1Q4FlCX17WM6tSOR3DpXseWxZ22N5eJJkUtdib7Vc-cRZLJxNYF7of8Yl7fxtjD0CXz8kruiFsdovV9eQqFFrV7ZnR9dMUu2Ly02SLSUtBDtcgQUi0/s1600/environment+1.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhImA9Q5jWzMeon34hgz9A4qeBPj1Q4FlCX17WM6tSOR3DpXseWxZ22N5eJJkUtdib7Vc-cRZLJxNYF7of8Yl7fxtjD0CXz8kruiFsdovV9eQqFFrV7ZnR9dMUu2Ly02SLSUtBDtcgQUi0/s400/environment+1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5548111980815310834" /></a><br /><br />Obviously this is just brief, but for town scapes, buildings will be need to be designed, a backdrop will also need to be designed, and enemies all MUST bear in mind their proportion to the characters and the size of the screen.<br /><br />To mark the end of doing that design document and it's specifications, forcing myself to look at all the aspects of a game that an artist needs to consider and in maintaining a style is more difficult than i previously thought, especially when working with so few pixels. However, i well and truely enjoyed doing the example pieces and had to contain myself from actually making the game in the document. It was a nice reprieve from doing 3D work.<br /><br />More project like this Mike. major thumbs up (y)</div>Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com1tag:blogger.com,1999:blog-2199899995039522263.post-31734713766018433032010-12-07T12:35:00.000-08:002010-12-07T12:46:37.009-08:00I choose left, which looks more interesting than right but take me the same way anyway...Level design is a very interesting concept in itself, one in which does perk my attention. It is a job which requires much artistic understanding, similar to the writings of my previous blog, yet at the same time it requires a technical understanding along with an understanding of what the characters can and cannot do. It is a job that I would probably be moderately interested in and be willing to widen my range of skills to do this should my current career path turn out to not be for me. The level designer must consider how to guide the player intelligently through a technique called, “flow control”. <a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik7qQwRhvJYC5fv6NyQfUC9FDb5t7mdEGGgzJrcy8-cwEMJ9JKlY0m5Ryp78EIgrFCuzPF6jDAaFKB05uYw9jDxGaUj9anpS1XQZDoHEPP2WWq2rWw2q9Ui4hcMeuckNaqaMicNy4pfQs/s1600/top_down_halo.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 146px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik7qQwRhvJYC5fv6NyQfUC9FDb5t7mdEGGgzJrcy8-cwEMJ9JKlY0m5Ryp78EIgrFCuzPF6jDAaFKB05uYw9jDxGaUj9anpS1XQZDoHEPP2WWq2rWw2q9Ui4hcMeuckNaqaMicNy4pfQs/s200/top_down_halo.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5548042341939497826" /></a> Much like channelling water through a pipe line with valves to control which way the water goes when. In modern 3D environments for games, besides free roam R.P.G.s like Bethesda’s Elder Scrolls and Fall Out franchises, games these days create the illusion that the player has the ability to go where they want but in the end, whichever side route or passage they chose, their goal is the same at the end of each area which will channel the player towards the main plot’s direction.<br /><br />After doing only a small amount of research into the position so far, it is painfully clear how much time goes into just the planning of each level. Particularly with modern online games. Games like Call of Duty or Halo need to be interesting and fun to play in, but at the same time they need to be in terms of vantage points, weapons and load outs, shelter from fire and have a range of close and ranged combat options i.e.: indoors/outdoors to keep things interesting. Quite often games do do symmetrical maps which is very O.K in my opinion, but just o.k. In terms of the campaign, the designer needs to consider what would happen when to trigger a certain part of a level to be accessed, what N.P.C.s are visible from where, and when they would interact with you. However, This applies mostly to modern F.P.S games. The Type of game will result in varying types of level design. For example, a platformgame R.P.G level designer would have to consider obstacles, mental challenges, where enemies are placed and the difficulty of each areaA game which is a brilliant example of how this is done is Rayman for the PS1. <img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic1nyLcHJxJRSkUT72Hi8fJN-fVDuAQaej6Lqr-m7WJPCnJY0ntXulMdfG8yejx2tDzZ1xgaFIqsyGeJO5MwNcQxUssqvrX1zZhMrKwU2sbsAZ68GuplnIOqgTpd3JWng58s-k_KbRbOU/s320/1215380398_02_bandland_03.jpg" /> A game which has brilliantly well designed levels which challenge the player constantly, yet is balanced enough for the player to have fun with. Yet not one person I have ever spoken to has completed it. Strange how it’s so hard yet so loved. Once again, not that I mean to use this as another good example again, it is such an amazing game, but Abe’s Oddysee/Exodus use visual stimulations in the background to hint where secrets are in the foreground for the player to find.