Sunday, June 15, 2014

3D Modelling Trends

3D Modelling in Games and Film:


For the film industry 3D models are always going to be used for special effects, explosions, or entirely animated films. 
These days films are beginning to incorporate more and more CGI (Computer Generated Imagery) to cut down on costs of production. With this, it's going to be necessary to make your 3D models look as realistic as possible if you plan on getting a job in this industry. More realistic animation of characters, clothing, objects, the implication of gravity on everything in the animation - These are all things that I've thought of that would be considered by anyone in this industry. 

However, with the high resolution needed for big films, there's also the need for texture artists to have incredibly detailed work to look really great. They at least have a near-unlimited freedom in their file sizes for each object. 


(Hockenson, 2014)

In the gaming industry, with the latest technology advances comes more realistic game experiences. Companies are striving with more immersive technology, such as the Oculus Rift, which is currently the new biggest VR feature that more and more games are striving to make their own games compatible with. 
This means all new models, rendered for each device on all different platforms, are going to be necessary in the current or near future. 

Limited technology also means limited polygon counts for 3D models, providing 3D modelling artists all new challenges to keep the high-quality picture of their games on platforms such as mobile devices. More and more games are being ported to mobile, so this is another thing to consider for 3D artists. 

Another thing to consider when it comes to mobile gaming, is the inclusion of mobile game extras to big console/PC games. Who's to say there won't be features that involve the use of your phone to play your game in a new way? For example, the way Nintendo incorporated the use of handheld GameBoys to some of their GameCube games (Final Fantasy Crystal Chronicles, Harvest Moon: A Wonderful Life, The Legend of Zelda: The Wind Waker, etc.)
Developers will need to keep these 3D limitations in mind with the way games are being revolutionised today and in the future.


Companies are also making it easier for people without the knowledge of many years in the industry to create great 3D models, that can be imported to most games. Fuse is a developing software from Mixamo that allows users to create high quality 3D game content that is easy to use, and easy to share for collaborations. 
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Production Pipeline for Next-Gen Game Asset:



I researched the method used to follow a production pipeline for a next-gen game asset and came across this page : http://instatuts.com/featured/pipeline-and-workflow-for-creating-a-next-gen-game-asset-shotgun/
This article is incredibly helpful in understanding the steps to take to make a game asset for the platform required. 


(Trudeau, 2010)

I won't reiterate what the author has already written in the article, but the process involves:

- Creating the basic form 
- Sculpting and optimising the mesh for normal mapping (http://wiki.polycount.com/NormalMap/)
- Adding details
- Exporting all the individual pieces for UV mapping
- Stitching and aligning the pieces
- Compiling
- Adding textures
- Making variations of the model, and 
- Finalising it all for use. 

It's very complex for me right now as a beginner, but it's incredibly interesting to research!

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MDU105.2 Production:

For our 3D Production assignment, we've been tasked to produce an advertisement for a board game called 'Pirate's Gold.' The storyboarding has been approved and our main task is to make the advertisement by following the production pipeline. 

All the other necessary assets have been completed, except for the treasure chest which is the central asset to the animation. We are required to complete this asset, and finish the animation. 

In class this week we started with pre-production and blocking, however I was away sick. So I've begun by researching pirate board games, pictures of treasure chests and such to get an idea of how I would want to make my treasure chest look. 




(See references for credit)
These were the few favourites that I really liked, and all have a similar design, so I think I'll try and base my own treasure chest model off these. Depending on my skill level I'll try and add more details that will hopefully not be too much.

Next step is to just wait for 3DS max to install at home (terrible download speed so it may take a very long time), watch the tutorial videos, and make myself a chest! :D

~ Dakota

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References:

