Wednesday, 16 October 2019

Subject Specialism - Research

Potion room concept art


In a similar way to the sci-fi apartment, i want the fantasy room to look cluttered and used. This piece of
concept art is a great example of what I want the room to look like, the books and potions spread out all
over the room and desk helps build the theme and environment. The parts that stand out the most to me
is the red candles and the blue potion bottles. Having these bright secondary colours in the middle of of
the brown and dark green room is great. 


Everything in this picture doesn't look too difficult to model as i can use the lathe tool for any potion
bottle and then use basic boxes to create the books. I think the key is having lots of different designs for
the same object. The lighting in this picture is great, we can see how each object reacts to normal
daylight, this is another key factor that I have to remember as the use of lighting will greatly affect the
final look. My main source of light will probably be daylight for the fantasy room, this can be a challenge. 

An example of some of the textures i can create is the stone floor on the ground that is covered in moss.
It looks simple to design as i would only need to apply the moss colour to the outside of the texture. 

Sunday, 13 October 2019

Subject Specialism - Research


Basic Sci-fi room 


For the sci-fi room i want it to have a crowded and lived in look, for this i am going to have to create plenty
of small models for things like small boxes, terminals and folders. 


In this image we can see a small picture of a sci-fi apartment, i can't tell if there are other rooms but i will
say that this is the whole room. Using this we can see how someone would live here as they have a bed,
a work desk and what looks to be a shower or small bathroom in the background. It's the small details
like where someone would sleep or shower that is key to my final design of the apartment.  Even if the
section on the right isn't a bed I can see how someone could turn it into one by just adding a pillow and
bed sheet. The lighting in the room is good, we have some different colours of light, with the main one
being the large yellow light. 

I like how there are some folders or books on the floor as though they have fallen or have been thrown
onto the floor. This helps the room feel natural as not everyone will keep their room completely neat and
clean. The textures on the walls and models are okay, it's the same grey and silver you normally see for
sci-fi rooms. I might try and look at some other colours that can be used instead of a grey and white as
that gets used all of the time. Same with the lighting as i want to try and use some other types of lighting
other than the usual yellow and white. 

Thursday, 10 October 2019

Subject Specialism - Research

Research 


For this assignment I have been asked to carry out research that is related to what I am creating. In my
case i would need to look at level maps, specifically the models and textures and why they have put
certain objects in certain rooms. I will also need to look at modeling and textures techniques and how i
could us them for my project.


Fable 3 - Sanctuary 


In the game ‘Fable 3’ you are able to go to a set of rooms called Sanctuary at any time, each room has
a purpose for the player and ach has a different design and layout. The first room that you will see
when you enter Sanctuary is the map room, this room contains the world map, character stats, gifts
and your dog. The room is circular with the world map being in the dead center and the doors to the
other rooms being placed at the back wall in a row. This is a great setup as a first view as it lets you
see everything important straight away. If you approach ach door it will display what room you are
about to enter, you cannot see into the other room as it's just black. Entering causes a load screen to
appear as the game rendered out the contents of the next room. The door frames are somewhat basic
in there design, the real work is the symbols that are displayed above each door. They look good and
can be easily identified by the player so they don't have to walk up to each door to find out what room
they are going to. 


The character stats are accessed when the player walks up to a statue of a man on the right as they
enter the sanctuary. Is smart that the chose a statue of a human as this will register in the players mind
that it's about the character.  On the left is the gift section and the dog basket. The gift section is a
bunch of shelf layers that are built into the wall, as you get a gift it will appear as a box wrapped up on
one of the shelves. This is a simple design for the player to recognize that there is a gift waiting for
them without even getting close to the gift section. Once again the shelves are a basic wood design so
nothing fancy and more to serve another purpose.


The wallpaper in room isn't a harsh colour on the eyes, it's a dark green with some pale designs. The
carpet on the steps to the doors is very similar but instead it is a dark blue with grey patterns. The
checker floor is a strange design choice to me as it looks a bit out of place given the very fantasy and
antique look to the rest of the room. If I was designing this room I might use a simple stone or carpet
design instead of the checkers as i believe that this looks much better. I like how the checker floor is
below the doors and you need to go up a couple of steps to reach the doors. There is no real game
purpose to the steps but it does make the room look a lot better than if it was all on the same floor. 


