Tuesday 30 November 2010

Game Art Design and Animation Week 4:UV Mapping

 As i began the UV mapping portion of the process i found once i highlighted my model the UV mapping in the texture editor had been something which needed to be fixed.
 From the previous way i had done the UV textureing where i had separated parts of the model to then unfold that model but with redoing my model i wanted to try a different way of UV tmapping.

I had tried to do a planar mapping of the whole model to which i would then separate the UV of certain areas to be eventually unfolded but foun that this process didn't suit me as i felt it would take much longer would be difficult for me to take apart certaina areas as i could see a full perspective of the UV map to work with, from my model.










And so i had selected the certain areas of my model and highlighted them through their faces and then UV mapped them and worked from then on by unfolding the UV map.
 This process of UV mapping suited me much better as i was able to select the faces of the area i want to UV map in 3D space of the model and once that has been done i would use spherical or circular mapping fro most of my UV mapping.
I had a problem when it came to UV mapping the hand and feets of the model i couldn't see how any of the UV mapping options which suite best to view the UV map of that area and so i used the automatic UV mapping the reason for this is because i found that i could make my own UV mapping of hands and feet and would b able to tell what i am painting onto.

Game Art Design and Animation Week 4:Redo Modelling

 I got the over look of the model once it was mirrored and fond it being much more cleaner in terms of the faces and edges and it looked much more like the image plane with it being symmetrical.
But once i saw the overlook of the model once mirrored i saw how i missed adding the air containers and the wires and because this model had been done more cleaner and not leaving and anomalies free i was able to free up more faces allowing more faces to be used for the air containers and wires polygons to be more like the image planes.
I was again ready to mirror the geometry to the other side and because of that allows me to get a symmetrical model and not have to worry about different sized proportions.
After mirroring i saw how the model had many vertices and that  maybe there might be some that i could get rid of because i may have missed them when cleaning up the model.
Getting off of the vertices i looked at the edges to see if there were any anomalies and if the edges had carried on around the model.
But the main problem was that there were vertices that were disconnected and so i had to go around the model and clean up and merge vertices together where the model had been mirrored.

Game Art Design and Animation Week 4:Redo Modelling

Here is my model with the UV texture as the model has not been combined the reason was to have the areas of the model to for example work with the boot in the UV texture editor to unfold to eventually paint the textures on to the model.
 But once i had the UV textures done and exported the UV snapshot i wanted to combine all the pieces of the model back together so that i can see how the texture looks on the model during the process of painting but once i combine the model back together the UV texture editor show how the UV's that took me a while to do get messed up which leads to another reason why i had to remodel.
 So i began remodelling the character and took my time and watched where i added edges so that all the model is not messed up as it was previously and again working on the left side and seeing how the model looks from the right of the image plane allows me to get a full overview of the character.
Again i constantly viewed the other views to find any anomalies but working on the front view mainly i found that once i started to work on the side perspective of the model i went back to look at the other views to smooth out anything that didn't look right.
 When i finished the models upper half i got a rough aspect of the design in modelling that i wanted to carry on by having the front of the model exact to the image plane but when it came to the side view i left it much open by working more away from the side image plane because there were certain aspects of it that didn't fit the positioning and length.
 Here is the view of the model once i completed the models lower region and felt that overall the aspect of the model works much better than it was previously as this time the edges have been much more visible and connect around the model rather than the edges being cut off half way round the model.
Now i am ready to mirror my model to the right side as i believe it is ready with all the proportions right and feel that once i get the full model done i can see much more clearly what i need to do more to the model.

Friday 26 November 2010

Digital Film Production and VFX Week 10 Music Video:Schedule and Props List Created by Mark G.

Here is a schedule and props list created by Mark G. and thought that it was best to have this in my blog to keep track of what needs to be done and what will be happening:

Schedule:

Saturday 27th Procure Blue Monkey suit, plastic monsters.
Monday 29th, ceramics department create moulds and make monsters, quick test shots.
Thursday 2nd Dec, Shoot 'melting monster' footage (or possibly 6th)
Saturday 4th Procure rest of props.
Monday 6th Shoot live action Blue Gorilla suit footage in Studio Theatre.

Editing/effects from 9th December onwards

Props list:
Blue Gorilla Suit (Steve Elmes)
Childrens plastic toy figures (Chris and myself )
Hair dryer (Ifraz)
Shower head (me)
Plastic Sword (me)
Golf club?
Pack of Gorilla foot Crisps= Chris
Monster moulds Plaster (via help from ceramics department)
2kg of tallow, plus coloured dyes(wax crayons) ceramics department
Hot plate + heat resistant green paint?
Paint stripper gun, ceramics dept.