<br /><br />Fortunately, I haven’t come across a terribly, omg I want to kill the designer, over my past 15 gaming years, but I have come across some which are just god damn lazy, and It’s easy to see how this can affect how much the player enjoys the game. Kingdom Under Fire: Circle of Doom for the 360. Oh dear. Recycled levels in a game doesn’t bother me too much when they play well and interestingly each time you go back through them. However, KUF:COD was composed of about three or four different lay outs, each lay out was just topped with a different texture and one or two different assets to make it either a jungle, desert, snow or volcanic mountain, AND the levels were recycled. This just about made for the most BORING game I ever wasted my money on. Literally the only reason I didn’t take it back after an hour or so of playing was because it made my 360 game stack equal the size of my original xbox game stack at the time. Looking back I really had my priorities wrong.<br /><br />In any case, when done well, level design can produce a well enjoyed and memorable experience of a game which is always good for a game companies reputation. The original Fable had no marketing and spread souly by word of mouth and now look how big it is. Equally, poor level design can leave a player frustrated, angry and leave a player wanting to forget their experience as quickly as possible.Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-46029557446431011982010-12-02T02:40:00.001-08:002010-12-02T02:50:38.079-08:00The Lay of the LandAlthough many games have their own individual art style, there are very few which use their art style for any compositional purpose to add to the quality of the game. <br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgryx1EdXosT1caI9XQyY1VHGigvBqQZr0og0gKeEpVCJ0z32i5rVVbo8AvlwQ_pkkepoVMBF8n1cIoDncVcdH_GZC_QemVfx2wmpUsui2q8OBx3WfOsmE_L17ZRoSxc-nq445sNEVP198/s1600/Halo-Reach.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgryx1EdXosT1caI9XQyY1VHGigvBqQZr0og0gKeEpVCJ0z32i5rVVbo8AvlwQ_pkkepoVMBF8n1cIoDncVcdH_GZC_QemVfx2wmpUsui2q8OBx3WfOsmE_L17ZRoSxc-nq445sNEVP198/s200/Halo-Reach.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5546033261270761954" /></a><br />Although, it’s becoming a cliché to use this as an example of how the industry does something well, the Halo franchise actually uses composition very well and has developed a reputation its views and compositional land/sky scapes. In the first game, Halo: Combat Evolved, it has become an iconic moment at the opening of the second level when you step out of the escape pod from the Pillar of Autumn, and you find yourself on this alien planet it almost seems until you look up and realise you’re on this ring. Even though with this example you have no choice but to notice your environment and be in awe of what lies before you, throughout the Halo<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6ppyyjz5nAxmSNuD-0lSDI8pIlP1cvtWmWKGzDpSXyczQu6pOVjFxVcXUV82nWTTv3SJJtdBfKwTv8dS1SqXYLza3SHGsV66IQKi-J-_KPbD-xV1-wM3NYYFh7mUj0Bp6it9CU-DltYs/s1600/Reach_TotS_Env.jpg"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 200px; height: 112px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6ppyyjz5nAxmSNuD-0lSDI8pIlP1cvtWmWKGzDpSXyczQu6pOVjFxVcXUV82nWTTv3SJJtdBfKwTv8dS1SqXYLza3SHGsV66IQKi-J-_KPbD-xV1-wM3NYYFh7mUj0Bp6it9CU-DltYs/s200/Reach_TotS_Env.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5546033634565056834" /></a>franchise, they’ve become very good at getting you to step over a ridge or turn around a corner to what is often a very atmospheric and well laid out piece of scenery. Particularly the Sky backdrops which have been emphasised in Halo Reach for the space battles. <br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyh8MaWmJvTuE-F3MuOFs_023j59P9zDWYhsvvpgE_9cFjxI0x8vCjarTH-whU6C-5uMaoRaCP90luDAoKWTNpeMSGDk4zIaDaFajiszY1Y2fNKd39WJ6rfSkXmnQbaEQPIsxCr3JnlWs/s1600/2.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 151px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyh8MaWmJvTuE-F3MuOFs_023j59P9zDWYhsvvpgE_9cFjxI0x8vCjarTH-whU6C-5uMaoRaCP90luDAoKWTNpeMSGDk4zIaDaFajiszY1Y2fNKd39WJ6rfSkXmnQbaEQPIsxCr3JnlWs/s200/2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5546034032681557346" /></a><br />Not that I mean to make a habit of using this franchise as an example for every one of my blogs this year, but the first two Oddworld games: Abes’ Oddysee and Abe’s Exodus both use, composition, and a mixture of complimentary and contrasting tones to not just create a nice back drop, in keeping with the games own charm, but to get the player’s eyes to go where you want them. For example, the image below with the green background, the bridge that heads off into the distance channels the player’s eyes towards the sign which shows the player their progress so far and the repercussions of their current actions. These days we see very little thought going into backgrounds and scenery like this and they are there purely to stop the character from floating around in nothingness. <br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBHyDzGeSM5Vmxvjk_ibNuqdabAKE8HvbT4gAF-mRrCXOsDCsey4e2hgiDBPXFOP6kZ4L8SzhIRDuZFLHEua0AElibWH0XSjY56bbgB6DdlytLCmkndMDPrjH9t8xMSNIVgYwp9Gi5NCA/s1600/3.