Archive by Author | Patawan

Little comic for my final project in CIU

Project that was created for the last official project in CIU, this was a solo project which i found quite difficult due to time constraints and my actual final project for my entire course.

 

This comic was supposed to detail only a small portion of trans-humanism from the perspective of the character Q from star trek. He was to then use other characters that also fit into the three categories of Trans-humansism, post-humanism and cyborgology and introduce the readers to how they all fit into those topics. This project wasn’t fully finished due to my own time constraints..

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Reflection on topics related to my discipline and me

My timing was not the best, it never has been. It can definitely be fixed I just have to stop giving myself too much work to do so that it is in scope. I could have even started doing stuff earlier, there are always options. The main reason my timing was bad was because I gave myself too much to do especially for my final project and me being by myself for it. This in turn had me working on the assets than actually putting it into the engine. My role in world builders project was to make my own scene, from scratch to finish. I could also do better with some more problem solving skills so that I can get around minor or medium problems.

Onto lessons I wish to learn and improve upon in the 3d world is to learn more about medium poly asset creation which is one of the latest techniques to be used in the industry since the game engines now-a-days are able to handle them, but usually cannot handle a lot of high textures on those medium poly assets. This is something I will always continue to improve upon and forge for myself, most of it is learnt but small things can be pushed further. I also want to move myself into more organic modeling so that i can create some awesome characters or more organic environmental pieces. Sculpting even would be helpful knowledge to know as it can come in handy even for building assets like hard surface things so that more detail can be seen. Continue pushing myself into uneven ground is a good thing because I can learn and create new things. 

Research and LO stuff

Researching and implementing!
Medium Poly asset creation is one of the latest techniques to be used in the industry because of the game engines now-a-days being able to handle them, but usually cannot handle a lot of high textures on those medium poly assets. Another technique that will always be used in a game engine is a normal map, I have used many highpoly bakes in all of my assets because they save quite a lot of poly use and still make my assets look quite nice. Since I heard of quixel and it’s PBR texturing I have been using that as it seems to be used in quite a few video games of recent (one being Halo, and many artists in the industry) It is really fun to texture my assets in quixel because of how easy it is do so.

Extend upon animation techniques!
“Every game asset needs to be modeled. This is the process of taking the 2D concepts and building them in 3D. Because games need to be able to run smoothly on a gamer’s computer or console, they need to have restrictions on how much resolution the models can have. As a result, a lot of extra detail is faked for game models in the texturing process.” I have been following a mostly normal 3D environment pipeline with which has been used in many different games development teams, this usually involves me using concepts or creating my own (which I’m not the best at doing) so once production has started, assets are built using those pre done concepts. Assets will go through many levels of iteration and will also go through the process making a highpoly version once the lower poly asset has been completed, This also includes using floaters and baking that high poly texture down onto the low poly one. Alternatively you can also bake down an ambient occlusion texture for your model to use. Currently i use quixel which needs both of those texture maps and other (Material ID) so that the quixel suite can understand where you want textures to go. Obviously the next step would be texturing. That’s a given to have a nice looking asset. And then this is when an asset will then go into an engine for testing, or full implementation. There is currently a missing step which would have the level greyboxing somewhere towards the start which will most definitely go through lots of iterative design so that assets can then be built and put into the engine so that assets can be built around the original grey boxed area. RND would also seem to be going somewhere here so that small things that need to be learnt can be.

Image result for 3d game asset workflow

Reflect on the roles in the animation production process!
The roles in my latest project (World-builders) Was essentially solo roles but we did have a project leader, that being Curtis. And there was a unanimous second in command. But my own role was just to complete my own shot. Kate did end up making plants and grass for each of us to use in our own shots. My performance throughout that project was great, I worked well with each member when needed, I communicated as much as I could through slack and in class. But one thing I didn’t like about my performance was that I did stuff late, I have always done this but this time was much later than normal, I guess it was because my shot was the most asset intensive which made me use more time creating than researching and implementing my shot. Next time, I think that i will instead choose something smaller to do and complete it faster. Throughout my specialisation project, most of the time I spent on my current final project as I had started creating assets so that I can get more put in on time. This worked out well but i had only managed to get my modeling done, along with some unwrapping. The texturing wasn’t complete by the end of trimester. Nor was it implemented into the unreal engine, which is fine as I can continue this project in my own time.

