Research

What is the purpose of a Organic, Mechanical, Prop,  artist?

Organic artists specialize in environments, living creatures, aliens, humans. This would be used to create concept art or 3D models for games, T.V shows and Films. They would gather information from the real world to then recreate or add it to a project of there own. This helps the prop artist and the developers of the games industry to visualize the game better. There is also Mechanical artist, who specialize in making the vehicles, weapons, anything that would class a machinery in the games environment. Putting together blueprints from all angles of the mechanical art so the 3D modeler has something to reference from, while also gathering real world examples of machinery. Prop artists specialize in all the others props in the games environment, e.g. trash, barrels, cans, anything that wouldn’t be used as a weapon. Prop artists in films would create full life scales of the environment, vehicles, weapons, anything the audience would see on the screen. They would also recreate a small scale model of a environment or building as reference on how to build the final prop. For example, at the Warner Bros studio tour The making of Harry Potter, they have the sets, props, concept art, costumes, and all of the blueprints and scale models of everything they used in the films. Character artists specialize in creating all the characters in the game. The modeler will make a t-pose of the character, so the animator can see the way it moves with all the textures. The t-pose is also a better way for rigging the character to load into the game. There is a team of people that create concept art, so the modeler can get an idea of characters.

How are they used to develop a full 3D Environment?

The Concept art for the environment is used so the modelers have a reference and can see how everything looks, so they can bring it all to life within the game, It’s there as a guide for the final outcome. Each team would play a part in the pre, mid and post production stage of the development. Concept artist pave the way so the developers can get a visual idea of the game, this then goes onto the 3D artists, prop artists and character artists to make the playable aspects of the game. After everything has been made and ready for testing, the game then goes into Alpha, this gives the developers of the game to fix anything that might have broken. Beta is when the public can play test the game then give feedback if needed. The final stage is the realize of the game, concept artist might comeback and create posters the box art.

What is Iterative design?

iterative design is when the developer of a project makes sure any issues are smoothed out before the realize. In modelling this involves three important stages, formulate, test, evaluate, this makes the developing of the game flow better. iterative design comes up in play testing a game. The game testers see if they can identify if the game runs the way it’s meant to and also seeing if there is any bugs. This also means constantly going back to others areas and improving it. For example, having a piece of concept art that is designed in a fantasy style but the model has more of a cartoon look, then going back and tweaking it to get as close to the original design. This is where the testing of a game comes in with Alpha, Beta and Gold.

Analyse 5 art pieces from discovered artists:

Dennis Chan is the concept artist for the recent Spider-Man PS4 game, he created the characters, vehicles, costumes and scenery for the games concept art. Dennis Chan  is a freelance concept artist and illustrator, he worked with insomniac games to create all the artwork. He has also worked another game Wolfenstein: New Colossus and concept art for the film Kong: Skull Island. The reason I’ve chosen to write about his art is because it’s some of the best I’ve seen, when i look at the work i feel like i can transport myself inside the scene.

Dennis Chan Artstation

dennis-chan

dennis-chan-artdump-01

Edouard Caplain is the concept artist and illustrator for the Life is Strange game series. He now works at DONTNOD Entertainment as a concept artist. He designed  all the scenery and characters. He spent three years working from start to finish on the games concepts. The first project he worked on was a game called The Outsider, the game got cancelled before release. He has also worked on other games including WarDevil: Unleash the Beast and Alien: Isolation. The reason i have chosen to look into his work is because i like the way he designs all of his concepts, especially the Life is Strange series, the art style is simple but effective, it’s created using Photoshop with a water color style, which i feel my art style is similar. I have took inspiration from some of his pieces and captured that in my final piece.

Edouard Caplain Artstation

edouard-caplain-junkyard5

edouard-caplain-sean43-wolfsqux

Peter Zoppi is an 3D artist who works at Treyarch. He has worked on Call of duty: Black Ops one and two, James Bond: Quantum of Solace, Underworld: Evolution and Night at the Museum. He uses the software Maya, Mudbox, Zbrush and Photoshop. He specializes in high to low poly modeling, texture painting and look development. Even though i have not chosen to model for my final piece i can still get research and inspiration for a simple model. The difference between concept art and 3D art is concept artist don’t have the limitations when creating something, 3D artist have to take in consideration which way to model a character, prop or scenery would work better and the poly count to make sure there’s not to high of ploys so it’s easier to load it up within the game and how many tris they use when modelling, Tris are harder to work with because they are triangles instead of a square.

Peter Zoppi Artstation

peter-zoppi-scar-h-1

In the image above modelers would have used the extrude tool to get the indents and the bevels on the body of the weapon.

peter-zoppi-04-peter-zoppi-t7-reaper-supercar.jpg

Michel Hatfield is the lead technical artist for Naughty Dog games industry, including producing props, weapons, dynamic simulations and real-time physics. He has worked on all the models for the weapons, props and vehicles within the Uncharted series, The Last of Us Part two and Jax Racing series. I chosen this artist because i’m a fan of the Uncharted series and the style of the game with the scenery caught my attention, the style is realistic the textures and the models are represent the real thing, they look to be worn down over time. I have also taken inspiration from the prop designs to use in my model.

Michel Hatfield Artstation

michel-hatfield-handguns-page2.jpg

michel-hatfield-motorbike-orp-sam-as

michel-hatfield-collectibles-01.jpg

What is the art style?

