Tuesday, 28 April 2015

HA7 Task 6 - Constraints


There are many different constraints that 3D has. these include. The polygon count; File size and Rendering time.



Polygon Count
A polygon, to put it simply, is any 2D shape and in terms of 3D modelling the Polygons would be the individual shapes that are pieced together to create a model, whether the creation in question in complex or simple, polygons will always be used. The ‘Polygon Count’, however, is the total number of polygons that the model, scene, or anything that has been created in the 3D application, contains. The polygon count is actually much more important than it may seem, due to several constraints that, if left unchecked, could cause problems for the computer processor as well as defeat the purpose of the creation in question.





File Size
File size is slowly becoming less and less of a constraint to the gaming industry, but in the past it was a huge deal. Back in the 16 bit days of the SNES for example, 128MB was the maximum size of a cartridge. Considering how long and immersive some of those games actually were, it’s amazing to think they took up so little space compared to the 4 hour games of today that often exceed 4GB. That these epic 10hr+ adventures could fit onto such small cartridges is due to amazing discipline and skill on the artists part; they need to be able to know exactly what is and isn’t necessary, which is often a very hard call to make when you want every model to be the very best it possibly can be. As memory capacity gets bigger and bigger, artists need to take less and less care of the file sizes, meaning that eventually there will likely be individual models within a game that are the same size as entire games right now with an insane level of realism and an equallt insane polycount to go with it. Not that that’s a bad thing.






http://t3.gstatic.com/images?q=tbn:ANd9GcSWBqZ0KAAFWj3ZWoqaKEvGHSfScKbLNHD72dqAEmE57A9Bd7EbxpjgqQ


Rendering Time
3D Animations are pre-rendered to create a “video” for film and TV. The time they take to render will depend on there complexity (amount of polygons). Animations for non-interactive media, such as feature films and video, are rendered much more slowly. This type of rendering (sometimes called Non real-time) rendering enables the effective use of limited processing power in order to obtain higher image quality.
Rendering times vary for individual frames and may take anything from a few seconds for simple frames to several days for complex scenes. Rendered frames are stored on a hard disk. The Rendered frames can then be transferred to other media such as motion picture film or optical disk. File size can be an issue for Rendered frames because of the amount of data in them, if a rendered frame is too big it may not fit in the computers memory and can be difficult or impossible to store or transport.


http://victoriasinteractivemedia.blogspot.co.uk/2011/06/3d-constraints.html













http://pixelpainter.com/PVC/8-12-12/RenderingTime.jpg

HA7 Task 5 - 3D Development Software

Today the industry of 3D development software has a large range of products in the market. Many different types of development software are released all year round and updated on a regular basis to maintain a high level of efficiency for the product. 

There are many different types of 3D development software that we can utilise. There include Lightwave 3D (Newtek); Blender (The Blender Foundation); Softimage (Autodesk) and Modo (Luxology)

Lightwave 3D (Newtek) 
Lightwave 3D is a complete modelling, rendering and animation application. It is particually popular in the TV industry but it is also used in films and games. It was developed by Newtek which is located in San Antonio, Texas.
https://lamho.wordpress.com/3d-development-software/







http://t1.gstatic.com/images?q=tbn:ANd9GcTh0TMhj4gzdkwhHof_MW1O-Rw_evTq_sy2FXy_IJo3__4x6DL6bAI0xf4



Softimage (Autodesk)
Softimage is owned by Autodesk in 2008 because autodesk wanted to buy the brand for approximately $35 million and so ending the softimage co and rebranding it as Autodesk Softimage in 2009. The software is used in films, games and advertising industries for making CGI characters, objects and environments. Features like the Autodesk Robot and the Autodesk Softimage Mod Tool which was developed for the mod community who want to make games using source engines such as Valve or Epic game’s unreal engine or perhaps using the XNA toolset provided by Microsoft, to be used for the PC or Xbox 360. The two softwares are integrated onto the 2010 software package and is no longer available as a standalone product anymore.
https://lamho.wordpress.com/3d-development-software/














http://t0.gstatic.com/images?q=tbn:ANd9GcQj7RNTZGUhAkJHnkCmXk-z6J_pNRKM-sihmGX6H3hsFnpR2oTMmpYb-p8












HA7 Task 4 - Mesh Construsction

Mesh construction is the process of creating objects with polygon meshes; these polygons are different forms of elements. The elements are vertices, edges, faces, polygons, and surfaces

Polygon Modelling

A vertex is a position along with other information such as colour, normal vector and texture coordinates. An edge is a connection between two vertices. A face is a closed set of edges, in which a triangle face has three edges, and a quad face has four edges. A polygon is a set of faces. In systems that support multi-sided faces, polygons and faces are equivalent. However, most rendering hardware supports only 3- or 4-sided faces, so polygons are represented as multiple faces. Mathematically a polygonal mesh may be considered an unstructured grid, or undirected graph, with addition properties of geometry, shape, and topology.

https://scotty1108.wordpress.com/3d/mesh-construction/
















https://seanacon.wordpress.com/unit-66/displaying-3d-polygon-animations/


HA7 Task 3 - Geometric Theory

Task 3 - Geometric Theory
What are the fundamental principles behind the creation of virtual 3D space? Describe and explain 3D geometry.

Remember that you are trying to comprehensively explain the theory and applications of 3D with elucidated examples and consistently using subject terminology correctly.

What is 3D?

3D is a three parameter model made up of Length; Width and Height. A common use of 3D is analytic geometry. This is commonly known as the Cartesian System. It describes any point is three dimensional space using three coordinates. Each of the three coordinates is for a single axes. 
















http://t0.gstatic.com/images?q=tbn:ANd9GcTTyar6KIVex-DylF-MfIsKqOihWfhD7IITAEINjrrLLP_zlsxsxr_ov88

Within games development the process of geometric theory is a way to model objects or characters within a game. The way this is performed is through a design process using an initial mesh which gives the basic shape of an object to later be built upon with different textures. The way in which a mesh is created is through the process of combined polygons. Polygons are two dimensional shapes that all have three key components, these are a vertice, an edge and a face. In the creation of a polygon two vertices are connected together by a line creating a first edge. When another vetice is added and two more line edges are connected it, this creates a basic triangle polygon with a face; which is the simplest version of a polygon that can be made. Before this basic shape is created, extra vertices can be added after a third to create a shape called a quad which is composed of four edges. This can be carried on with more vertices to create more complex shapes such as hexagons and decagons. An example of a three vertice triangle polygon with a pin point to each feature is displayed below.

https://jcallisterdesign.wordpress.com/year-1/unit-66-3d-modelling/assignment-one/task-one/introduction-to-3d-modelling/explaining-geometric-theory/








Monday, 27 April 2015

HA8 Task 7 - Review


Review



In the end, I am pleased with the result of my sidekick. I feel that I have successfully created a robotic sidekick in the way that I intended. My idea for a complex yet simple design was achieved to a relatively high standard. 

In the beginning I decided to design and create a retro styled robotic sidekick. This idea was soon changed as I struggled to think of a look which would be detailed yet old. I decided to make the design more futuristic to allow me to explore more complex designs and styles. My final sign was derived from styles of robotic characters like C-3PO from Starwars, as well as video game characters P-body and Atlas from the popular game Portal 2. I implemented a similar style and body shape to my sidekick, this is evident in the way which the limbs of my sidekick are placed together. 

There were multiple issues which I has to overcome when building the model for my sidekick. These issues include making specific shapes for certain areas of the body. there was also an issue with certain sections of the model when I pressed the tab key, pressing the tab key smooth ens the entire model to make it look much less cubic. The issue which occurred when I did this is that parts of the sidekick would not change, they would simply mangle. The only way I was able to resolve this was to simply avoid making my model smooth. Although my sidekick is not smooth in every section I still think that It shows the detail which I implemented to its design. 

Looking back at my work I am able to determine where my strengths and weaknesses are. I feel that I can safely say that one of my strengths is creating a model using Lightwave Modeler. I am aware that I am not creating models to a professional standard but I think that with more practice I would be able to create highly detailed models using a wide variety of modeling methods. I believe that another of my strengths is my research. I feel that the images I gathered help to show where the final design or my sidekick's model originate. One of my weaknesses is texturing. I feel that the texture and colours of my sidekick is of poor quality and that as a result of this, my model looks plain and flat. 

HA8 Task 6 - Presentation Of Complete Model












HA8 Task 5 - Production log

Production log

25.4.15

To begin with I decided to create the right arm of my sidekick. This was to give me a rough idea of what size everything else would be. The style of the arm was to be continued throughout the rest of my sidekick. The upper arm was created using the disk tool. I created a small disk which I extruded to create a long, thin tube. I copied this tube and laced it underneath he previous tube which resulted in the shape of the upper arm. To create the elbow, I first created a rectangle. After I had created a rectangle to the size I wanted I used the knife tool to cut a diagonal section off the rectangle to create the shape which was my elbow. Once I had created the elbow and placed it with the upper part of the arm I copied one of the tubes from the upper arm and used it for the lower part of the arm, all that remained was to create the hand. This was done by creating a small near spherical shape which would be the palm, I then created small long thin rectangles which would be used as the individual fingers. I copied the first finger which I created and used it for the rest of the fingers as well. By doing this I managed to save a large amount of time which would have been spent creating the other fingers.


26.4.15

At this point in my sidekick's production I used the mirror tool to made an identical copy of the previous arm, the only difference being that it was facing the opposite direction. This was most useful as it allowed me to save time and avoid rotating a copy of the arm. Now that I had created both arms I was able to see how the rest of my sidekick would look as well as the size of the remaining factors to its production.


28.4.15

This section of my sidekick was one of the more complex and detailed parts to create. My initial approach was to build from the pelvis down however I found that this was much more difficult. This led me to build from the feet and work my way up. To create the feet I formed a perfect sphere. Once this was done I carefully selected certain polygons on one side of the sphere and used the multishift tool to pull them out. This is how the toes were formed, the same method was used to create what i would use for the heel of the foot although the polygons which I chose to form the heel were on a slight diagonal. This was to give the foot a bot of shape and complexity. I created the calves by creating a single tube and placing it inside the sphere of the foot but on a slight angle. I copied this until there were four tubes doing this. 

Once this was done I created the knees, this was very simple as I placed a sphere on top of the calves. To create the thighs of my sidekick I copied my method for the calves. I formed a long fairly thin tube and placed it inside the knee on a slight angle. Afterwards I copied the tube and repeated the process until there were four tubes which is what I used for the thighs. Once I had created one leg I used the mirror tool to replicate the previous leg. I then began construction on my sidekick's pelvis. I opened a separate layer to avoid potentially damaging the legs. My pelvis consists of a sphere and nine identical tubes. The sphere is at the core of the pelvis with three tubes originating from each side in a downward direction towards the thighs on each leg. This was copied in the top part of the sphere which is to link the pelvis to the torso. I placed a small oval shape on the top of the pelvis. This shape is what I used to create the torso.


29.4.15

The torso of my sidekick was the simplest part to create. I used the size tool on the small shape placed on top of the pelvis to make it larger. Once I had it to the size I wanted I created two Identical rectangles and placed the on either side of the torso at the top, these rectangles are what I used for the shoulder of my sidekick. Once the shoulders had been placed onto the main torso I cut the arms from a separate layer and pasted them onto the same layer as the rest of my sidekick. I carefully positioned them symmetrically onto the shoulders. All that remained was to create the neck and head of my sidekick. 


1.5.15

To begin with I created an oval to use as the head of my sidekick. I then selected all of the polygons on once side of the oval and deleted then. Once I did this I selected all of the points along the section which I deleted and created a polygon in its place. I now had a flat surface to construct the face of my sidekick on. The mouth was created using a simple rectangle. I opened the numeric options for the rectangle and changes a setting slider to max. I then deleted the pointed edges which resulted in the shape for my characters mouth. put simply the shape I used for the mouth was created accidentally. After the mouth came the nose, to create the nose I made a square based pyramid and morphed it into the middle of the flat face surface, Next to build was the eyes. My idea for the eyes was to construct two highly detailed mechanical eyes which would cause the face to look robotic. 

The left eye was created using a disk which was extruded slightly to form a base. I then multishifted the top polygon of the base inwards to cause it to curve slightly. Once this was done I created three small tubes which were differently lengths and thicknesses. I beveled the ends of the tubes inwards to give the eyes a much more realistic and three dimensional look. The right eye was fairly similar to the left eye. I created a slightly smaller disk than the left eye and multishifted it out much more with a much larger curve to it. The resulting surface I had to work with was much smaller. I created a single tube from the remaining base and beveled it inwards at the top. I made sure that there was a flat surface inside the large tube as i constructed three smaller tubes inside the previous large tube. Each of these three smaller tubes varied in thickness and length. I did this with both eyes so that there was some differentiation with my sidekick's face. 


2.5.15

Once my sidekick was completely build all that remained was to texture it. I began this process at the  bottom of the model and worked my way up to the top. I wanted to give my sidekick a smart and yet stylish overall look. This is why I textured it white and red. I selected each individual separate section of the sidekick e.g. feet; calves; knees. I then created a separate surface for each of these sections and added a colour to them. Once I had added a colour to each section of my sidekick. I opened the surface editor using the F5 key. This allowed me to select a surface and re-colour it. I did this to every surface until I was happy with the look and style of my sidekick.