 

My Shot required a little research as well, this inclued me needing to look at similar shots to then build on my own.

Camera
My Camera shot will reveal the gate, but must be hidden to start off which means that nothing will of been seen to start off but will slowly fly into the scene in a sort of swooping arc as it kind of follows the terrain and moving to the other side of the scene. Many scenes have a similar effect of angle and motion but none come to mind that are identical when thinking of this shot. The jungle book could be a very similar reference point but won’t be the same.

Colouring
The colouring in my scene is very bright, the scene is supposed to be a dream sequence after all everything is beautiful and precise to the point where some things are slightly off and or are angled differently to give the impression that nothing is in the right place. The scene is set in a ruined area, very overgrown very green along with the ruins being the dull stony colour.

Direction The direction of my scene is trying to push the viewer to see a dream sequence in action, something that may seem right but is very different to what it should be. The scene is leading the viewer through a journey towards the end, that being the gate through the arches. The end being his death. The camera direction is also leading the viewer towards the gate by reveal.

Lighting
Light with the colour of my scene, it is bright which means the sun is peering through many trees and holes in the ruined stone walls. Much of the light is coming from the big yellow sun in the sky, it may not feel very dream like. But coupled with the rest of my groups scenes do very much make this one seem very dream like while still keeping a normal feel. There is not much other light in the scene aside from the darkness in and around the ruins and trees where the sun cannot light up.

Sound
The sound behind my scene is what ever the group chose as i feel that their scenes have more dream like settings and it would fit them better, whereas mine is just a follow up and conclusion of their journeys. The music is very calming and smooth, it would feel as if it was a journey and it fits the aesthetic of my scene.

More Photogrammetry!

Hey, so today i’m going to be learning some more on photogrammetry, and by using my old post where I did some research on it i’m going to learn more about it as what i wrote about last time didn’t go into much detail. One thing I did talk about was how photogrammetry has been used in the battlefield and battlefront games of recent, Dice developers have actually used photography to capture both characters and 3d landscapes and assets for them to use in their landscapes.

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To re-iterate on what photogrammetry is, it’s essentially when someone takes a series of images with a camera which is then put into a computer where the computer figures out a 3D model based of off all the images used. Of recent there are many different programs that are able to do this like “Autodesk Remake” Once the 3D model has been created it is created with quite a lot of polys and must be cut down for a 3d program to be able to comprehend it.

There are two ways for photogrammetry to work, one being the normal way of taking 36 images all from a different angle going in a 360 and taking images along a specific route both with camera in hand or with a drone. A series of images must have at least 36 images that form a 360 degree of the object being taken, sometimes it is worth it to do a few more rounds with more images at different heights so that the computer can figure out a better looking model from more angles.

  • Take photos in even, soft lighting – cloudy day or in shade works well.
  • Take photos in rows where each photo overlaps (more overlap the better)
  • Ensure that you have an angle of every part of the object you want to include.
  • Doesn’t work well on shiny or transparent objects

To get us started its best to make sure that the lighting settings are right, it has to be a decently dull area for a really good 3d model to be created. There are 3 things to also look out for on the camera those being the field of view, the focusing and the exposure which makes the photogrammetry work really well.otherwise it won’t gather the best results.

Some best practices from dices’ photogrammetry slide, is overlap. What this means is that when taking images they have to overlap so that all angles are covered, this helps with the cleanup and produces a nicer model. Good lighting. Its needed, but it might be a good idea to stop it from giving cast shadow. Avoiding objects with more intricate detail because of the conversion process which might not end up very good.

Some of the workflow from dice devs, once images have been captured include removing vignette and keeping lens distortion. Baking at high gives the most usable and manageable results whereas baking at ultra is best for terrain because of how good of a model it will produce.

This website post has the best description of how to take your images and it goes into some crazy detail which i didn’t here..

The evolution of photogrammetry is pretty interesting (but i also didn’t go through)

 

Planning, Research and Techniques

My latest project being the world builders project which was just create a 3d landscape in an engine, this meant that i had to create 3d models and implement them into the game engine. This also meant that i had to create 3d assets following modern game workflows, which i have researched to complete before this project, I also followed along with the PBR Texturing workflow because I absolutely love using quixel to texture assets as i’m not very good at it otherwise.