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 241px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBHyDzGeSM5Vmxvjk_ibNuqdabAKE8HvbT4gAF-mRrCXOsDCsey4e2hgiDBPXFOP6kZ4L8SzhIRDuZFLHEua0AElibWH0XSjY56bbgB6DdlytLCmkndMDPrjH9t8xMSNIVgYwp9Gi5NCA/s320/3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5546034441805648802" /></a><br /><br />This is defiantly something I should look more into to improve the layouts of not just my final piece but also my prep sketches. If I get myself into a regular mindset of trying to find the best composition for every photo I take the outcome will work to the benefit of all my artwork, including my personal surreal works. <br /><br />After taking a look at some masterpieces, of my favourite artists, it’s only just become clear now, how the Rule of Thirds and the Golden Mean are actually useful in composition. In all of the examples above it is clear how these images have been thought about compositionally from that particular view point using one or both of these techniques. However, not even in my previous education did I learn about these two compositional rules. Only from my own studies did I come across them, but now after doing research for this blog has it just clicked how I can actually use these techniques in my own work as appose to just using them as reference when analysing a piece of art. Now that I think about it, It’s actually quite ridicules how as an art student, this has never even been mentioned to me, and I would still be none the wiser if it wasn’t for my own extracurricular studies.Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-47205212493799154932010-12-02T02:33:00.000-08:002010-12-02T02:39:33.493-08:00Big face showed up; taught me about planning and concepting.The most obvious example of planning a project or not, having a successful or unsuccessful outcome is most defiantly myself. As with the abysmal quality of my first project this year, that in itself was the result of basically non-existent planning, which I am still, genuinely embarrassed to call the result of a second year project. Too self critical? I’ve been told that but refuse to accept its standards are welcome on this course in the second year, let alone industry. <br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhD_UkO5HpJpLZTwkO9U2xEIFHaMXzwm0XW43RrFHlCA9MwvuuZJwGmSbySnPINIqiysaz7eWkEqpYPkoJi2u6mGHT4jCwosOBoKsQxUBJI3pja52TX303_7vUHYQx9uZXuMBZRqSq09Q/s1600/41ZCiEAWgJL._SL500_AA300_.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 300px; height: 300px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhD_UkO5HpJpLZTwkO9U2xEIFHaMXzwm0XW43RrFHlCA9MwvuuZJwGmSbySnPINIqiysaz7eWkEqpYPkoJi2u6mGHT4jCwosOBoKsQxUBJI3pja52TX303_7vUHYQx9uZXuMBZRqSq09Q/s320/41ZCiEAWgJL._SL500_AA300_.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5546031449999408930" /></a><br />Moving on from that though, a brilliant example of industry quality planning, would be to look at a returning childhood favourite of mine, Oddworld Inhabitants. Although, they’ve been focusing on film production, television and online space over the past 6 years, it is well worth looking back over their beautiful work in games. Take their first game, Abe’s Oddysee. Plot: you play as a hero who breaks the mould of your typical bad ass hero, by basically being a weak, retarded alien whose mouth is stitched shut and dies from a single hit from ANYTHING. Manages to overcome the most freaky and equally retarded looking enemies to over through the planet’s biggest slave business and save his even more retarded and lazy friends. But if you take a look at every aspect of the game, everything fits, everything works and creates quite a believable world, all be it freaky looking. The creatures, including the hero Abe, are all caricatured and twisted in the same way . After reading the “Art of Oddworld Inhabitants first ten years” it’s clear that they took every day concepts and exaggerated them in a way which is damn creepy and hilarious at the same time. <br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg73dnQSJJaSXIO1QGP7KnH2uAZ0n9LMWKjQlrGe5rqQJBguvSy3R0VYsMMLkM_237VoxPMg1wT89jD9wtDON8j7ETUYPBcBbcazIkrJqPco5qxjhQsYZVnLQJYBGn1O1ilIoMTp6nga74/s1600/CAMO0080.jpg"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 244px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg73dnQSJJaSXIO1QGP7KnH2uAZ0n9LMWKjQlrGe5rqQJBguvSy3R0VYsMMLkM_237VoxPMg1wT89jD9wtDON8j7ETUYPBcBbcazIkrJqPco5qxjhQsYZVnLQJYBGn1O1ilIoMTp6nga74/s320/CAMO0080.