Wednesday 30 September 2015

Z Brush: Working With Z Sphere's (CGA Year Two)

Today in Robins class I learnt how to use Z Spheres in Z Brush.


The premise of Z Spheres is simple. It allows you to design and create an organic base mesh using only spheres built on top of other spheres. Its a very forgiving process that allows you to create, edit and design a character in seconds.


You can see here how in seconds I have gone from a single sphere to something resembling a torso.


I built upon the base I created for myself to create a creature that I would say is a cross between a human, a crab and an insect. 


I then went on to edit that creature to create a spider like alien organism. It reminds Me of something from Skull Island in Peter Jackson's 2005 film King Kong. 

Z Spheres have demonstrated to Me the power of Z Brush and how intuitive it can be. Within minutes of learning about Z Spheres I had created the basis for a potential monster. This would of taken much longer to create in Maya and definitely would of limited my creative potential. It was very easy to use Z Spheres; I look forward to learning more about Z Brush in the coming months.

Designing and Playing Board Games Through Paper Prototypes (CGA Year Two)

Today in Ewans class We learnt in groups how to create games using Paper Prototypes.

Paper Prototypes are playable basic examples of a game, user interface or software made out of paper in the concept/ design stage. They are deigned to be easy to use and provide a clear example of the final vision of the design team. They are cheap, effective and can be thrown away if they are no good.



We had to design a board game using graph paper and coloring pencils.
After some discussion and brainstorming My team settled on designing a board game based around survival in an apocalyptic world. The game placed 2 players against each other, the main objective is to grab as much food as possible using a car and return it to your base, therefore denying the opposing player the food. You can see in the picture above the layout of the board, the food represented by the small yellow squares is dotted around the map. The players are in the large blue and red squares near the corners of the map, their base camps are right behind them. We also created different zones and terrain on the map such as grasslands and swamps. These affect the players movement by slowing down the car. We also placed bridges that cross the river, these act as a choke point on the map allowing the other player to effectively defend their side of the map.

Players move by using a dice. For example if I was to roll the dice and land a 6 I could then move the car 6 times its own length. A car is roughly 3 squares in length meaning that by landing a 6 I would move the car 18 spaces along the board. Movement penalties in difficult terrain mean that You knock 1 off of your dice roll. So if the player was to roll a 4 He/ She would only move 3. 

So how does the player lose? The player to start off with has 10 food stored back in their own base. Every round (So every time both players roll a dice and move) they lose 1 food each due to attrition and food consumption. Meaning the player has 10 rounds by default before they lose due to lack of food. The player obtains food by placing it into their car and transporting it back to their base. It then increases the players food count. The players can attack each others bases to steal food however We didn't finalize this process before the end of class.

If our team were given time to expand upon this prototype game We would refine the combat and food spawning system. There is also potential to add in other resources such as fuel for your car. We would also add weapons such as rifles allowing you to hunt for food and defend against the other player. We could add in a deck of cards that create random events, every 3-4 turns a card is drawn by a player that would create an event such as an earthquake, a freak storm or a party of bandits. This in turn would then add its own set of new resources such as waterproof clothing to defend against inclement weather, or equipment for traps to defend against bandits. This would help open up multiple victory conditions for each player to follow in order to defeat the other player. The potential for expansions with this type of game are virtually endless.

After designing a board game We were asked to in groups design a multiplayer map for a first person shooter; again using a Paper Prototype.


I put forward the idea of designing a map based around a WW2 shooter. I remember vividly playing Medal of Honor: Frontline when I was younger on the PlayStation 2. The very first mission "Your Finest Hour" really got my adrenaline pumping. It put me right there on that beach, and it still is to this day the only mission in any game I have played that resonates in my memory so vividly. 