The world-builders project had many stakeholders, them being the facilitators and teachers along with the members that made up our group. A stakeholder is entitled to a share of our project.

Medium Poly asset creation is one of the latest techniques to be used in the industry because of the game engines now-a-days being able to handle them, but usually cannot handle a lot of high textures on those medium poly assets. Another technique that will always be used in a game engine is a normal map, I have used many highpoly bakes in all of my assets because they save quite a lot of poly use and still make my assets look quite nice. Since I heard of quixel and it’s PBR texturing I have been using that as it seems to be used in quite a few video games of recent (one being Halo, and many artists in the industry) It is really fun to texture my assets in quixel because of how easy it is do so.

Games stuff
Currently i am attached to a small game that is being made by studio 2 game devs called “Doggos Cribz” Yeah it’s a little bit silly but it was something for me to so that I can continue the work on my final project. So far i couldn’t actually do anything big or landscape/environment wise, but they were probably going to do that stuff anyways. So i had to make whatever i could snag off other members of the team which included small things you might find at a dog park, and a few dog toys (which aren’t done yet) and a dog, which is currently not my favorite part of this project because i am not a character modeler, one other thing about the dog is that we have to make it low poly, im OK at making some low poly stuff but it’s hard to get started.

My Attempt at a Shot Deconstruction.

My latest project titled “World-builders” has us building a small or large environment based off of a passage in a book which ended up being a short story by H.P.Lovecraft, here we had to create a shot or multiple. Here I am going to try to explore some of the ideas I had while trying to find the best camera angles in my own shot. One thing to note about this book is that it is a short story, it is a very vague book and there might not be enough information to garner a decent deconstruction.

My original shot seemed too bland and very very similar to the other shots in my group’s own shots. My shot became a low side tracking zoom that slowly reveals everything in my scene gradually. The main point of my scene is the “Mighty Wall” & the “Small Bronze Gate” where I have to keep my camera focused on both of those set pieces in my shots.

Camera

For my camera I wanted a nice revealing zoom, so that i could make the reveal of the “gate” more effective. This kind of movement would help me show off some of my environment and assets while also keeping with the book. Shot one has a sort of swooping arc as it follows the terrain as it moves to the other side of the scene. Many scenes have a similar effect of angle and motion but none come to mind that are identical when thinking of this shot. One such scene i can think of would be in maybe eragon, but the lack of video to show sucks. I also took much inspiration from the latest jungle book, but again no reference.

I’ve used a few shots from both the jungle book and crysis 3 as reference for my own shot and to show how the revelation works. (Be warned spoilers in the crysis 3 vid.) The scene from 3:20 is very close to how i wanted my scene.

Colouring

The colouring in my scene is very bright, the scene is supposed to be set in a dream sequence after all. Everything has to be beautiful and precise to the point where some things are just slightly off and or are angled differently to give the impression that nothing is in the right place. The scene is set in a ruined area, very overgrown very green along with the ruins being the dull stoney colour. I wanted the viewer to see a nice happy place, somewhere that they can feel safe and welcome.

Lighting

Like with the colour of my scene, it is meant to be dark but kept much brighter to give the feeling of a nice happy place that someone might be dreaming up. This means that the sun could be peering through many trees and holes in the ruined stone walls. Much of the light is coming from the big yellow sun in the sky, it may feel like real life but to the character and the coupling of the other members shot, it would definitely seem like a dream while still keeping a normal feel. I wanted the brightness make the viewer feel like they themselves are in a nice place, just like the character that the story is based on.

The sun is directly view able but is only illuminating the area that it can see itself, much of the forest floor is quite dark and unilluminated by the sun.

Direction

The direction that i am trying to take with my scene is trying to push the viewer to see a dream sequence in action, something that may seem right but is actually very different. The scene is leading the viewer through a journey towards the end, that being the gate through the arches. The end being his death(the character). The camera direction is leading the viewer towards the gate by revealing what is needed.

Sound

The sound behind my scene is what the group chose as I feel that their scenes have more dream like settings and it would fit them better, whereas mine is just a follow up and conclusion of their journeys. The music is very calming and smooth, it would feel like it was a journey and it fits the aesthetic of my scene.