CGTrader,. (2014). Treasure chest. Retrieved 15 June 2014, from http://www.cgtrader.com/3d-models/architectural-details/other/treasure-chest
Club Penguin Wiki,. (2014). Treasure Chest Costume icon.png. Retrieved 15 June 2014, from http://clubpenguin.wikia.com/wiki/File:Treasure_Chest_Costume_icon.png
Esselaw.com,. (2014). SocEnt Treasure Chest: Program Related Investments | Esse Law Group. Retrieved 15 June 2014, from http://www.esselaw.com/blogs/socent-treasure-chest-program-related-investments
F, D. (2013). 3D Modeling for Film and Game - Gnomon Workshop - VFX and Game Designers | The Gnomon Workshop News. Thegnomonworkshop.com. Retrieved 15 June 2014, from http://www.thegnomonworkshop.com/news/2013/03/video-games-film-whats-the-difference-its-still-3d-modeling-right/
Fleming, R. (2014). Thought 2013 was epic for gaming? Wait until you see what’s coming next. Digital Trends. Retrieved 15 June 2014, from http://www.digitaltrends.com/gaming/2014-will-good-year-game/#!ZjNwX
Hockenson, L. (2014). 4 game trends to watch in 2014. Gigaom.com. Retrieved 15 June 2014, from http://gigaom.com/2014/01/02/4-game-trends-to-watch-in-2014/
Ligman, K. (2014). Fuse adds easy character creation to Steam. Gamasutra.com. Retrieved 15 June 2014, from http://www.gamasutra.com/view/news/204434/Fuse_adds_easy_character_creation_to_Steam.php
Maucione, S. (2014). FedScoop. FedScoop. Retrieved 15 June 2014, from http://fedscoop.com/category/topics/fedscoop-radio/treasure-chest/
Onestopkidspartyshop.com.au,. (2014). Pirate Treasure Chest | ONE STOP KIDS PARTY SHOP. Retrieved 15 June 2014, from http://onestopkidspartyshop.com.au/product/pirate-treasure-chest/
Russell, K. (2014). See How Pixar Uses Apple's $US3,000 Mac To Make Beautiful Movies. Business Insider Australia. Retrieved 15 June 2014, from http://www.businessinsider.com.au/pixar-uses-apples-mac-pro-to-make-films-2014-1
SHOUT IT Ministries,. (2011). Treasure Chest. Retrieved 15 June 2014, from http://shoutitforlife.com/2011/05/15/forming-a-foundation-and-finding-freedom-in-our-faith/treasure-chest/
Shutterstock.com,. (2014). Treasure chest Stock Photos, Treasure chest Stock Photography, Treasure chest Stock Images : Shutterstock.com. Retrieved 15 June 2014, from http://www.shutterstock.com/s/%22treasure+chest%22/search.html
Store.steampowered.com,. (2014). Fuse on Steam. Retrieved 15 June 2014, from http://store.steampowered.com/app/257400/
Trudeau, A. (2010). Pipeline and Workflow for Creating a Next-Gen Game Asset | Instatuts.com.Instatuts.com. Retrieved 15 June 2014, from http://instatuts.com/featured/pipeline-and-workflow-for-creating-a-next-gen-game-asset-shotgun/
Warrior, P. (2014). Trends in mobile gaming 2014 (2/3). Medium. Retrieved 15 June 2014, from https://medium.com/@peterwarrior_az/trends-in-mobile-gaming-2014-2-3-abed2b1c1fd6
Wiki.polycount.com,. (2013). NormalMap - Polycount Wiki. Retrieved 15 June 2014, from http://wiki.polycount.com/NormalMap/
Wikipedia,. (2014). Nintendo GameCube – Game Boy Advance link cable. Retrieved 15 June 2014, from http://en.wikipedia.org/wiki/Nintendo_GameCube_%E2%80%93_Game_Boy_Advance_link_cable







Tuesday, June 10, 2014

3D Production Pipelines

This blog post is aimed to talk about all the stages of a 3D Production Pipeline.We were tasked to research this in our own time and post a blog describing what we'd discovered.


3D Production Pipeline (Animation):

Step 1: Intro - Concept Idea & Research

All of the animation studios that I looked into said that the first thing they did was get their original idea, and research how to make it look how they want it to. From researching character designs, to colours, backgrounds and everything in between, the first step in the pipeline is research.


Step 2: Script 

The next step is usually to take all of the research and ideas, and write the script. 


Step 3: Storyboarding, Music and Dialogue

The script is then given to the storyboard artists, where they then take the words of the script and turn them into pictures and actions. The storyboard then has to get approved by the directors and producer, to then be turned into a story reel, so that you can see how everything flows together. 
Music and dialogue are then incorporated, and for months following, the overall look of the animation is given life, to be tweaked and refined later.


Step 4: Visual Development

The story reel is then taking by a visual department, where the overall look of the film (style, tone, colour, etc.) is designed and decided for every sequence. This process involves thousands of drawings of each individual item in the animation, big and small. 


Step 5: Casting / Voice Recording

Voice actors are chosen for their voices, not their looks. While recording the dialogue scenes, the voice actors may be video recorded as well to give artists a reference for facial expressions for their animated characters. 


Step 6: Modelling 

Modelling artists digitally sculpt each object in the animation, starting with a wire frame structure, also known as an armature, which is used to break the character's design down into workable shapes, so that it can be rigged to move in whatever way necessary. 


Step 7: Rigging

"Riggers" get the 3D model of the objects and characters, and decide how they should move, by determining where the bones, muscle and fat would be and how realistic their movements should be. They incorporate joints and pivot points, to make the character (face, body, hair, clothes, objects) move convincingly. The rigger then work with the animation department to make an extensive set of controls so that they can animate every part of it for the animation.