The lighting in the room is very bright, that comes from the large chandelier on the ceiling and the torches
next to each of the doors. I also believe that the chandelier leaves a shadow over the world map but does
highlight it with a glowing golden light. If this was intentional then they made a good design choice, the
golden halo of light surrounding the world map draws the player to it as it acts as a highlight on the floor.
Another small detail with the lighting in the room is the different colours at the foot of each door frame,
it's not that necessary but like the highlight for the world map, it's a nice design choice.


The model for the world map looks cool as it has a 3D element to it, it would be simple to keep it as a
flat plane with a map texture over the top. The bottom design looks good and relatively simple to design. 


The sound for this room is great, it's mainly the ambient music score in the background and Jasper
explaining the rooms and your options of what to do in the sanctuary. Fable has always made use of a
choir type of soundtrack for important locations and the sanctuary makes use of this theme, it's not
distracting when you are trying to think but it also doesn't fade completely into the background. Having
Jasper talk to you can get a bit annoying after awhile but at the start it's basically a continuous tutorial
that you can ignore, I can understand why they had this as a feature because it could be easy to forget
what each thing in each room does.


The weapon room


The first room on the left is the weapon room, as the name suggests this room contains all of the players
weapons that they have collected. The layout for this room is very simple, you have melee weapons,
spells and ranged weapons in that order from left to right. This allows the player to quickly identify what
each section is so they can quickly select their weapon. They make the design even more simple as the
weapons you have collected are displayed in the open on kneeling statues, the statues are made well
and makes use of one very simple stone texture for their design. They didn't have to model a new one
each time as the ranged and melee statues use the same model, only the spell section needed a new
statue design. 


The lighting in this room is much darker than the main room, i prefer this design as it's easier to see
strangely. They made use of the green pattern carpet again but this time it's on the floor and the walls.
This was probably done so they didn't have to create a new texture for the floor but it doesn't take away
from the overall design. The green also works well with the red for the curtains and the light brown on
the wood panels along the floor. 


There are some other models in the room such as the suits of armour and the candles, they are modeled
and textured well but this whole room is relatively low poly so these don't slow down the performance or
take anything away from the rooms design. 


The sound effects for this room are basic, they make use of a weapon clang or the sound of a weapon
being sheathed when you select what melee or ranged weapon you want. One of the more interesting
sound effects is for the spell options, depending on what spell you equip the sound will change to fit that.
This is much better than that of the weapons as it adds depth to your selection and makes each spell
feel very different. On top of this you also get to see what spell you are looking at clearly rather then
having to rely on finding the text to know what spell you are about to choose. 


The clothing room 


The clothing room has a lot more additional sections and detail to it when compared to weapon room.
The first thing the player will notice is the four mannequins that will be wearing any clothes that you have
collected, this allows you to have a quick interface and select the costume that you want with ease. The
mannequins are just a basic human model with a neutral grey texture over the top, it's what it needs to
be and nothing else. Behind these you will see a bunch of boxes and folded clothes, these serve no
purpose but they do add to the feel and look of the room. I imagine each of these are very low poly so
it's okay to have them in the background. The one thing that is strange is the amount of effort they put
into the design of the background, it looks better than the main doors in the sanctuary. 


On the right of the room are the two other important sections that the player will probably use during the
game. The first is the cloth and hair dye section, this is the same layout as the gift section but instead it
has small colloired bottles of dye that the player will be able to see from afar. When you use one of the
dyes you can hear the sound of liquid moving around in a bottle, it's little noises like this that make the
game more immersive. The second section is a section that allows you to quickly remove any part of
clothing you currently have on. 


They used the same green and red combo for the floor and wall texture in this room, I would have liked
to see another colour instead but I guess it saves time. The lighting in this room is okay and you are
able to see everything. 


The store


The store room is probably the least used room in the Sanctuary because it's linked to multiplayer and
buying items from the online store. Despite this room being very situational, i would say that they put a
lot of effort into making it look nice. There are paintings and different types of furniture all around this
room, they serve no purpose other than to make this room look fancy and social. The room layout is
very similar to the other rooms, which is okay but using the same green texture for the floor is a bit bad
as this is an online room i would have expected a different textured floor and walls. 