That mission was the main source of inspiration for this map design. I roughly sketched out a beach landing complete with concrete bunkers and landing craft. Although I didn't have very long to create a map I was constantly thinking of how long it would take to get from the landing craft and up the beach where cover awaits the player. I was also thinking of possible avenues of approach and lanes in which the players can attack and defend. The spawns and possible power weapons also played a part in the design. This map is objective based with the defending team spawning up in the bunkers and the attacking team spawning in the landing craft. Sporadic cover is spread across the beach so attacking players have to move quickly to get to cover before the defending team can take up positions in the bunker.

Once the map had been sketched out We were asked to play the map using paper to represent players. We played the map using a method found in a book called 'The Art of Game Design: A Book of Lenses, Second Edition' by Jesse Schell. We used a metronome that ticked every 5 seconds. Every time it ticked We were allowed to move the player 1 space on the graph paper. The moment a player had line of sight on an enemy player He/ She had to shout BANG to represent a gun firing. If you had line of sight on the enemy and called out BANG then you have killed the enemy player.

We began to play with 3 players in total. We divided the teams with 2 players attacking and 1 defending. We gave the attackers an advantage due to the huge fortifications the defender had on their side. I was on the attacking side and managed to get into the enemy bunker unharmed. Unfortunately My teammate was killed by the enemy player leaving a tense 1 vs 1 standoff. However I managed to clip the defending player when He exposed himself meaning I had won the game.

Overall learning how to use Paper Prototypes to design a level was a useful exercise. They allow Me as a designer to really think about a level and how I would build it. It gives Me an insight into what the gameplay will be like before I even make the level in 3D, this is extremely valuable and will save so much time down the line. Its simple but extremely effective when conveying ideas to a team.

EGX 2015 (CGA Year Two)

I was extremely lucky this year as I was able to attend EGX 2015 with a small group of classmates.


We arrived at roughly 10:30am after travelling for 3 hours. The very first thing We did is play Total War: Warhammer. Whilst playing I got chatting to a guy called Henry from Creative Assembly. He pointed us in the direction of Creative Assemblies Careers Fair booth. We headed over and spoke with experienced animators, coders, concept and environment artists; all of which provided us with valuable advice on how to build a portfolio and improve upon our work. We spent the best part of an hour talking with them.


We continued to walk around surrounded by Gamer's, Press, Cos Players, Indy Developers and Triple A Game Devs; I tried to soak up as much advice as I could from multiple sources. And look at what games are up and coming. I was amazed at Star Wars Battlefront. It looks incredible and I cannot wait to get hands on and play when the beta comes out. For Me personally that's my number one upcoming game of 2015.


Other games such as Tom Clancy's: Rainbow Six Siege, Tom Clancy's: The Division, Assassins Creed Syndicate, Just Cause 3, Hitman, Deus Ex, Forza Motorsport 6 and Fifa 16 were all on display.


DLC for already existing games was also on show, such as; Destiny: The Taken King. And Elite Dangerous: Horizon's.


Multiple games were on show new and old. Old consoles such as N64's and Sega Mega Drives were plugged in and ready to play. I was surprised to see lines upon lines of people queuing to play these now dated consoles. I suppose its the nostalgia hit You get from playing old games that created these queues. This could be why companies have recently taken to remastering their old games. Gears of War 1, Halo Franchise, The Last of Us and Tomb Raider have all recently been given a face lift and remastered. Each of these remastered versions have sold very well.



One of the highlights of the day for Me was attending Mike Bithell's (Creator of Thomas was Alone and Volume) 30 minute Q&A session during a developer conference. Listening to him talk about making and developing Indy Games was both inspiring and eye opening. 


It was interesting to hear members of the audience ask Mike questions. It answered questions for Me that I didn't even know needed answering.


All in all I had an absolutely incredible day. The biggest single thing that this day did for Me actually didn't have anything to do with the games on show. Or the developers. It was My own passion for games, it was renewed after visiting EGX. 

Making and studying games does to some degree dull down your passion for them, visiting EGX made Me fall back in love with games and inspired Me to try harder in both My coursework, and in the games I play.