Step 8: Layout

The first step in the layout is the animatic, where artists draw basic shapes, backgrounds, etc., to determine how each scene will play out. This helps make the final decisions for character placement, camera angles, movement, timing, lighting, and so on. The animatic should map out the entire movie before the animating process begins. 


Step 9: Character Animation:

This is where the controls created in the rigging phase are used to animate each character in the scenes. They match the actions of the character to the dialogue, perfect the timing, and so forth. 


Step 10: Surfacing

Surfacing artists add colours and textures to the animations to make each object look more realistic to the desired effect. (Wool, hair, metal, dirt, etc.)


Step 11: Effects

Animations are applied to all things that aren't 'living' characters (trees, fire, waves, wind, etc.)


Step 12: Lights

Lighting effects are added to everything, it illuminates the whole scene and sets the atmosphere that supports the whole story. It leads the viewer's eyes to the main critical elements of the frames so the audience's attention is drawn to the exact spot the storyteller wants them to look. 


Step 13: Sound FX:

Sound designers record and make sound effects to add to the animation, such as rustling leaves, wind howling, footsteps, etc. 
The next step in this process is to add the music, this part is crucial in getting the audience to connect with any emotional parts of the story.


Step 14: Final Mix:

The final step is to assemble the dialogue, music and sound effects into the film, and adjust them accordingly to be added as tracks and mixed into the final film.

3D Production Pipeline (3D Modelling):

Step 1: Pre-Production:

The initial phase of making a 3D model, where the concept ideas for overall look, style, etc., are determined for creation. 

Step 2: Modelling:

Going off what was decided in the pre-production stage, modellers then start building the assets from scratch using a variety of 3D modelling methods and programs. Every 3D asset can be made from characters to props, backgrounds, miscellaneous objects, etc. 

Anything that will be used later on in the pipeline is made in this stage. 

Step 3: Painting and Texturing:

A texture artist will then take the 3D models and give them colours and texture. It's possible to add a variety of different textures to enhance the realism of the objects, including how reflective or shiny an object is for example. 

Step 4: Rigging:

Control points are created on the 3D models, to result in a skeleton of sorts, that the animators can then use to move the objects and characters how they like, in whatever way is believable in the animation. 
These rigs are a necessity to any animated 3D models. 

(Bharaj, Thorm, Seidel & Theobalt, 2011)

Step 5: Animation:

The animation skeleton created previously is then used in the animation, to move the characters and objects in whatever way needed. 

"It is an animator's job to make the 3D characters and objects come to life in a believable way." (Boudon, 2013)

Step 6: Dynamics:

This step is where simulations and real-world forces are created, such as models shattering on impact, explosions, etc. 

Step 7: Lighting:

This is where the light in each scene is determined, and how it works in correlation to each object in that scene. The direction the light is coming from, how strong the light is, what colour it is, all is determined in this step. 

Step 8: Rendering:

This is the process where you take the 3D object you have created, and output the files for it to be used in a variety of ways. (Photo, animated film, portfolio) 
This is where you add the finishing touches that make your object look its best. Adding shadows, lights, other textures or details until you achieve the end result you're after. 


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Researching this process has been incredibly helpful in understanding exactly what animation studios must go through to create a good animated film and 3D models. The amount of time and effort spent on such a task is awe-inspiring. I'll make sure to remember this process if I'm ever going to criticise a single animation again!



~ Dakota Jade ~

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Bharaj, G., Thorm, T., Seidel, H., & Theobalt, C. (2011). Automatically Rigging Multi-component Characters. Resources.mpi-inf.mpg.de. Retrieved 15 June 2014, from http://resources.mpi-inf.mpg.de/AutoRig/

Bim, J. (2002). What is 3D Rendering?. 3drender.com. Retrieved 15 June 2014, from http://www.3drender.com/glossary/3drendering.htm

Boudon, G. (2013). How Does a 3D Production Pipeline Work - Understanding th Basics. Digital-Tutors Blog. Retrieved 15 June 2014, from http://blog.digitaltutors.com/understanding-a-3d-production-pipeline-learning-the-basics/

Dreamworksanimation.com,. (2014). DREAMWORKS ANIMATION. Retrieved 15 June 2014, from http://www.dreamworksanimation.com/insidedwa/productionprocessJimovelmen.com,. (2014). Untitled Document. Retrieved 15 June 2014, from http://jimovelmen.com/csula/syllabi_use/Art498_Spring10_supp.htm

Playgallery.org,. (2014). PLAY Stories: Classes & Assignments: the production pipeline of a 3D animation. Retrieved 15 June 2014, from http://playgallery.org/stories/animation/