There are no real noticeable sound effects in this room apart from the basic noises that you would hear
when selecting an item or scrolling down on a list. They show new items in a similar way to the gift
section in the main sanctuary room, each of the additional content bundles is wrapped up in a box that
you can click on to open once you have purchased it. The texture on the painting are okay and you can
make out the people in the photos which is a nice feature, I imagine they just took the assets from other
parts of the game for this room. 


Jasper is once again in this room and will start running through a verbal tutorial with the player as soon
as they enter, i nice feature but a bit annoying after a couple of hours. 


The treasury


The treasury does not serve as big a role as the other rooms but still worth talking about. This room is
much brighter than the other three, I think this was done to make it seem like the gold that you have
collected is giving off a radiant light. The shape of the room is a bit different as it looks like a big corridor
and at the end is a large circle space that contains the gold that you have collected. The green pattern is
used on the floor and walls again. This is a bit disappointing as the use of some different colours would
go a long way in making each room stand out. 


On the right is a wall that contains all of the achievements the player has unlocked for the game, it's a
simple design and it wasn't really needed in the game as you can check on the home screen of the
console but having it in the game means you don't have to stop playing to check. On the left is a bunch
of shelves that hold all of the important trophies that the player has earned during the course of the
games campaign and additional side missions. I like the aged wood texture that they used as it makes it
look a bit more interesting then a clean and polished wood style would. There are some unique sound
effects in this room, when you walk on the gold you can hear the sounds of coins moving. This is an
easy effect to add but it does add a lot to the overall experience and the room itself.


Overall i think that the Sanctuary is very nice level layout and has some smart features and ideas in it.
Some of the things that I would change on it would be the use of the same texture for every room, i think
a different colour for each would help the player to identify what room they are in much faster and may
even help them remember what room to go into. Another thing I would change is an option to talk to
Jasper and turn off the constant tutorial he gives you whenever you enter a new room or look at any of
the features in that room.


Cyberpunk city concept art


As one of my rooms will be in a sci-fi setting i want to make sure that I know the theme and feel that I
want for the design before I actually start designing the models and creating the lighting. 


I like the idea of a dystonia society, much like the film Blade Runner. The use of bright lights is great
when the rest of the world can be dark and dirty, this contrast naturally has a very sci-fi feel to it. This is
why this piece of concept art is great because just using different shades of blue and purple light, they
are able to highlight the rest of the city and ships without having to use many colours for them. The
picture is probably a bit too sci-fi for the feel that i was going for but the basics are there for me to draw
inspiration from.

To show the influence of the bright colored light in my work I might have it coming through the windows
of the appointment, this why it acts as my ‘daylight’ and the lights in the room can be just basic yellow
and white lights. The only thing I would change about this picture is the structures in the background as
I can't figure out what they are but I imagine that they are some going ship or maybe another series of
building and apartments where people can live and work. 

Subject Specialism - Proposal - 3D model room diorama and animation

Proposal - 3D model room diorama


Overview of my idea - 


For my subject specialism I would like to create two completely different rooms, one in 3ds max and
the other in Unreal. I want one room to be fantasy based and the other to be a sci-fi theme, doing this
would mean that I get to create two very different types of assets and the sounds for each room will
be very different. The final look of both of the rooms should be a detailed environment with some
sound elements in the unreal one and in the 3ds max room. 


The end goal would be to show off a pleasing and interesting environment that also feels alive with
possible interactive elements like foley and animation. I also want to try and expand my skills in
different areas like animating and coding. 


What will each room look like?


I think the sci-fi room idea will be set in an apartment block that will hopefully invoke similarities to the
Blade Runner or Total Recall movies. As this would be an apartment it would have a very personal
feel and gives me room to experiment with the dystopian sci-fi theme. The basic layout of the
apparent would be things like the bedroom and kitchen and how that would make it look like someone
lives there. This also gives me some interesting choices of sounds and lighting to use, maybe it's
raining outside and the neon signs of the sci-fi city can be seen reflected into the room. Some
examples of interactions that the player can use for this room are the changing lights from outside or
inside or maybe an old computer turns on and off.