Content

The content in my scene is very reminiscent of something from the jungle book or part of an old ruin that hadn’t been used in eons. I studied much of the jungle scenes from the jungle book and lord of the rings (many scene throughout relate to the scene) along with games like crysis, battlefield. The content throughout all of those pieces of media can relate to how my scene looks. It should give the viewer a sense of happiness something that can be given in any number of movies with similar shots.

Eragon (2/5) Movie CLIP – Dragon Rider (2006) HD. (2016). YouTube. Retrieved 2 September 2016, from https://www.youtube.com/watch?v=shj7YP98Yxs

“Show Them Respect” Clip – Disney’s The Jungle Book. (2016). YouTube. Retrieved 2 September 2016, from https://www.youtube.com/watch?v=TKRr_f85shA

Crysis 3 Ending. (2016). YouTube. Retrieved 2 September 2016, from https://www.youtube.com/watch?v=JrFuD2BJUbQ&feature=youtu.be&t=3m20s

The Jungle Book | 2016 | The Beginning Scene. (2016). YouTube. Retrieved 2 September 2016, from https://www.youtube.com/watch?v=yiQdJhwKDgE

Post Mortem Mid Trimester Learning

Reflection of Team
Throughout the project many members hadn’t worked together before hand which made it that much more interesting when we were grouped up. I know I had wanted to work with a few of them as they all had their own skills and would work very well together with my own. Each team member produced work accordingly to their own needs and helped out the rest of the team when needed. During the conception phases I didn’t like doing the drawing, but with everyone’s help I managed to complete one. The friendly advice and teamwork compelled me to get it going. Everyone worked on each others skills, we each helped wherever was needed and others taught useful information. We did group up whenever we could during our classes and we did communicate quite well and helped each other out whenever was needed. I don’t think I had any other problems during the project other than the timing with me.

Processes Used
My role stayed that way all throughout the process. The processes worked well also and that was because of how well my workflow and the team’s own workflow was. The teamwork within our group was at a minimum because we each decided to do a entirely different shot each with different settings and different lighting and effects. That meant that each person worked on their own to build whatever they could. We started at ideas and meetup, so that we could figure out an idea to work on and then we moved onto conception where each member digitally painted. Previs was next and each member worked on their own scene and previs, feedback was gained from teammates and other students and teachers. When it came to modeling assets I employed my main workflow in which I create a normal map by using chamfers and turbosmooth to make assets look more realistic. I then used Quixel Suite to create the textures, but then used custom materials in quixel and unreal. Assets were then put into the engine to replace the assets made in the previs. Here is where i stopped working on my scene as a team member wanted to do the camera and lighting.

Production Process
Each role in the animation process went mostly well for me but many of my transferable skills should have been put lower as I did rush it quite fast. Effective Communication was good throughout the project and trimester, teamwork worked well with myself and the team, Positive attitudes was one of the skills that I had marked myself as high, but probably shouldn’t of been as there were some squabbles during the start about what kind of book we would use. Time management skills, are definitely a low go.. My time management was horrendous but I worked as best as I could. Problem solving could have gone a little better some problems were caused by stress and time management.. Team player, self confidence and criticism were all very good skills to have during and throughout the project. Working under pressure was decent enough but i still had some problems due to my time management skills.

Work was overall really great, the original plans and ideas that were thrown around were interesting, each idea having different methods of group interaction as some might of needed everyone working on one scene or each working on their own scene.

Our art bible for this project, our project plan & proposal

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My Attempt at creating a concept turned out alright. But I only drew it in black and white, Another member of the group (Kate) went ahead and coloured it in for me

We each decided to work on our own scenes. Timing resulted in us not fulfilling a conjoined VR Experiences but otherwise I’ll research and find out how I would be able to do it in my next project. 

Throughout this project we used the SCRUM methodology as our main workflow because it is the most useful and most used in any development as it is quite agile to use. It consisted of weekly sprints and meetings with the rest of the group. And has been utilized since the start to help support our project’s completion up until the finish so as to make the production process smoother.

Slack was used throughout our project, as it has been a custom to be used in these project and because it is massively helpful. Google drive was used very effectively so that we could hold our files and other needed necessities, communicate our documentation and help our team. Group meetings in class helped us talk about our project together and help each other work.