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5546031917354359730" /></a><br />Take for example the Kento. Not actually in any of the games but this example is as good as the rest. One of the artists took the concept of body builders. Guys who work all day on their upper body and get huge, but their legs get tiny. Exaggerate this, and you end up with a Kento. Obviously it’s not as smiple as that. They worked how far to take it and exactly what it would do, move like, it’s roll in the world, natural habitat etc. But just about everything in Oddworld has this kind of “what the hell is that” kind of look about it. Almost all enemies don’t even have eyes. Oddworld itself is supposedly 7 times the size of earth and as I’m sure you can imagine the diversity across the world in both flora and fauna, yet all the Oddworld games are set in different locations but all maintain the same kind of out landish charm which brings the world together. I am truely glad to see them returning to games and looking forward to what other wierd and wacky creations they can bring to Oddworld. <br /><br />With my future projects, I am aiming at putting more time into prior concepting. I found that in my first year when i was doing preliminary sketches for 2D, they were just sketches for the sake of doing sketches, I wasn’t actually gearing my work towards my final piece which resulted in an often sterile, personalityless piece of work. If I take a page out of Oddworld Inhabitant’s artist’s book and actually gear my work towards working my style, not only will my outcomes be better in schooling, but in industry it will put me in good stead for aiming my work towards that particular project’s aesthetic.Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-58854412133972718302010-10-30T04:17:00.000-07:002010-10-30T04:18:34.725-07:00Aerith gave her life, hopefully i won't have to go quite so far.Although there is much more to learn, which is glaringly obvious as far as my 3D work is concerned, I came over in leaps and bounds in my first year. Even though I wasn’t up to the standards of the best in the class, and still, am not, to go from not ever using any software packages other than Microsoft word and paint, to being able to model and texture in 3Ds Max using Photoshop as a texturing tool to the standard I did in only a year, it’s safe to say I’m pleased with my progress and hope that my rate of learning only increases over the next coming year. <br /><br />However, I’m well aware that this year there is more emphasis on autonomous learning than there was last year. In the first year we had our hands held quite a lot, even more so than my second A level year for art and design so It’ll be good to get back into the habit of getting on with it and being expected to just produce it. I can honestly say though, this year I am terrified of the second year slump that Mike has mentioned a few times during our critical studies sessions. In the first year I met a few, rather a lot of bad humps that could have potentially had me fail the first year and I’m doing all I can to avoid those through a crippling fear of failing. This new calamity however, oh dear, I can already feel it. My time management for my first 3D project went right out of the window, it crept up on me, and it shows. Why did I let it? I don’t know. Pure stupidity? Or the lackadaisical attitude of being a second year? <br /><br />Seriously I cannot and will not let this beat me. As Aerith gave her live, and Cloud fought both Sephiroth and his own identity crisis to defend Gaia from the Dark materia calamity, I will battle with all my might to remove this equally colossal attitude defect. <br /><br />In moving on from food of my nightmares, this year I very much hope that I can fully get to grips with 3Ds Max and sort out my time management so that I can put myself in good stead for an impressive intern student over the summer. So far as far as that’s concerned all the places I have looked are only really interested in about 5 month Internships or longer. Although we had a really long one between year 1 and 2, I don’t think we have that longer summer this year so I’m still on the look out for a game art based internship that is only 3 months or so. Though in all fairness, I have been looking at pretty grand places so far, I need to look at smaller companies, it’s getting to the point where I just need somewhere to get the experience under my belt. If I fail miserably at getting an intern I’ll end up doing Camp America again next summer, and as much of an amazing experience as it is, it’s not exactly conducive towards my