The second room will be fantasy based, I've thought about a couple of options such as a wizards
experiment room or maybe the personal quarters of some king or queen. Both of these options have
interesting sounds and models that I can create, lighting could be more natural than that of the sci-fi
room so that will be a challenge by itself. There are plenty of different animations that i can use for
both of these room ideas, such as the different wizard experiments or maybe the curtain drapes in the
royalty bedroom slowly moving with the wind. 


What will I need to make?


The programs that I will mainly be using 3ds Max as this would allow me to model and texture and
animate my rooms. It's key that I make each model and texture look as best as my abilities will allow
so this will be the main focus for me. The lighting is also another aspect that I will be able to
experiment with. Because i will be using two different programs i can experiment with both lighting
systems to see what results i can accomplish. Unreal presents some problems for me as i am not
confident in my coding skills but i'm only doing simple interactive elements into the room. 


Sound design is also a big part of this as i want each of the rooms to feel alive so having the correct
sound that matches up to the visuals is very important. If i can do the animation it will be short but i
hope to show the function of the room and develop my animating skills. 


At the end of the assignment I want to have two good looking rooms that have been completely
modelled from scratch.I also want to see if i can create an animation for the fantasy one but if it is to
much then i at least want to have an animatic and the foley created with some test footage of any
character movements. I also want to test out some cloth modifiers in 3ds Max so that it would be a
seperate video for me to render of how well I can get that to work. 


The pre production would consist of:


  • Research 
  • Concept Art for the assets that i will be creating 
  • Model Sheets 
  • Blog of work done 
  • Collecting Textures to use
  • Collecting sounds to be used
  • Mood board for both rooms
  • Storyboard for animation
  • Level Maps (Rough)
  • Level Maps (Photoshop) 
  • Script and shot list for the possible animation 


The production stage would consist of:


  • 3D Modeling of assets and construction of the rooms in 3ds max and Unreal 
  • Animating the room (Possible Target)
  • Blog of work done 
  • Texturing and lighting in both rooms 
  • Rendering different views of the rooms
  • Animating a short video in the 3ds max room (Possible Target)
  • Interactive Unreal Level
  • Creating an Animatic using the storyboard
  • Test video for character movements


The post production stage would consist of: 


  • Sound design 
  • Finished animation (Possible Target)
  • Presentation 
  • Blog of work done 
  • Evaluation 
  • Video for each of the rooms

Sunday, 6 October 2019

OLD Subject Specialism - Research - Starcraft 2 Wings of Liberty trailer/Intro cinematic

Starcraft 2 Wings of Liberty trailer/Intro cinematic 


This a cinematic production created for the game Starcraft 2, i'm not too familiar with the starcraft
games, but they have a sci-fi theme so that's all i need to start talking about how they went about
presenting their ideas to the viewer.


Figure 19

This cinematic starts with some narration from an unknown source or person, then some lights turn on
to reveal a small section of some sort of factory. As the narrator continues we see something descend
down from the ceiling, as it comes to a stop some mechanical parts on the side open up, Figure 19.
The first thing I want to talk about is the models and textures used. The metal parts of the object in the
first scene looks really well done and it reacts to the white light as each of them turns on, the use of
shadows is also really well done and it keeps the viewers attention on what's happening rather than
being distracted by something out of focus. The next point is the narration, it's rough and gritty so I
imagine it's from someone who might have military experience or is in a position of command, this
really helps instantly set the tone for the cinematic and that's important when you want it to present a
certain theme. The sound design is also really well done, as each of the light turns on we can hear the
flicker as they power up, some even flicker multiple times which gives the feeling of old equipment
that gets used a lot. As the mechanical box descend from the ceiling, we can hear a mechanical whine
which is a simple sound but it really adds to the scene when there is little overpowering noises going on
at the same time.


Figure 20


The trailer then cuts to a wide shot of the whole room, this gives the viewer a better understanding of
where they actually are, Figure 20. The design for this room is good and the modelling and texturing of
the assets is well done, not as high detail as the first shot i don't think, this would be done for a reason
as you don't need objects that are far away to have extreme detail as you won't be able to see it. This
shot is mostly silent, with a break in the narration to build tension. I like the ambient sound of the room
and I don't think that this scene would be better with music as it's about building tension without the use
of music. This is something that I can try and replicate in my trailer animation as i don't think that I am
able to create a fitting score so making use of different sounds and ambient noises will be a great help.
The lighting is also very good and it's easy to see the room but not to bright that it looks unrealistic.