With the concept artists the art style is mostly water colors used in Photoshop, professional concept artists will take real world scenery, buildings, vehicles and people to then go over in Photoshop, This creates a realistic look. I’m more drawn to the water color art style mainly used in the Life of Strange concepts because even though you can see the brush marks within the art it’s still detailed. When it comes to the Uncharted models and the Call of Duty models, it’s a realistic art style because the games take place in the real world. Every part of the games scenery, characters, props, Weapons, buildings, vehicles are very detailed and with the light casing in the game makes everything have more of a natural look.

What is the purpose of the art piece?

The purpose of my art piece is to show what the games environment looked before the 3D model stage. I would like it to also inspire other artists to create their own version or use some aspects within it. For example, Dennis Chan created the concept art for Spider-Man PS4 so the fans could see the development posses of the game, they were also their to get an idea of how the scene and villains would look in the game, going through different versions before deciding on the final outcome. Some purpose of art pieces are there just for merchandise including, the games cover, posters, art books.

Art style is importance because each game has the potential to do something unique with their game. This can also be useful because it catches peoples eyes, everyone likes different things. Someone could be drawn to the more cartoon art style rater than a realistic look. It also helps if the artist sticks to a consistent art style rather than keep changing, it would make no sense when playing a game and not having the same style all the way through, it would be distracting and it could effect the flow of the story.

How do artists professionally display their work?

These days it’s very easy for artist to promote their work, there are many websites to create portfolios and social media pages, so companies can see their work. Artstation is one of the more popular ways. A lot of the gaming, films and T.V show industry use Artstation to promote and show their projects. More of the smaller artists use social media as a way to show their art to the community, this can get a lot of positive feedback and sometimes companies will get in touch with the artists to collaborate on a project. Art books is another way to promote work, but not many people do this because everything is online. There is a small part of the art community that still likes to have a physical copy

What is a professional 3D Artists workflow?

When gathering all the information and designing the game 3D artists will take references from anything their inspired by, other games, movies, T.V shows or even the real world. This will then go into idea planning, then concept art to have a chance to change anything. The 3D artists will model, UV and texture all the characters, buildings, environment for the game. The teams will go through many rough models and sketch to get to the final outcome. The game tasters will play through it to find any bugs or problems with the textures, this gives the developers a chance to refine them. When the final outcome of the game is realized there will still have updates to fix or change the game.

Sketch Book:

I have produced a series of props, human anatomy, scenery, organic and mechanical sketches to show my interest and my understanding of the concept art posses. The idea for my final piece is a scenery concept of inside the Three Broomsticks from Harry Potter. I will be using Photoshop and using some of the other concepts i have research for inspiration, Mostly the Life is Strange are style. while looking at 3D models of the Golden Snitch to create my own version. The reason i have chosen to do concept art than a model is because i feel that a concept artist is my preferred part of the gaming industry, it gives me the chance to be as creative as i can.

Why is color theory useful?

Color theory is used all the time within games, movies, T.V, this is what lets the audience know who the protagonist and antagonist are, it’s also used mainly in games to guide the player to the next level or tell the player weather areas safe. Some items will glow a light blue or shine when playing the game to tell the player they can use it. Bright colors are uselessly always used for the protagonist because it refers back to the three primary colors, blue, red and yellow. For example, Supergirl’s suit is red, blue and yellow this is to show a symbol of heroism. Darker colors like, Black and Green are used for the antagonist because they represent evil. Artists will use colors that compliment each other, a forest scene will consist of different types of greens, browns, yellows to get a natural style. In the resent years some gaming companies have created horror games in a bright colorful style. For example, Hello Neighbor is a stealth horror game but uses brightly colored cartoon art style. Gone Home is about a woman returning home and goes through a series of puzzles in the house to find out what has happened, this art style uses dark colors and is set at night in the middle of a storm. This just shows how easy it is to use color theory to interpret into something else.

supergirl_season_3_2018-wide.jpg

voldemort

Art-Hello-Neighbor-1-cover-1620x800.png

Gone_Home.png

Lighting in any form of art is important, in video games lighting is important because it is used as a device to guide the player to a location, item or a character. Lighting in concept art kinder does the same thing by having light shine through a gap or on an object this intrigues the viewer to want to know what’s behind the gap or what the object is. Light is constantly shining on everything, objects buildings, people, animals, environments this is something professional concept artists have to take in to consider, because it wouldn’t be realistic if there was no shadow, the art would look more like a cartoon. Examples of light in life compared to light within concept art.

Task 2

Develop a Brief and Project Plan:

For my final project i have deiced to create a concept art piece using Photoshop in stead of a 3D model. The reason for this is because i find my skill set lies within the concept art side of games, talking it through with my lecturer we agreed this is the better option but still have to use some modelling through the project. So i have picked a prop to 3D model, UV and texture. We came up with a monthly project plan to follow and tick off everything that i need to do.

What will my concept art be developed for?

The final concept piece would be used as a background for in game wallpaper and collectible postcards or for a steal cover bookcase for the game. When it comes to the Golden Snitch model, that would be used as a prop inside game play, For example the level could be controlling Harry Potter and the player has to catch the Snitch. The prop would be on all platforms, PC, PS4, Xbox, Switch, Mobile. There has been many Harry Potter games that include the Lego Harry Potter years 1-4 and 5-7, The Philosophizer’s Stone and Chamber of Secrets for the PS2.

Who is the target audience?

The target audience would be for all ages, weather it be the concept or the model. They don’t involve any valance mainly just concept scenery and prop for the game. The gaming industry would be viewing my concept and model to then be used in a game, also if i was to upload my work to Artstation or ant other social media platform the art and gaming community would patently see my concept and asset.