ideal future career. <br /><br />This for me is to work for Blizzard as either an environmental or character artist. Not too sure I’m mature enough yet to handle a managerial position yet but then my skills aren’t mature enough for that either, nowhere near. They’re recruiting now, and I have been looking long and hard for what they’re after. mostly programmers, but in art the main thing that caught my eye apart from the fact I’m learning programs they want, +1 for Game Art DMU, they want a minimum of 3 years industry experience and 3 games that have reached it onto the shelf. MINIMUM. Oh dear. What they also consider as a massive plus is having a strong art background, +2 for Game Art DMU, and being able to work low poly with high quality textures, +3 for Game Art DMU. Unfortunately right at this moment in time they’re not doing internships, which is a shame because they’re based in France just 40mins away from where my parents live, which would have been all too convenient. But Blizzard is my target and their standards are high. I’m under no disillusionment of what my chances are of getting there, and most blind monkeys with a stick want to be there too. I must become the monkey who doesn’t have his eyelids sewn shut and has a longer stick than all the rest.Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-29361614801829287152010-04-30T00:50:00.001-07:002010-04-30T00:50:48.162-07:00I still don't know the Lecturers!To be slightly more concise than my last opinionated blog:<br /><br />I’ve found pretty much all aspects of the course this year to be useful or rewarding in some way or another. As Critical studies goes, writing these blogs has helped me take a step back and actually consider not only what it is I’m doing, where I’m going, what I’m walking into, but It’s helped me reshape my time management, hone my presentation skills and learn to assess myself and other things properly. Part of that is also due to the brilliant idea of having a Facebook account strictly for work. The amount of constructive criticism from peers caught me off guard at first and it took me a certain Giygas incident to appreciate it, but it has been vital in the improvement of my Photoshop skills and has also provided a source of competition. It’s always good to keep an eye my peers to make sure I’m stepping up to the mark. Lol. <br /><br />As far as 2D is concerned, I can defiantly see where it links into developing your skills into transferring 3D information into 2D and back again for the 3D module, but I would like to see more emphasis on this as appose to the 3D module, particularly as far as Photoshop is concerned. Before I came onto this course, my software skills stretched as far as Paint. To suddenly be surrounded by all these people who know how to use all these programs was a bit of a shock and to then realise that this was a program I needed, I busted my balls to try n get it to work but I’m still nowhere near as good as most people on the course with it. Maybe it’s just that I’m more traditional minded but this over use of Photoshop seems like a bit of an easy way out. I can see that in industry, Photoshop and other software like it will be used for many concept sketches and merchandise but it clashes with the ethos of the 2D part of course: to train your brain into transferring 3D into 2D and vice versa. No one who used Photoshop can tell me that they do their work on sight. <br /><br />Unfortunately, it seems that the whole point of developing the 2D is to get good at 3D. I do appreciate that having skills in 3D as well as 2D is important in selling yourself, and I’m having great fun with 3D, as much as it nearly killed me at the start of the year, I don’t want to actually be a 3D modeller. It makes sense that the first year developers the ground skills for all aspects of being a Game artist, but it would make equal sense for the second year to allow you to begin to specialize your skills in the direction you want to go into. As we first years all desperately need Heather time, we all know that she can’t possibly see all of us one on one all the time, so it’s a god send that she’s posted up all her demos onto blackboard, but I still don’t know what the hell I’m supposed to put into a design document. If she was to go through it just once with the class then I’m sure that would help on people’s final grades. <br /><br />Finally, the last thing I’d want to add is...I still don’t know the lecturers! I’d like to see more banter time with the staff and hopefully over the next 2 years I will see some.Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-75718432027705876992010-04-30T00:09:00.000-07:002010-04-30T00:11:08.805-07:00Once bitten twice shyOk, of all games at GDC 10, Fable 3 got the biggest emotional reaction out of me. I’m not entirely sure whether I should even discuss this game but here goes anyways. <br />As a mahoosive fan of the Original Fable, which I still love and adore today, I literally died inside at the release of Fable 2. I followed it intently throughout its production, every interview and video about it was under my belt. Clearly Peter Molyneux is renowned for being able to talk about something and make it sound good, but during all his interviews and speeches he spoke of things being in the game which got such a good response and then never made it into the actual game. Although I do appreciate how some things must naturally be cut from the game, I couldn’t help but feel lied to. Yet that wasn’t the beginning of the slide. <br /><br />It was said that the world was going to be so much bigger, and so much more of it could be explored, when in actual fact, the explorative areas in fable 2 were so much smaller and much more linear. It also completely contradicted the original geographically. They really should have thought about it a little more. The Clothing variety was also much more limited, even though you could change the colours of items. The spell system was so much more flawed in the second Fable that there was a limit to about 8 spells in the entire game. The childhood scene seemed as if was placed in the game purely because it was a hit in the first one and no real emotional connection was made with your sister like was made with your best friend Whisper in the first one before you choose Whether she lived or died. The crucible was a blatant waist of time, nothing on the coliseum in Knothole Glade and they even toned down physical changes to your character according to your alignment. The emotional connection just wasn’t there. <br /><br />Granted there were many improved things like: the work and shopping system, buying things and the way actions with the NPC’s takes place was improved. Marriage, and children along with homes and the tax system was improved. Even though the dog thing was an improvement and it was well done, I’m not a dog fan, and I didn’t like how it was compulsory. I was sick of cheering it up or having to feed it/heal it when it jumped in front of a gun. It didn’t quite add to the plot and the emotional value of the game like the first one did. It felt too commercial and forced unlike the first one which clearly had a LOT of passion put into it. <br /><br />When Fable 3 was announced I wasn’t sure how to feel. As usual, it sounds good, They’ve taken into account what fans like myself have thrown at them, brought things back, added other things, removed some things which should never have been added. What looks rather good, potentially better than the original is the way you physically change in your alignment through emoticons. And the way when your dating someone you can hold their hand etc. I very much get the impression that will add greatly to my emotional involvement. However, the concept of spells being applied through rings seems the biggest pile of shit ever. What’s the point of being a Hero if everyone can put on a ring and do a spell. That was the whole point of being a hero, you’re the only ones who can use Will. FFS. I also don’t like the idea of being King but we’ll see how they work it. The general overtone to the plot seems simple enough but I’ll be interested to see what they do with it. <br /><br />No doubt that I will buy it just because of my love for Fable and the sound track which I also fell in love with at the Original Fable. Peter Molyneux has the uncanny ability to chat on and make anything sound good, but I am still sceptical from the betrayal I felt at Fable 2. We will see...Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com1tag:blogger.com,1999:blog-2199899995039522263.post-47322688341495531652010-04-29T23:25:00.000-07:002010-04-29T23:26:46.206-07:00When i grow up, I wanna see the world, drive nice cars. I wanna have boobies!“When I Grow up I want to be a palaeontologist” I used to say. I used to want to scour the world looking for dinosaur bones and discover the biggest and most fascinating of them all. But even then I knew that that kind of lifestyle would mean compromising family and social life at home. Yet having a job that I enjoyed and made me happy is what always counted the most for me. Now however, that my mind is...more grown up, my priorities in terms of wanting a job that I am passionate about over anything else hasn’t changed. The only thing that has is where my passion lies, and that is well and truly as a games artist, specifically a character designer, above all other specialisations in the game artist’s world. As much as I would still enjoy the development of environments, or to do actual 3D work, I find the design process and development of a character, in thinking about what they would wear, why, what items they would have etc so much more interesting. <br /><br />As a fan of games, there is obviously things that I would like to change in the industry and improve; countless games these days are released in a state which if given a few more months of love and attention, would have been so much more satisfying to the gamer to play. Yet like all industries, I can’t expect to graduate and within a few days be Jr. vice president of Microsoft’s entertainment department. I will have to work hard a graft my way into the position I want, yet equally, I do expect the skills that I work on over the next few years to point me very much in the right direction.