Thursday 24 September 2015

Maya: Creating a Combat Knife (CGA Year Two)

This post looks at a practice model We began working on in class, this was in order to better understand Maya and the workflow used when creating a high poly asset. We used this model of a Gerber Lock Knife to prepare for our winter submission of a high poly asset of our choosing.

I followed the tutorial given to us by one of our tutors to create this model. I began by creating a plane in Maya then placing the reference image onto it. I would use the reference image to aid Me when modelling.

Reference Image.

Reference image applied to a plane in Maya.


I used the quad draw tool to create the blade. Since this model is high poly I can use as many edge loops as I want to build the shape of the blade. I tried to stay as close to the tutorial as I possibly could, I placed key edge loops along the blade as specified in the tutorial. I've highlighted them below. These loops will help to create the shape of the blade.


I then extruded out the faces contained within these loops. This gave Me the basic and rough shape of what the blade will look like.


After the basic parts of the blade were complete I moved onto the handle. I will return to the blade later.

Once again I used the Quad Draw tool to create the shape of the handle using the reference image. I then extruded the face created and the handle. The Quad Draw tool is very useful when creating high poly objects/ assets, it keeps everything in quads meaning no triangles or 5+ sided faces appear. This is crucial if you want to take your object into a sculpting package such as Z Brush. After the main grip had been created I added in the screws and then the buttons on the back of the hilt.


Once the side of the grip was created I built the center of the grip. This connects the blade to the handle. I did this by copying the side of the grip I had already built, flattening each side and merging all of the vertices together removing the bevel I used on the grip. 


After the center of the grip had been created I added the buttons, merging them to the handle.


Now that the center of the grip had been created I could piece the handle together. I mirrored the outside of the grip that I created earlier then placed the central piece between the two sides; sandwiching it together.


The grip was now complete. I then went back to the blade to create and build up its shape.

Finished knife, ready to be taken into Z Brush.


I think the part of this model I struggled with the most is definitely the blade. I followed the tutorial as best I could however I still ended up with a slightly different blade. The part I struggled with was the end of the blade, specifically on the flat side where I built up to try and create a smooth groove down the length of the blade. Towards the end of the groove the surface becomes slightly uneven and bulbous in places. Looking back on this project now I would use the sculpting tools to even out the surface and space out the edge loops, I would also use the multi cut tool to alter some of the edges to adjust the angle of some of the loops and create a more even topology.

However that being said I am very pleased with the grip. And this tutorial did really help teach Me new techniques and tools to use in Maya.
Wire frame of final model.

Wire frame of blade.

Z Brush: Learning the Basics (CGA Year Two)

Here are a few screenshots showing what I learned in class today. We were introduced too and taught the basics of Z Brush.


We were given a base mesh of a head to work with.


I enjoyed using Z Brush, it did feel a bit unfamiliar but over time i'm sure I will learn how to use it well.


With this head I was trying to age the face by adding wrinkles, sinking the eyes into the skull, and adding a little roughness to the surface.

Learning Game Mechanics: Boardgames (CGA Year Two)

Today in class with Andy Bosson we talked about the origin of games, and how they have evolved over the years.

We looked at old board games such as The Royal Game of Ur (2600BC). 

The Royal Game of Ur.



And Senet (3100BC).


Senet.

Ancient artwork showing an Egyptian playing Senet.



We also studied how these games played and the origin of gameplay itself. These board games demonstrate that games and playing games are an integral part of the human psyche. They give us something to do in our spare time, and allow us to interact with others through friendly competition.

After discussing board games we were tasked with choosing a board game, and then changing its rules. I decided to focus on a game called Risk.




Me and a fellow classmate decided to introduce a new game mode to the board, this game mode makes one player/ faction really strong. All the other players/ factions are much weaker than the strong player, and are made to team up to take down the strong player/ faction. The strong faction is given a mission, to destroy a specific 1 of the 5 opposing factions. This mission is made known to all players allowing the 5 weaker factions to work together to defend the targeted faction.