Our project plan was created so that we had something to follow along with, that being our main idea, our deliverable s, desirable s, milestones, constraints and other risks. Again SCRUM was used effectively.

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Produce the outputs based on our project brief.(Below)

  • In teams create a World Concept Teaser that is based on a description from a Novel.  
  • Similarly to a “Look Book”, the teaser needs to illustrate the visual style and mood of the World.
  • Are required to fully develop an environment – including effects, lighting and animation
  • Reveal the environment in an intriguing way that suits the mood/theme of the Novel.  
  • Each team member is responsible for creating one shot for the teaser.   
  • Need to find an scene from a book that is vividly described, evoking a specific atmosphere and mood.
  • Modular workflows must be used in the process of creating the environment

Each of these were on the project brief, everything here has been closely followed as much as possible and by choosing a short story written by H.P.Lovecraft was quite easy to follow and overall complete. Since the story we chose was a short by H.P.Lovecraft it means that it was not as descriptive as a normal sized book which also meant that we had to create our own scene from what little could be used from the story. Each scene was made in the unreal engine, and used modular workflows that have been of recent. Each person made their own assets for their own scenes along with their own lighting and effects. My environment was revealed strategically with its interesting camera angle.

Critical Reflection! – 1 lo
Throughout the project many members hadn’t worked together before hand which made it that much more interesting when we were grouped up. I know i had wanted to work with a few of them as they all had their own skills and would work very well together with my own. During the conception phases i didn’t like doing the drawing, but with everyone’s help i managed to complete one. The friendly advice and teamwork compelled me to get it going. Everyone worked on each others skills, we each helped the others wherever needed and others taught useful information. I don’t think i had any other problems during the project other than the timing with me. My timing was not the best, it never has been. It can definitely be fixed I just have to stop giving myself too much work to do so that it is in scope. I could even start doing stuff earlier, there are options. The main reason my timing was bad was because i gave myself too much to do. This in turn had me working on the assets than actually putting it into the engine. My role in the team was to make my own scene, from scratch to finish. My role stayed that way all throughout the process. The processes worked well also and that was because of how well my workflow and the team’s own workflow was.

Teamwork Skills Acquired!
The teamwork within our group was at a minimum because we each decided to do entirely different shot each with different settings and different lighting and effects. That meant that each person worked on their own to build whatever they could. But we did group up whenever we could during our classes and we did communicate quite well and helped each other out whenever was needed.


My intentions
for this project were just for me to build an environment, any kind of environment. I actually let my team choose what I should do for my passage and scene, but I created the assets and made the cameras and effects. I Never intended to do any 2d concept art because i really really suck at it, i can’t stress that enough. I ended up doing it anyway because it was a silly requirement.

Publishing.
You-tube will be one place for this project to be published, because it is one of the biggest video entertainment center. It will also be published on my own Public Facebook page, along with friends and family. I will only put my own shot in my show reel which will also go on you-tube, but I will also put that on my art-station along with my other assets. I Also think that I should start using my twitter a lot more as it is a very good platform to share and talk about my work.

More Reflection! – 2 lo
The main creative processes used throughout the project was the preparation which each member contributed to, documentation, conception. Each member contributed along with myself and each gave enough constructive criticism so that we could all move onto the next steps. Moving onto the next step which was where we worked on our previs and some testing models and assets, which again we each gave our own criticism. Production started and ended great because we had used our previs & concepts to then model our scene out, and then our implementation phase where we all put it together in unreal. Each step worked out well for us all. Since our project was mainly based on building an environment in a game engine it did require us to employ a workflow so that the game engine could handle everything we threw at it. Giving each other criticism throughout the project was great because it helped us each learn and build on what has been learnt before.  This is a must in the industry because it is a learning tool to help people improve their craft. All I really seek to improve is my timing skills, which i can only solve if i give myself less to do and or start work on stuff much earlier. I know that i want to improve on anything related to the industry but I wish to learn how to model characters as I feel like that is the next step. But before that i need to continue my own craft by getting better at what i already know. Say quixel for one, there is so much to learn about that program that i need to continue working with it to get more experience with it. The end of trimester has come by and I still wish to continue working on my timing skills as I didn’t get all of my project completed.