<br /><br /> 10 years from now, ideally, I see myself working for a major games industry, on a team of artists working on the game which will generate as much hype as Halo: Combat Evolved did. However, other than working my ass off to get there and maybe stepping on a few people’s toes, I don’t exactly know how to get there. Only time will tell and hopefully I’ll make all the right decisions.Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com1tag:blogger.com,1999:blog-2199899995039522263.post-28460840881577344642010-04-29T10:16:00.000-07:002010-04-29T10:41:58.878-07:00The good looking guy always stands next to the ugly guy to make himself look even better!When it comes down to education people for a career in the games industry, the biggest problem is that games are still considered by most as children’s entertainment and any course with the term “Game” in it automatically gets the presumption that it’s a “Micky mouse” subject. Most people, particularly the people apply for these kinds of courses take enjoyment from them as a form of entertainment but don’t understand or appreciate the level of work, dedication and commitment that goes into the years of processing a game goes through before it gets on the shelf, resulting in the “Micky mouse” theory. <br /><br />As the course becomes more popular and games are clearly making its mark on the entertainment industry, this unfortunately isn’t reflected in people’s attitudes. As these courses become more popular, the “Micky mouse” stigma and lack of understanding results in people who have no idea how a game is made, running for these courses with this idea that they can sit around, playing games and drawing whatever crap comes out of their head and as if by magic it makes its way into a game. <br /><br />In addition, most new comers to try and make their mark on the games industry don’t appreciate the fact that the Games industry is still considered to be a new one, and thus considered a risk by investors. Many games which consume so much time and money and may even have consumed some of your passion may never even see the store shelf. Weather the game will make money or not is very much a gamble. Also, as games companies collapse and renowned, well established teams find their secure footing in the industry, the rate of employment in the industry to graduates from courses on the games industry is falling. To exaggerate this, the fools who know nothing of the industry with their fantasy of playing games all day, are making annoying competition for those who have a real passion and talent in the field they’re willing to properly dedicate their lives to. <br /><br />However, Even I must admit, that in an industry where you take so much enjoyment from the outcomes of your work, It is hard to balance playing games with doing work on games, but gladly, being a games artist is what I want to do more than anything and I’m under none of the illusions that society casts over games. How could I be so blind as to walk into an industry without being well versed. The idiots of this industry who don’t know what they’re walking into have their uses I guess...they make those of us who are serious about this look amazing. Lol.Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-79076913549841761852010-04-29T09:19:00.000-07:002010-04-29T09:20:13.034-07:00Musik Horen!Like films, music in games is used to create all types of emotion from tension and suspense to sadness at the death of a character. However, in my personal opinion games achieve so much more through music than films and even that of artists in the charts. Not only does music help to engage the player into the game but after the emotional effect has passed, the music holds its emotional value even without the game. <br /><br />Today many games who have dedicated orchestras for their music release sound tracks. Martin O’Donnell, composer of the Halo: Combat Evolved, Halo 2, Halo 3 and Halo 3:ODST has created music which not only works well with the game, but the music also works so well without the game and can bring excitement or a calm mood depending on what I’m doing or how I feel. It can even be played with other games. Similarly, Nobuo Uematsu, Writer of a lot of the Final Fantasy series’ music, has held many concerts with his orchestra, playing only Final Fantasy music, which are massively popular. Every time I watch one on Youtube I’m horribly envious of the crowd. Funnily enough, my number one “sonic moment” is by Nobuo Uematsu. Quite typically, as a Final Fantasy VII fan, it’s no surprise that my number one moment is when Aerith/Aeris is impaled by Sephiroth’s Masamune and her hair bobble/Holy material bounces down the stairs into the water to her theme, and as the player/I was emotionally distraught, you have to fight off a piece of Jenova to Aerith’s theme tune. *sigh*I’ll never forget how devastated I was...