When working inside the gaming industry they will always follow a set time schedule and expected to stick to it. In some cases the artist will have a chance to make there own schedule but around the main timeline. They will always be changes when making a game, for example the game could be set in modern times, for the artists to come up with concepts and models, then for the developers to complicity change the original idea then set the game in the past.

When coming up with a schedule for our brief i made a project plan for the next seventeen weeks and while documenting all the progress. I deiced to first work on my final concept before doing all the research because it’s gives me the creative space and not having to worry about rushing. my imitations would be the 3D side, my skills mostly lie in having a artists eye when it comes to concepts, Photoshop and sketches. I will give myself two weeks to do research, planning my ideas, deciding to create either a asset or concept. designing the concept final, i will get that done in four weeks and using the sketch pad in Photoshop, and drawing small concept ideas in a sketch book, gathering resources from the real world to research and sketch. The modelling will be the longest out of the whole project giving myself the most time to design, UV and texture, this is not my area of expertise, taking inspiration from the Golden Snitches from the existing Harry Potter games.

What are my references?

I took inspiration from some Harry Potter themed Photography and coming up with an idea for a concept level design. With the art style i wanted to use a water colored effect, taking inspiration from some of the older Harry Potter movie posters, using lighting and bright colors, browns, red, yellows, creating a warm vibe. Using a Golden Snitch replica as a physical reference as well as some original and unique versions other game developers and fans have designed. Below is my recent version of my project plan. Green, orange, red represent what part of the project i would find the hardest. The green and yellow represents the progress of what i have achieved.

project plan

IMG_0306

The scale of the project?

The project itself is has a lot more involved with gathering research, modelling the asset, coming up with ideas for the concept, then making the final concept piece. This is the first time planning my own project with making my own brief, and planning it out to fit it all in the course of seventeen weeks. Comparing this in the gaming industry, it would not be considered on a bigger scale. As of the costs to produce this project would be on the lower end because the company would already provide artists with the equipment and software. The concept would not be the challenging part, my skill set is within the art side of video games and i’m very familiar with Photoshop and confidant of the outcome. The modelling side would be the most challenging because with past experience with Maya is not as skilled as i would like. To really do well in this side i would have to practice and get used to using Maya and do some research into how to model.

Task 3

Idealization and Creation:

I have chosen to do a concept art piece based on Harry Potter, the images below are some props i have taken and drawn more detailed versions, using Photoshop and the traditional pencil and paper. With also taking a photo of the prop to use as reference. I started my final concept piece first because it would give me more time and could get all my ideas in one place, then i did my simple 3D model of the golden snitch because my skills don’t typically lie in 3D modelling.

IMG_0306

I draw a more detailed version of the prop to get an idea of what the colors and lighting would go in the final piece. I used Photoshop then used a watercolor texture to make the prop look like on of the original Harry Potter posters.

The image below is a photo reference of the Golden Snitch, I will be looking at this image when 3D modelling, to capture the detail. The seem that goes around the main part of the snitch could be used as a way of opening and closing, to hide something inside it.

snitch photo

Concept

This is a step by step slideshow of the creation of my two concepts. It’s shows the different layers I used throughout my work. I used Photoshop to create throughout the possess, blending darker and lighter colors together to get a more realistic vibe. I used a color pallet to reference, by using a color pallet it’s easier to get the right colors and to see what they look like before i use them. I am trying to capture a warm feeling in the concept, that’s why i have used a series of reds, yellows, browns. So the viewer can get more of the warm vibe, in the background i made it look cold and icy outside. The concept scene takes place in the Three broomsticks, a pub in the world of Harry potter.

This slideshow requires JavaScript.

This slideshow requires JavaScript.

Slideshow of version two of my concept.

This slideshow requires JavaScript.

Model

The prop i have chosen to model is the Golden Snitch, the software i used to create this was Maya, a 3D modelling software used within the gaming industry. I have taken screenshots of the posses of my model. I didn’t use extrude within my model because i wanted to put more focus into my concept art, modelers use extrude to add detail such as indents, buttons, face features. I took my high to low ploy bake and exported the bakes into a FPX file, then uploaded it into Substance painter and add textures. I have added some youtube tutorials to show what techniques to use in Maya.

https://www.youtube.com/watch?v=BAxUMjHdS84

In this video the guy is explaining and showing all the techniques, tools and shortcuts that you can use in Maya.

https://www.youtube.com/watch?v=cOokoFED7QE

The video below is showing how to rig a character, starting with creating a skeleton and adding it underneath the models joints.

https://www.youtube.com/watch?v=dC2rhIm3n-0

Tutorial of how to model a weapon by using turos, and ovals by mapping it out using a reference photo.

snitch maya 1

Mapping out what the model will look like. Using the extrude tool and scale tool to get the right size and look of the model.

snitch maya 2

Taking ideas from the reference image and putting together all the parts. When modeling i combined the low poly with the high poly model, this allows for the deatil to be captured in substance painter.

snitch maya 3

Using the curve tool to make sure all the detail around the model match the reference. Using trous shape to create the lining around the model.

snitch maya 4

Creating a low poly version from the high poly model to then use in substance painter.

snitch maya 5

Final version of the high poly model, side view.

snitch maya 6

Final version of the high poly model, front view.

snitch maya 7

Moving onto the UV of the model. The reason for this is so when moving into substance painter the texture will go onto the model.

snitch maya 8.png

The problems i found using maya were just navigating around the software. My skills lie more with the art side of the industry. There’s a lot of technical involved with modelling, i don’t enjoy it, i find it more stressful than anything. Knowing where the UV’s are and how to take them apart to create nets is one of the many things i struggled with making the model, i had to ask for a lot of help while making the model. hopefully in the future i can do more work with the art side. The UV side of the 3D was confusing having to unfold the model and match the seems to create the net.