In order for the strong faction to win the player must completely destroy the targeted weaker faction. In order for the other 5 factions to win they must completely destroy the one strong faction.


I found the challenge of creating a new game type for a board game that has been perfected over the years a very interesting one. It is actually really difficult to create or change rules that have been perfected over many years.

Andy's class has helped to open my eyes to some of the challenges I might face in the games industry. It was also very interesting to learn that humans have been 'gaming' for thousands of years.

Summer Project: Creating a Cyborg (CGA Year Two)

This post focuses on a project set for completion over summer. I was tasked with
designing and creating a cyborg consisting of a minimum of 20% percent flesh and 20% machine.
I had to create a backstory to set the scene and create a reason for my cyborg design to exist. The final design can not exceed a 15,000 triangle limit.

Moodboard
I began by looking at multiple sources of inspiration such as films, fashion, toys and games.
I noticed a recurring trend in artwork involving cyborgs, it was common for the artist to trail cables/ piping along the back of the head and down the spine. Since this is such a common place trait with cyborgs I have decided to try and avoid this in my design and do something different.

Another source of inspiration are space suits used in real life by NASA astronauts, I want to try and add at least some small reference to real life space travel in my design.

Setting the Narrative
The cyborg I wish to create is going to have some limitations set before I even begin designing it.
I wrote these out in the final paragraph of my "Setting the Narrative" page.
I set these limitations after deciding the cyborg I was going to make is to travel to Mars. I researched the environment on Mars and made these decisions based off of this.

Inspiration: Coonrad/ Morrey Total Elbow


To make my design interesting I decided to add some damage to one of the arms. This will reveal the layer of muscle and bone underneath. However instead of bone I will use metal, I researched metal elbow joints to use as inspiration in my design, the Coonrad/ Morrey Total Elbow is a joint used to replace an elbow through surgery. I will use this as a starting point with my cyborg.

Inspiration: Coonrad/ Morrey Total Elbow


I started drawing a basic line drawing that I planned to later flesh out to a complete painting. However I spent so long switching and changing my basic design I never managed to finish the piece. Time was moving on quickly so I decided to use what I had done as the base for my cyborg design and move on. 


My Basic Unfinished Line Drawing/ Concept 

I started the modelling process with the line drawing above as reference.

I was given this female base mesh to use by a tutor at university. I will be working off of this mesh, drastically altering it in the process.


Front and side renders of the model before I begin working.





I began working on the mesh, removing the left arm and replacing it with the skeletal structure. You can see how I added in the Coonrad/ Morrey mechanical elbow joint. I built a ball joint into the shoulder for the arm to connect too.


Originally I attached the joint to the bone, I changed this though to another metal arm before I added the muscles. I felt as if adding organic bone into a mechanical design would contrast too heavily with the overall futuristic design i'm going for.


After creating the skeleton I added a mechanical hand and muscle. I researched the human anatomy in this process to see how the muscles within the human arm were positioned. I created the muscles accordingly.


I didn't use any reference or inspiration whilst building the hand, in all honesty its probably the one part of the model i'm not pleased with. I feel as if its design doesn't fit in with the rest of the model. Although I did expect this, hands are notoriously difficult to design/ draw in general and is something I will need more practice creating.


After finishing the arm I began work on the head, I added vents over her mouth/ nose to represent the mechanical lungs and re breathing system. 


I decided to remove her bowel and to avoid design cliche's remove the spine completely. Rapid decompression is a very serious and real life threat to astronauts, by removing the bowel/ stomach I am removing a huge amount of liquid and air from the body. The less liquid and air in the body, the lower the chance of decompression. It also reduces her need for food as this is all processed by a highly efficient machine that can easily be fixed if it goes wrong. This reduces the number of diseases and ailments she could possibly contract whilst exploring.

After removing her bowel I used the quad draw tool to create a vest that wraps around under her chest, waist and groin.


I also started to add a few tubes to mimic a spine on her front.


After the major structural work and been completed I floated around the model adding bits here and there as I went. I made further use of the quad draw tool to create a face plate that wraps around her cheeks and eye sockets.


I added a radio system to her neck along with some more vents. I also added a radio antenna to the top of her head.

I then started fleshing out her lower abdomen. Putting a large pipe in the center with a couple of tanks hanging off of it. These tanks are meant to look like mechanical lungs, however they could be seen as a digestive system.


After adding the tanks I placed in a cooling system using fans/ vents. This is something I talked about earlier whilst setting the narrative.


I then decided to work into the vest I created, adding detail to make it look more like armor or a space suit. On her back I placed a small power pack. This could also double up as a mount for a back pack.



You can see here how through careful use of the extrude tool I created in laid lines on her armor creating a sense of realism.
I added two plug sockets on her chest. These are a reference to space suits used during the Apollo missions by NASA. The suits had sockets all the way up and down their fronts, these were in place to help keep the person inside at the right temperature. 


After finishing details on the chest and upper body I began work on her lower body. I started by adding a utility belt which has multiple packs and tools attached to it. I added details such as latches and buckles that hold the packs in place. After finishing her belt I moved down to her feet, where using the quad draw and extrude tools I created the appearance of boots. The last thing I did was add a fighting knife, I didn't have to add this, however I couldn't resist making part of her design seem somewhat brutal. It also helps to back up part of the narrative stating that she is combat trained.

Here are the final renders.







Turtle Renders





Creating a Low Poly Version

Part of this project was to create a model that can be placed into a working game once finished. however this model in its current state is too high poly. It is just over 107,000 tris in its current state. This is way too high. If I want to put the model into a game I must create a low poly version, once I have created this low poly version I must bake all of the detail of the high poly model down onto the low poly. This essentially means I will create a texture using the high poly model that can then be placed onto the low poly model, this will create the illusion of the high poly model in game when in actual fact the player is controlling the low poly version. Normal maps play a key role here as they allow detail on the high poly model to be turned into a 3D texture and applied to the low poly.

Click here to learn what normal maps are and why they are useful - https://www.youtube.com/watch?v=yHzIx41eiD4


You can see here the detail I removed off of my high poly model in order to reduce the tri count.

High poly is on the left, Low poly is on the right.

The final low poly model weighs in at 26,000 tris. That is significantly less than the 107,000 tri model I started with. However unfortunately 26,000 is still too much and doesn't meet the required 15,000 tri count needed.

Texturing Part of the Cyborg

Unfortunately due to time constraints I didn't manage to get the model textured in time. So instead I decided to texture a bag from the utility belt to demonstrate my current knowledge of texturing.

However even this proved difficult, I planned to use Quixel Suite to texture the bag, but unfortunately I had problems installing Quixel to my personal PC. I emailed tech support but they never got back to Me. So I had to use only Photoshop and Maya to create a textured asset.


I mapped the UV's of the bag and took a snapshot.

Basic diffuse texture.

I then took the UV snapshot into Photoshop to create a basic diffuse texture which I could apply to the bag.


I applied the texture to the bag in Maya and rendered it. Unfortunately something went wrong and I couldn't get normal maps to work so I had to stick with a basic diffuse texture.

Experimenting with Textures



I played around with the different textures and experimented with lighting.

Project Conclusion 

I think that overall this project was a success, while I did not meet the hand in requirements I learnt a lot from building this model. I learnt and became proficient with the Quad draw tool. I also learnt the importance of managing your poly count as you go. Not doing this meant I struggled to convert my high poly to a low poly model. This project also helped to jog my memory and get me back into Maya after a long summer working full time. It also taught Me the importance of time management and the need for restraint in the concept stage. I spent so long researching and trying to perfect my initial line drawing that I ran out of time later on.

These are all valuable lessons to learn, i'm glad I was able to take them on board now at the beginning of the 2nd year before I begin working full time on marked work.