<br /><br />But swiftly moving on, lol. Besides the emotions that games can create, music from games is massively under rated. I often listen to game sound tracks and people always ask me who it’s by or what it is to look into it themselves, but as soon as I mention the fact that it’s from a game sound track, they either sound disappointed, or shocked. I think this is a reflection of how games are still stuck with the stigma of being for kids, which truly is a shame as the composers of some of these game pieces really do write some fantastic pieces of music that just demand respect and appreciation.Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0tag:blogger.com,1999:blog-2199899995039522263.post-72602303842254301972010-04-26T09:43:00.000-07:002010-04-26T09:56:20.545-07:00I'd rather stand on a hornets nest...Let’s take a few steps backwards to assess the situation. At GCSE maths and IT were my weakest subjects. At A level, I avoided both at all costs. Now I’m at Uni I would happily pay someone to look at numbers for me, can’t stand the sight of them. So naturally, the concept of even beginning to get my head around a Games engine is a daunting one. From where I’m stood right now it is by far the most boring part of the whole game making process. Despite how I may feel about it however, it is incredibly important in making something feel more believable. Although the artists deal with the physical elements of the game and making that look and feel authentic, that would be useless if the programmers couldn’t get a decent facial expression out of a character when the love of their life has just been ripped apart in front of them. <br /><br />Even though I did go through how I feel about the game already, this would be a perfect time to talk about the game engine of Alien Vs Predator again. In all honesty, I can’t fault really the design work or the 3D modelling of the game as it sticks to the original designs and environments which a fan like myself would have really freaked out over had they not. However, it is clear that this is an example of how the men with money have gotten their hands on something which could have been great given a little more love. For example: when playing as a predator and in heat vision, corpses stay warm and when hats or guns are dropped, they are completely warm and stay warm even when they’re not on a soldier’s body. There is about 5 different human characters, after that you just seem to kill the same NCP over and over. Handling and movement of the Alien and Predator is inconsistent, makes no sense and often costs you your life in game play. Even bosses didn’t really do anything, they kinda just sat there and waited for you to do damage to them. Lazy problems which could have been resolved given the time. <br /><br />On the plus side however, game engines give programmers a visual interface to make a game without a hell load of glitches. It allows them to see their progress or mistakes without them having to read a load of C/C++ stuff to get where they want. Although this does make it easier to transfer information between platforms, games engines do have problems of their own. They’re limited to a memory budget according to the memory space on the platform it will be assigned to. Hence why PCs are in constant need of upgrading their CPU, particularly with shaders in modern titles. Shaders themselves are a piece of software which read the information from normal maps in a 3D model. They make the model appear more textured than the bare wireframe using 'height' information to determine which areas of the model would attract the most light and which areas would shadow.<br /><br />In addition there are also other software programs such as Middleware, which can be employed, and today are expected to be used by programmers for accurate physics portrayals of objects being kicked, falling thrown and particularly for explosions. These are all of paramount importance in making and interlude, cinematic and game play experience more believable.Thomas Chattington Dmugahttp://www.blogger.com/profile/12621302336448373422noreply@blogger.com0