The concept side was easier for me, there were some problems i ran into, for example, creating and capturing light within the concept but after experimenting with the color pallet and doing research into light theory and color theory i managed to over come it and produce a concept i’m happy with. I new learnt techniques in substance painter to create the textures for the snitch, adding new layers so i could add scratches and dirt changing the mixing the colors gold and silver to make it look worn, there are brushes for different textures if i wanted to add finger prints, or dents i could lower or rise the height.

Designing Stage:

I designed my own color pallet to use for the final concept. By doing this i will be able to experiment with different colors and blend them together so the concept looks more realistic. I have done a series of light and dark colors, going back to color theory certain colors mix go well with others and using light theory to get a more natural look.

Color pallet.jpg

A diagram on color and light theory

color theroy.jpg

light theory.jpg

My ten completed sketches of my ideas to model, created digitally on Photoshop, with annotations.

This slideshow requires JavaScript.

Health and Safety:

When working in the gaming industry there isn’t that much involved with health and safety. Prop designers would work with machinery and materials in film and TV to recreate the sets, most gaming industry’s have 3D printers which could involve heavy machinery but nothing dangerous. Open wires is a big thing in anything involving computing, if the wires are exposed then that could risk in a fire or if wires are spread across the office floor then employers could trip over them. The layout of a employers desk/office is important not only to look professional but tidy, when a space is not organised or the way the employer likes it then can cause a them to be stressed because they don’t feel safe or know were there property is, a employer wants the feeling of being safe in there own space. Having food/drink in a work environment where there are computers is not especially, employers could spill liquids on the computers or any hardwire then cause fires, other employers might eat when working, but getting crums in the hardware end ups breaking it. When working with/on computers all the time it can lead to injury or health risks in the future, repetitive wrist strain is the main injury with pro gamers to game designers. Repetitive wrist strain causes pain and aces in ones upper body and wrist due poor posture and repetitive movements at work. RIS mostly effects your arms, elbows, wrists, hands, fingers, neck and shoulders. Coming from a person that suffers from repetitive wrist strain, it slows my movements in my left hand and getting sharp pains from my hand and arm, that mixed with constantly having a not in my left shoulder from having poor posture when gaming and doing college work.

wristtendons

badposture7

Eye strain when staring at a monitor for long hours can lead to bad eye sight in the future, and can cause headaches/migraines, companies have designed special glasses for gamers or anyone that works with computers so they can wear them and not have strain on there eyes. You can lower the brightness on the monitor so your eyes aren’t exposed to that much light. Gunnar glasses are the ones I use for gaming and computer work, they are recommended by doctors, they protect and enhance your vison. They are designed with a blue light protection factor, the lenses are yellow to combat the blue light from the monitor. Sitting indoors for long hours is not recommended, a person can’t be indoors for more than twelve hours a day, you need to take a break, walk around, get fresh air, stretch. Being indoors all the time leads to lack in Vitim D and prone to more colds, diseases. All the time when doing college work I listen to music with in earphones, the music is not loud but it still can cause loss of hearing over time and not paying attention to your surroundings. It is recommended that people use headphones rather than in earphones because having something in your ear can damage the ear drum.

820px-01

fps-gallery-05__store_gallery

Evaluation

This is my finial outcome of my concept are and model. I’m very happy with the outcome, the use of colors and the overall scene I chose for the drawing. The image in my head came to life and was captured on screen the way I pictured it. I wanted to try and create light within the scene so I used lighter colors with the fire and cast light through the window. I feel I have achieved all I could do with the model and concept.

My model of the snitch came out better than I suspected, as I’ve addressed throughout this project my skill set with modelling is not great but better having gotten a little bit used to Maya. What went really well was the textures I really enjoyed getting the textures to how the prop is displayed in the films, while adding my own touch. The reason I chose to model the snitch was because it’s a small prop and I know I could cope with it, but if I had more time I would like to model something bigger, maybe a house or a lamp. Substance painter I found very easy to use, it’s similar to Photoshop and having been using Photoshop the whole of this year I’m confident I’ll only get better and learn more tips and tricks when creating textures.

Ngons are faces made up of five or more sides. They are connected by five or more vertices. Anything over four sides is considered a Ngon. The reason to avoid Ngons when modelling is because if you have a quad the model will be better and look cleaner. Ngons cause problems when creating the model. When the model is moved to rigging then animation, it’s easier to do so in quads. Ngons cause render issues, the model may look fine in Maya but the render version may have strange visuals. To avoid this you would have to go back and clean up the Ngons on the model.

ngons

The purpose of UV unwrapping is because the UV map is the flat representation of the 3D version of the model. The simpler way to explain this is it’s the net of a shape, For example, the net of a cube or cuboid. Game designers use UV unwrapping so the textures for the model can be put on.

220px-Cube_Representative_UV_Unwrapping

If I was to change anything in my final concept I would add a little life to the drawing by adding a character or creature, for example the sketch of pickett the Bowtruckle I did earlier on, added him behind other props in the concept. I would have liked to have done more with scenery or environments maybe drawing a abandoned building, city or forest. I’m pleased with my model of the snitch, if I had more time and got used to modelling and using Maya then I would have added more detail or chosen to model something bigger. The Substance painter textures came out really well don’t think I would change anything about them.