Digital Film Production and VFX Week 10 Music Video:Final Storyboard

Here are the pages of the storybard that Mark the director had sketched up planning the shots and scenes of our music video and we basically set out on creating an achievable music video and one which wouldn't exceed our limitations and came up with this idea.

We start off with the person eating some kind of monster shaped crisps to which he is thentransported into a world and upon arriving he is transformed into this gorilla, whilst the actor is actually wearing a gorilla suit, equipped with random objects which are later used as weapons, will come into play when the interaction between a wax monster mould, which were planned to be either chocolate or plastic something which would be easy to melt.

So melting these monsters will give us footage of the gorilla suited person fighting and descinegrating the monsters and would then end with the monsters melted forms used in reverse melt shot and cover the gorilla suited person.












Tuesday 23 November 2010

Game Art Design and Animation Week 3:Modelling

Here is a full view of the model once the basic colours are onto the model to show the specific areas of th model such as the glove or boot and air containers.

I began to try different nodes in the hypershade to see is any other ones would be of benefit than the Lambert node that has been used throughout my usage of Maya and found the Blinn node which could help as it adds a sense of brightness and making it much shiny which could be used for the air containers. 
This image was taken to show the overall model before mirrored as it would look being smoothed but this was done to see if it would look much smoother to how i had sketched but unfortunately the model didn't seem like it was how i expected as the certain areas like the arm didn't show any muscle.
I finished off the model by adding the wires to the elbow, knee and boot and reverted back to the model before it was smoothed and i am now ready to mirror the model and add the textures that i need after doing the UV texture.
The next couple of images are of the realisation that my model of the head was not as i would of expected and wanted it to be as the shape was ok from the side view but when looking at it from the front view i saw that once mirrored there were parts of the side that were not as smooth and weren't shaped around much and because of the edges it wasn't going to be easy to redo the head as you can see i tried but when i tried to join the edges or vertexes back up it was difficult to do and have decided to redo the whole model.

Game Art Design and Animation Week 3:Modelling

I began modelling my character by importing the image planes to base my model from and i found that having to start modelling looking through all four views would help to get the overall model done. Having the image planes visible showed how much in length and width of areas of the character would need to be but as you can see from the side view my model would have a much longer head.

As you can see i had only modelled one half of my model and this would help in getting similar proportions once mirrored to the right and with only having used 1387 and 3000 polycount limitation this would seem more than enough once fully mdelled.
After getti the shape of the model completed i remembered that i would need to add the air containers to the model and from the image plane i saw that i would need a smooth, circular polygon for the air containers but because of knowing how many face i ahve left to work with i tried to limit the amount of face for each of the air containers.
Here is the full view of the air containers so far and trying to position them to correct placement to the image planes was difficult as these weren't the types of shapes i was wanting for the model but working around that problem i was able to get as close to the shape as possible.
After completing the placement of the air containers i began to have a dificult perspective from telling where the character is to the air containers so decided to get the basic colour onto the model and added the blue to the air containers to see a much clearer overall model. 
It was much difficult to get the colour onto the individual polygons of the boot and the glove, so i had to separte the glove from the overall model and the same to the boot and once that was done i put the colour on and combine them back up and once i've done that i will be able to tell where the boot leaves off to the character.

Game Art Design and Animation Week 3:Character Design

 Here are a couple of my designs that i have come up with for a basic design to model but as i have been coming up with design i have had to keep the basic design in mind as it limts me to what i would usually create and the amount of detail as i want to create something which would show off my skills in designs.





















As you can see i am looking more towards a human based design but something which could allow the designs on the shape to be used to the best as i can.
















From this design i really like the first one but with the second one i could see alot of potential in the overall design and time of modelling.

After choosing to do the basic design on the human shaped character i wanted to add certain pieces to which i think makes my designs stand out and with this design i see making modelling easier than any other design alon with it looking like a design that i would do.
Here is the battle pose for my character along with the basic colours as i wanted something which you would see in space and have the base of grey whilst much more brighter colours show off the features of the character.

This is the concept of my character design i wanted it to show that this character is a soldier in space adn didnt want to overuse the amount of colour that i needed but believe this concept suits what i was going for in terms of a basic design for my character to be utilised.

Friday 19 November 2010

Digital Film Production and VFX Week 9:Research

So i began to look at gorilla related videos which used a gorilla suited person in their videos and found these, the most stand out is the Phil Collins Gorilla drummer Cadbury advert but also there are some videos which show some of the ideas that are similar to what i was thinking of doing:



Digital Film Production and VFX Week 9 Music Video:Storyboard Ideas

Here is my range of ideas i ave come up with for myself and Marks music video project although there  is a continuation of the gorilla suited person theme, the reason for this is because i wanted a connection of the tile, Gorilla Foot and the actual music video and thought an actual gorilla suited person fit the role and so here it is my range of gorilla suited ideas: