Thursday, February 26

Hasstle, Bones & Movement

I've been experimenting with different rigging methods, as creating custom bones, controllers and IK chains (basically the hidden skeleton of a 3D figure which controls and limits it's movement in virtual 3D space) was taking a while for me to familiar myself with it again.

A 'biped' object is a shortcut which can be used if making a vaguely human-shaped figure. it is obviously less customisable but enables faster rigging time as all the bones are created, named and linked for you. Then the mesh can be added normally.

Here's a screenshot of the skin modifier's 'envelope' feature, which allows you to control how much each polygon around a specific bone will react to that bone's movement. This is used around joints where you want to restrict movement to only the mesh of a hand for example, and not the wrist area. You can either enter numeric values for each specific polygon, or if you don't want to be brain-dead within an hour you can adjust control points around the pretty colours in the viewports:






Monday, February 23

Uni Exhibition

At the end of this academic year, my course is holding an exhibition of every student's work. We need to agree on a theme. A couple have been suggested but not much thought has gone into it yet, so we've all been asked to slap an idea in a blog post. So here's mine:

I've been shopping around for a new PC system for a little while now, and the experience has inspired this idea. As prospective multimedia professionals we need to advertise our skills, experience, personality etc, so I think we could employ that exact metaphor - a series of adverts. As there's a strong digital focus to our work we could theme the exhibition like a technology company's, or high street technology shop's summer sale. With big, bold, colourful signage like this:



We could promote our skills and various details on old-school, mock-up software or hardware boxes. (I say old school as little comes in boxes off shelves any more). Boxes like this:


We would obviously decide on a more restricted colour pallatte than these specific colours, but you get the idea. Big, bright, 'shouty', print advertising. Almost over-selling our stuff possibly, but done in a professional way, not tacky!

Tuesday, February 17

Texturing Progress

Texturing continues. I'm keeping the detail level average, adding pockets, buttons and some details on the shoe, but I'm maintaining a 'cartoony' style with the bold colour scheme. Here's what the still unnamed geezer looks like now:





I've re-acquainted myself with Photoshop's range of brushes, painting onto rasterised layers. I quite like the detail I've got on the eyebrows (although a little 'The Hood from Thunderbirds-esque' at the moment!):







Friday, February 13

Progress in baby steps.

My project for an external client progresses a little more. With the mesh unwrapped I've got the UVW data file sorted and I'm now ready to texture!

It seems like the project is moving very slowly as I'm spending so much time/effort on the avatar; perhaps this is a sign I'm spending too long on it, but I'm still keeping up to the schedule I drew up so I think I'm still in good shape. I say "still" because I know the likelihood that I wont be on schedule towards the end of the project is pretty high, as this is the pattern which arises across every project I've ever worked on, and I'm sure crops up in almost every professional's work.

So, out of Max and into Photoshop. I've got out my 'Pen Tool' and have all the basic shapes pathed out:


I do realise the fact that a large rectangle over each body part's area would have sufficed for background texture colour, but apart from practising my pen tool skill I've done it like this to help visualise the end 'look' while creating the texture. Another pre-visualisation technique I like to use is drawing everything at around 72% opacity (obviously depending on the colours you're working with), so that both the seams the shape edges are visible. You can see above, the green lines represent the seams and the large dark grey shapes are actually #000000 black shapes at a lower opacity, and both are clear.

Keep pressing on; baby steps!

Thursday, February 12

...And More

A bit of late night (well, 8pm's probably early night) UVW unwrapping. I've now done the shoes. I went for a bit of an arguably unnecessarily detailed method; I've done each shoe with a top, ouotside, inside and bottom. Even though the extra hour it took me to seperate will only go into making it possible for me to design a more detailed shoe texture accuratly, I think it'll be worth it in the final game.



This may present a challenge for myself later - I may have set the bar too high for me to design a similarly detailed level, so I may have to (due to time constraints) settle for a visible difference in avatar and level detail.

We'll see.

Work Work Work

Very busy week catching up with my research project into online viral games and their humour!