Final, Senrey sketch GryffindorFinal, Senrey sketch Hufflepuff

In the games industry level designers can get paid between £20,000 and £35,000, game designers get can get paid £30,000 but can work their way up to £45,000. A senior game designer could earn up to £60,000.

In Concept art employees can earn £54,000 a year. A beginner concept artists starts a £27,000 a year, the highest an artist can get paid is £92,820 a year.

Animators at the beginning earn £12,000 to £15,000. It depends on how much experience a person has. Experience animators can get paid between £23,000 to £26,000. If an animator has at least ten years with experience they are paid around £36,000.

Deadlines in the gaming industry are very important and the developers make sure they are met. The reason deadlines are important is so the designers, animators and artists have a plan to follow, if a game is due to come out next year then the developers need to make sure everything is done on time and to a good standard. The public will also want the game to be one time with deadlines because people hate to hear a game has been delayed in production, but the public would rather have the game be delayed so the developers can fix all the bugs than having a game be released without being fixed.

When working in Photoshop for my concept i found some tips and tricks with working with color and light theory, using different shades of the same color, brighter colors for a mood change. Using the drawing tablet really helped the control of the brush rather than using a mouse. Sometimes i would forget to use a different layer or make a new layer, then having to go back and delete my progress.

These are my initial sketches leading up to my final piece. I started out with small props leading into creatures, i was thinking of drawing a character but with more considered doing a environment instead. So i drew a quick sketch of my version of the Quidditch pitch. My favourite out of the sketches would be the snitch and Pickett because i like how they look realistic, and i could see them being sketches for the films or games. The golden snitch helped me envision for the modelling stage and how to create the textures.

Feedback:

I gathered feedback from my class mates about my concept art piece, what they liked about it and what they didn’t like about it. This feedback has helped me and wall help me in the future when it comes to concepts i have taken all the information on board, good and bad. By seeing other peoples prospective it has helped me observe my work deferentially and by doing this i can see what i need to change about the use of color or if the work would suit a different style.

Ollie: I like the shading in the reflection in the Occamy egg, and the Butterbeer glass.

Rodrigo: the scarf design might be my favourite; I like how well you did the folding in the scarf. I also really love the lighting coming the window it creates a mood in the illustration. The rendering in the illustration helps everything stand out, especially the other props like the egg and badges.

Shay: I feel the general composition to the piece is well structured the colour blend in well overall and the attention to detail as the light comes thought the window is well done has a more realistic look. Some improves would be adding more detail to back ground getting rid of the blocky colours.

Overall i think i have meet the criteria and followed the project plan well. For the first time with any project i deiced to work backwards by drawing my final piece first then doing the research after, but by doing this i created more stress for myself with worrying about keeping on top of the deadlines. I will not be doing this in the future i would prefer to work from the traditional start to finish. I feel my project was a success and have learnt that my skill sets lie within concept art rather than modelling but will continue to learn about modelling next year. My final piece come out exactly how i planned it, the layout was how i pictured it. The use of lighting and color was better than i expected combined with all the research i did and using that within my concept. I have uploaded my snitch model into Unreal Engine, first taking a screenshot of the model bigger than normal scale so i could get the reflection of the character. Then scaling the model down to the size of the original snitch.

Scale is important because characters in game need to have that real world geometry so the players can make sense of that prop, environment or building. It’s necessary to have the axis centred on the model because when modelling and in Unreal you want the axis centred with the model, this helps the model move better around the environment.

HighresScreenshot00000screenshot

Promoting myself

will be showing my work through ArtStation and Sketch Fab as well as making a portfolio of all my work at college, in the hopes to use this as a way of promoting myself to get a job.

https://www.artstation.com/imogencarr

These are the screenshots of the web shooter cartridge, the my house project and the Tap project I modelled in MAYA.

render2.jpgrender3.jpgside.jpgrender1.jpg

This is the digital portraits of Tom Holland and Pickett the Browtruckle from Fantastic Beasts I’m working on.

Grid_Template, Tom Holland

Pickett Digitial

This is the character animations I did for a small 2D game. With the walk cycle , archery and dance cycle animations I did on MAYA.

 

3D Animation Project

 

12 Principles of Animation:

I have watched some videos on the 12 Principles of animation to objects and characters. For example, if a character is sad you need to exaggerate it, so make them look more sad by hunching the their back and adding a rain cloud above their head. Another is that you can stretch the drawing or model to add expression. If the character is shocked you can stretch their head to look like their jumping.

Squash and stretch:

Image result for squash and stretch gif

Squash and stretch in animation is applied to get speed, momentum, weight and mass. In the image below is shows two balls falling but each have a different effect. The ball on the left looks more like a water balloon and the ball on the right is more like a bowling ball. The Squad and stretch can be used for characters as well, For exaggerating face expressions you can stretch the face if the character’s head is turning.

Anticipation:

Image result for 12 principles anticipation gif

Anticipation in animation is when a character does an action but before following through the character pauses to build that anticipation to show the action. For example, When a character goes to throw a object they will pull back their arm but pause before throwing it forward.

Staging:

Related image

Staging in animation is used for acting, timing, camera angle & position and setting. All of the scenes work together to get the views eyes to know what is happening. this also applies for camera angles, when the camera is far away that is great for action, because you can fit in all the action. When the camera is close up that is when you would  capture face and body exasperations.

Straight Ahead & Pose to Pose:

Image result for straight ahead and pose to pose animation gif

This term is used to animate drawings. Straight ahead is when you draw the first part of the animation and then you draw the one that comes right after. Pose to pose is when you draw the beginning, middle and the end and then you go back and fill in what part of the animation would come next. Pose to pose is better for action animations because you know what’s going to happen at the end. Straight ahead is good for unpredictable animations like fire, water, dust and exsolutions.

Follow Through & Overlapping Action:

Image result for follow through and overlapping animation gif

This is when you have the effect of the body parts and clothing to continue to follow through when the character stops. Follow through & overlapping action add a lot of realism to the animation. When the main part of the body moves the top should be the last thing to stop. It is easier to add the hair and clothes after the movement of the character because you know how much they should follow through with the action.

Slow in & Slow Out:

Related image

All movement starts slowly and then speeds up after time. You change the motion line from liner to spline, which results into the object starting slowly then speeds up and back to slow again.

Arcs:

Image result for arcs animation gif

For the object to look more natural it needs to follow an Arc, if it doesn’t it will come across as mechanical. Arcs can also help give character. Arcs can be added to almost every figure movement. For example, if a character is taking a step you could have their body follow an Arc so he looks like he is bobbing.

Secondary Action:

Image result for secondary action animation gif

Secondary actions support a main action to add more effect to the character. For example, a character could be walking angerly, his legs are the main action, the arms would class a the secondary action because they are showing the audience that they are angry by swinging them back and forth. Don’t let the secondary action dominate the primary action.

Timing:

Image result for timing animation gif

The personality and the nature of an animation is affected by the number of frames between each main action. If you have many of the same drawings in between the main drawing the action will appear moving slow. When you have less drawings in between the main drawing the action will appear moving fast.

Exaggeration:

Image result for tom and jerry gif

Every action, pose and expression can be taken to the next level by exaggerating it. For example, if a character is walking and they are sad then make it look like it, hunch their back when they are walking, make them walk slower, put a rain cloud above their head with rain. It would make it clear to the audience what the character is feeling. Push the exaggeration so it becomes to much, then bring it back until your happy with it.

Solid Drawing:

Image result for solid drawing animation gif

Solid Drawings make objects feel like they are in 3 dimensional space with volume, weight and balance. It makes animation easier if you draw the object from all angles. When rough drawing the character use basic shapes to form the outline then fill in the details. Avoid twinning, that’s when the arms and legs of the character are doing the same action.

Appeal:

Image result for appeal animation gif

The characters that you have should be appeasing to look at. This has to also effect the villain he has to look interesting. If you give your character a dynamic design you can boost it appeal. For example,  use different shapes, just like real life every character should have a different body shape. Proportions, you can make the character have long arms and legs, a short body or a big head. Keep it simple, if there is took much going on in a character the audience what know what to look at, it also makes animating easier because there is less to focus on.

First Walk Cycle

The one thing I have noticed about my walk cycle is that it is a bit exaggerated. The model looks like they have a over confident step. Exaggeration principle is used for animation and I feel like have incorporated that in the walk cycle.  The squash and stretch action in animation is used to replicate the bobbing up and down in the walk. Pose to Pose was used to create the walk animation, I did the freeze fames for 6, 12, 18 and 24, the frame for 6 and 24 is the same. So when I put the animation on loop is would flow as one. Arcs would be used to make the animation look more natural, for the walk this would apply to the arms and legs. Timing, each fame for the walk would need to be timed right because it would look jerky if it wasn’t. Appeal is used because you want people to admire how the walk cycle works, the model is fun to look at because they have a sway in their step. The Link down below is a video on my YouTube, where you can view the walk cycle animation.

Analyse other Game Animations:

In games if you don’t have a high rendering you may not be able to have a animation flow properly. The quality of the animation could glitch when playing the game, there has been times when I have played a game, the character is running then the arm stretches across the map. Down below is a example of the characters in Spider-Man PS4 glitching.

Where is animation used in the Industry?

Animation is used in the gaming, film and TV industry. when film and tv want to make special effects. Animation in the gaming industry is used for everything, the characters, animals, vechails, building if they get damaged and environment. With out the animation companies couldn’t make the game.

How is game animation unique?

Game animation is unique because the way companies make the animation, is there is a big titled game like Call of Duty or Spider-Man the company will hire actors  to play the role, they then will put them in a motion suit and film all the actors playing the parts like is they where in a film. The computers then registers the actors and captures them on screen.

Weighting your animation

Weighting your animation changes how the character walks and acts. If a character is a different size than the other they would walk with a more heavy step or more light quick step. The same applies to a character if they are carrying an object. When someone is carrying a chair their back is going to be a little titled upward and the feet are taking smaller steps.

What Constraints might you have with animation for games?

In the past animation in games used to be really slow, it would stutter all the time. where as now animation is really smooth the consoles run in 60fps so therefore the animation runs smoothly. The software companies use now is way better than before, a lot of games use motion capture in the big title games, which makes a huge difference.

What software is used for 3D animation?

MAYA is one of the software’s used to make a 3D animation, also 3ds Max, these are the main software’s used by big companies. Disney is one of or the biggest company that use Autodesk MAYA, for modelling and rigging, Disney has their own proprietary program, Presto, which they use for animation. Pixar and DreamWorks use their own software for animation, but in many cases they use MAYA to model.

In the gaming industry companies use MAYA and 3ds Max for animation. Adobe Animate is another software they use. 3ds Max is a computer graphics program for making 3D animations, models, games and images. Developed and produced by Autodesk Media and entertainment. it is used by game developers and TV commercial studios. it is also used for movies effects and movie pre-visualization.

MotionBuilder is a professional 3D animation software made by Autodesk. it is used for virtual production, motion capture and  keyframe animation. it was later acquired by Alias and renamed to MotionBuilder. it  is used in film, games, TV and for other multimedia projects. examples, Assassin’s Creed, killzone 2 and Avatar.

Summarise for the animation project:

Over the next few weeks we are to be able to understand the 12 Principles of Animation and then apply them to create three animations of our own. The first will be a walk cycle, then give ten examples of animations you could create then choose two as your second and third animations. After the animations are complete and uploaded onto sketch fab we will then have to write a evaluation of the project.

Week by week plan:

Week one – Plan what I need to do throughout the upcoming weeks. By doing a check list on the blog.

Week two – Research on animations, what companies use it and why.

Week three – Ten ideas for my own animation, why I choose to do them and how I will go about creating them.

Week four – Research for the animation and apply the 12 Principles, Make the walk cycle animation, upload it onto Sketch fab.

Week five – Research for the animation. Make archery cycle animation, upload it onto Sketch fab.

Week six – Make dance cycle animation, upload it onto Sketch fab and research for the animation.

Week seven – Make sure the blog is up to date. Evaluation.

The first animation took the most time to make because we were learning how to animate, it took about one to three weeks.

The second animation, Archery cycle, took the least time because my main focus was on the arms. It took two weeks.

The third animation, Dance cycle was the longest because I had to use the reference to select keyframes and animate the whole body. Took four weeks.

Second Walk Cycle

For my second walk cycle I am going to do and archery animation. I filmed myself doing the animation, then brake it down to the main key frames. The reason I haven chosen to do this animation is because it’s different and creative, not to hard to do and I will mainly be animating the arms, the legs don’t move as much. The video below is the reference I will use to make the animation.

10 Animation ideas and Analyse

I have chosen 10 examples of animation cycles that I could try to replicate for this project. Out of the 10 examples I will choose one for my second animation cycle, then I will go back to the list to choose another for the third cycle.

-The Flash run

Making this animation would be very easy because I have already made a walk cycle. I would take the walk cycle and adjust the arms and legs so the character would look like they are running.

Related image

-Backflip

The backflip would be a cool idea, it’s a step up from walking or running but not too hard. I would animate a back using the image below. I would have to find and separate the key frames to get the general  movement. The only problem is another student has choose to animate a backflip as well, I would rather come up with something different.

Related image

-Spider-Man swinging

Spider-Man would be cool to capture his swinging movement but I would have to take into consideration that he will be in the air so that could make it harder for me. I would also have to get the Physics right when he catches the web.

Related image

-Wand Movement

This would be simple and a different idea to animate. I would only have to focus on the arm, hands and upper torso, it would be easier and less time consuming. But for my final animation I would like to make something that involves the whole body.

Image result for wand harry potter gif

-Archery Movement

The archery movement would be a similar possess to the wand movement, I would only have to focus on the arms, hands, head and upper torso, the legs would only move to counter balance the stance. overall I would really like to give this ago, it wouldn’t be too channelling and I could very easily get a proper refence.

Related image

-Newt Scamander’s walk/run cycle

I have already done a walk cycle but in Newt’s walk there is something different. Everyone has a different walk and Newt’s would be fun to try and capture. He runs kinder goofy and I could corporate that into one of the 12 principles of animation, Exaggeration.

Image result for newt scamander walk gif

-Part of a dance routine

Animating a dance routine is properly the hardest idea I have but it would be possible. I would choose the dance routine to the song Chillin’ like a Villain from Disney Descendants. I could do this for my final animation because it uses the hold body, I would just have to find the key frames and then get refences to follow, I could even film me doing the dance.

Related image

-Assassins Creed eagle jump

To show animation in games I could make the eagle jump from the Assassin’s Creed series. This is a very simple and easy animation, because of that reason I would have this as my first animation. It’s just a matter of bending the legs and creating motion when the character jumps pf the building. The arms are already in the t-pose position when I open up MAYA.

Related image

-Swimming

This would be a unique way of showing animation, and I would follow the swimming action from Harry Potter and the Goblet of Fire, he moves more like a mermaid than how humans really swim. Again it’s just a matter of motion.

Related image

-Quidditch/Broom movement

Quidditch or broom movement would be hard to replicate because the character has to interact with a object. the same could be said for the archery animation but with the broom the character has the sit on it. I would like to do this animation if we had more time on the project overall.

Related image

-Jacksepticeye’s outro

Animating Jacksepticeye’s outro would be easy to do, the main movement are in the arms, I would sink the legs within the animation for exaggeration. When i have done my third animation I could do this as an extra.

Related image

For my first animation I have chosen to do the archery movement because I can get a reference of my own and my main focus is the upper body so I could get it done faster. For my third animation I have chosen to do part of the dance routine from Disney Descendants – Chillin’ like a Villain because I can easily get references to follow and it would be fun to animate a dance.

Target Audience:

The target audience for animation can vary from kids to adults. Companies tend to make animations for kids more friendly and funny so they will pay more attention and they will remember it more, this happens more for cartoons. The animation for adults is more high action rather than funny. The characters in cartoons are always young boys and girls to appeal to kids. For example, When creating a character for a animation you would exaggerate the way they walk or act. if the character is strong you would make their puff out their chest and walk with confidence, when a animation for a character is shy the will make them self look small and bow their head. This is to estate the obvious to kids how a character looks, adults know when a character is sad, happy, angry so they can make it more settle.