I should have forseen just how different people's humour preferrences would be. It's making the test-preparation and conclusion-drawing parts very VERY challenging. I can see myself a couple of months down the line, presenting the fact that I have concluded nothing about humour I didn't already know. I must try and screen tests on a lot of different types of people (not that I'm into catagorising people, I just have to get as diverse a cross-section of internet users as I can, in order to draw accurate conclusions about general users.

Sigh. oh well, I'll do what I can to the best of my ability - which should be enough for a decent grade, so long as I mentain a professional attidude about the reseach.



Back to my 3D work for my Flaswh game; more UVW unwrapping. Here are some stills:

Yes, the hands look odd unwrapped, but they hgave a nice cartoon-style look in 3D I think. I'll of course get some other opinions before finalising the model to make sure I'm not going off on a tangent thinking it looks good when it doesn't!


Thursday, February 5

Ahh Wrapping

I remember, for some obscure reason, UVW unwrapping being enjoyable, quick and easy. Of course it's not. Especially on a big turbosmoothed geezer! Oh well, comes with the trade I guess. don't get me wrong, I do enjoy doing this. When I realise I'm doing something cool I do smile while I'm working. (the term cool being used in a fairly personal sense - i.e. I think it's wicked, therefore I 'get a smile on') Here's the screen I was looking at while I got my most recent smile on:



If you click this thumbnail you can see the size/resolution of the monitor I'm working with. Perhaps going into uni to work is something I should have always done!

3D Work Continues

A bit more stuff done (over two days as opposed to my planned one day - flippin' interruptions).




I've got rid of that ridiculous crease in the lower arse cheek after lots of messing about:


I think the lesson from that experience might either be "patience and effort pays off" or "build things better at the beginning and they'll be easier to work with later". The latter is a very common message in my reflection on everything I do, so it's probably the lesson here too.

I have discovered how amazing the 'soft selection' feature of 3DsMax is, as you'll see below. It makes building things which aren't square (like I'm used to building from my 3D playable Unreal Tournament level) much much easier. I find it's more 'artistic', I'll explain...


I think of it as... instead of "you, vertex, I want you there!", 'soft selection' says something more along the lines of "you, and those around you who wish to, up to about this point, can move a bit in this direction if you like".


Also if you deselect the object while the vertices are still sub-selected you can make pretty colours on the turbo-smoothed object. I call this pointless playing during a time out from proper work the 'rasta beenie hat' effect.



I've also now added the bones (but not expanded the fins yet), and controllers for the animation of the walk cycle:



So the geezer is coming along, but I need far more productivity from each session. Essentially I need to WORK FASTER.

Tuesday, February 3

Another Tri-Project Project Update

Hello again, cheers for reading.
Last week I managed to underestimate the time it would take to design, tweak and integrate a new front end (including a new audio track too), for my Flash game research project. Unfortunatly I've not therefor been able to present any results form the testing of this first artefact as it's not finished yet.

This hasn't made my head go down though! I'm now a little wiser and a little more urgent in my thinking about work. You must start something always with the aim to finish it. Schedules help of course, but making better schedules with more detail helps even more; and planing for the unexpected is an invaluable addition to the schedule (errors etc). This is where I messed up. ERRORS TAKE TIME to solve.

Back to the client project side of work. I'm creating the 3D businessman avatar which will replace the 'red boxy' placeholder in the previous 3D test renders. I'm now using 3DsMax 2009 using the uni machines as my laptop has been grinding to an inevitable halt for the past few weeks and has finally pushed my patience to the max, and I simply cannot work with it on big production projects like this. So it's off to work I go now, every day into uni, (hi ho hi ho), untill I find the funding to replace my system at home.

Here what I finished day 1 with (again, click to enlarge and get full detail, not that there's much of that stuff yet!):



On a technical note, I found that turbosmooth take out a lot of basic detail I wanted to keep. To solve the 'flat bottom of shoe' challenge you make another set of edges on the sole of the foot; but how can I keep the detail of the collar/neck shape I wonder? Maybe create the figure in seperate shapes: body & head, then I can apply the same method as the shoes. Well that's the challenge for day 2 anyway.

Onward and upward!

The audio stream player I'm working on for my uni's student radio station now looks a little nicer. After messing about with some layer styles in photoshop I wrapped a text frame in some coloured stripes which somewhat resemble the current station's branding. I think it looks pretty nice. What do you reckon?