Image result for tom and jerry gifs

Legal and ethical considerations

Within children cartoons in the past there has been loads of characters committing suicide, in the past when these cartoons were made people thought that it was just something to laugh at but now people would see this as wrong to have in a children program. In some older cartoons there would have been brief nudity on posters in the background and on some characters, these days that is not excepted. If a cartoon has these scenes, then they would be under adult cartoons and showed after the 9:00pm watershed.

Related image

Down below are the links to Sketch fab for my animations:

Evaluation

For this project we were to produce three animation using MAYA. First walk cycle, and the other two of your choice. I decide to go with a archery cycle dance routine. The walk cycle took longer to make because it was the first time I animated something, I thought it went very well, I had help with finding the key frames and well as following pictures, I don’t think I would change anything about the animation.

The archery cycle was the second animation I did. I was a little bit quicker making it because I was used to the software, I manged to get a reference of myself shooting a bow so I could pick out the keyframes. The archery animation in the end turned out good but one of the hands does clip though the head, but I went back to fix the hand to make it look more natural.

The dance cycle was the most complicated one to animate, and took the most time. I got a video reference from YouTube so I could get the keyframes, I would go back and change some of the hip and chest movements to make it look more natural, but it was really fun. Overall the dance cycle turned out good and would like to do more animating in the future.

There was areas that i struggled with, for examples knowing how movement works throughout animation and then applying the 12 Principles of animation to my project, but i asked for help so i could get a better understanding of it. With the archery animation i was told through feedback from our teacher that the hand was clipping trough the head, I didn’t understand that this would be a problem at first but after explaining how it wouldn’t look right in a game, that i understood, then went back to fix the problem.

High Poly

down below is a link to a word document that explains all the ideas I had on what I could possibly chosen to model.

Modelling Ideas

High Poly Modelling Techniques

These are the common tools we use in MAYA to model, extrude, bevel, bridge, multi-cut, connect and target weld.

Extrude is when we take a face of a model and either pull up or down to get the basic layout of the model.

The video below is an example of high poly modeling techniques that are used within MAYA to create a high to low poly model.

the image below is an example of a high poly to low ploy model. you can see the detail on the right of the animal more then the left.

sheep4.jpgc4555a8e-ef94-480d-8413-220ec9e98c74Larger

maya1

Bevel in modelling is when you want to get a sharp edge so you put to supporting edges in to get that sharp soft look. the other tool you could use for this method is Multi-cut.

maya2

maya3

down below is an example of multi-cut.

maya6.png

The Bridge tool is when on a model there is no face so you select two edges across from each other, select them then click bridge, it then fills the gap with a face.

maya4

Connect tool takes edges and pulls them together to create one edge around the model.maya7.png

Target Weld will take two vertices, move one over the other and then it will merge those vertices together.maya8.png

Low Poly Topology

on the left is the low poly and on the right is the high poly. Topology take the unessery edges out but it still keeps the simple/silhouette shape of the object. after the edges are taken out you can then bake, what this does is takes a copy of the high poly and projects it onto the low poly. so with the final object you will have a low poly count with a high poly look.

white-tiger-high-poly-and-low-poly-3d-model-low-poly-max-obj-3ds-fbx-mtl

IMG_7619

the image above is an example of high poly to low poly.

the link below is a video tutorial on how to model web shooters. I watched it to get a general idea of how I go about modelling them.

 Baking in Maya

Project 2

Research

What game engines are used within the industry?

A game engine is an environment that is used to develop a game. A 2D engine only uses 2D graphics, for example, Mario, Sonic.

Unity:

Unity is a game engine, it has loads of 3D capabilities. But is also has fantastic 2D games built into the engine as well. Unity is popular with the indie games.

Notable games: Ori and the Blind Forest, Galak-Z, West of Loathing, Cuphead.

 

Ren’Py:

Notable games: Long Live the Queen, Analogue: A Hate Story

Ren’Py is a 2D open source engine.

 

Ink:

Notable games: 80 Days, Sorcery!

Ink is another 2D engine.

3D engines:

Unreal engine is one of the most popular game engines, it is a good engine if you are working on a large game then you need a powerful engine.

Games that use Unreal engines: Marvel Heroes, Batman: Arkham Origins, Infinity Blade 3, WWE Immortals, and more.

CryEngine is another very powerful engine, it has amazing graphics and visuals. it creates stunning experiences.

Games that use CryEngine: Far Cry, Crysis, Sniper: Ghost Warrior 2, and more.

 

Mobile Engines:

 

Cocos2D-X is a 2D game development kit for Android, iOS, Linux, OS X and Blackberry. some popular games use Cocos2D-x, such as Clash of Kings, Hardest Game Ever 2, Contra: Evolution etc.

 

Game Mods:

Game Mods are extra content for players to enjoy. The game developers add new Characters, Skins and Items so the game does not become boring quickly.

 

What game engines do we have at college?

The engines we have at college are 2D and 3D. The game engine we use for 2D is Construct 2, and for 3D we use Unreal Engine 4.

 

What is the function of a game engine?

The function of a game engine is that is lays out software framework to build and create games. It has features from animation to AI (artificial Intelligence). Game engines control the rendering of the graphics, collision diction, memory management, sounds, Physics etc.