It then cuts to a shot of a large metal door that opens to reveal just darkness. I really like how this door
opens, first the key type object on the front turns in the motion of unlocking a door, then the top and
bottom opens showing these metal claw type objects as they seem to recoil from the light. The animation
on the doors moving parts is very good and I can imagine a lot of work went into the design of how it
opens and works.


Figure 21

The next shot is a look into what's inside of the darkness behind the door. It's a close up of a mans face
that is hidden in shadow, the only light source comes from the cigar that he is smoking, Figure 21. I really
like the use of the subtle light and sudden music score to build up this new character. A female computer
voice is also heard telling this character t step forward, calling him a prisoner. This bit of information is
vital to the viewer, now we can work  out that this factory may be some sort of prison, this is an example
of not telling the viewer exactly what's going on until you need to. It's hard to see the details on this
character face but I can tell that they have a good amount of detail for example, we can see some light
being reflected in his eyes. It's a small detail but it really adds to the overall scene. The character then
steps out of frame towards the doors exit.


The next shot a close shot at ground level, this host is to show the viewer that this person is definitely a
prisoner if they had missed the voice telling use. They show this by having the characters all in with
chains around his ankles. The sound of the chains is there but it's very subtle and it doesn't overpower
the scene. 


We then get a shot from inside of the door looking out at the factory and the back of the prisoner, as this
happens we recoil into the dark and the door folds closed blocking the view of the man, Figure 22. I
really like the framing in this shot, the door acts as our focus point and the dark room blocks out any
distractions so we only focus on the man. We then get some text that reads “Blizzard Entertainment
presents”, i like this little break in the cinematic. It almost makes you feel like all that came before it was
to set this up but now we are going to get into the real portion of the trailer, which is true.

Figure 22

After that it cuts to a shot of the main character putting his feet into some metal clamp devices, it amazes
me the amount of small mechanical detail they have added to shots like this. The lighting and the use of
smoke makes you think that there is an immense heat below the floor, this adds to the feel of the room
and its purpose as a prison/factory. 


The next couple of shots shows a computer that seems to have the main characters information on it, like
his crimes. In fact it reads off his crimes in a very sinister way, even when it says that the player is “free”
it feels like that is something we shouldn't be happy about it. Between cuts of the computer screen
changing and filling out information, we get shots of some metal plates being added to the feet of this
character, I can't imagine how long it took to get the animations for the mechanic parts to work and feel
like they should. I like the use of multiple different narration we get, the first is definitely narration but the
next two seem to have a direct purpose in the scene. Understanding that difference then applying it to a
trailer in a way that works is important knowledge.


Figure 23

One of the shots that comes next is a medium shot of some mechanical device in the room as it begins

to slowly power up and spin around, as it does it begins to glow red and start producing a small amount
of smoke, Figure 23. The reason I like this shot is because we get a much closer look at some of the
textures in the factory, we can see the dirt and oil from constant use and how the equipment looks a bit
old and unkempt. This is something that I need to remember when I design my textures, they have to fit
with the environment  and not be clean when it's not necessary. The sound of the machine powering up
is great and it can be heard in the rest of the trailer. I think that they added some motion blur to the first
spinning part of the object, this would be done to make it seem like it's spinning faster than it actually is.


Figure 24

The next part of the trailer is a montage of the machines in the room adding the suit components to the
prisoner, it's cut very quick so talking about each shot is mostly not needed, Figure 24 and 25. I would
not know where to begin when designing all of the moving components for this suit because it's incredibly
complicated. I suppose what you would have to do is design each piece for the scene but swap it out for
parts that have a lower poly count and does not need to the additional parts on it at the end. The lighting
is once again great in these scenes and you can see everything very clearly, on paper having a guy put
a robot suit on doesn't sound that interesting but they have managed to make it look intricate and
interesting. The music now kicks in as the narration ends for the moment, the music is loud and feels
like it belongs in this game. Pair this soundtrack with the machine whines of the equipment and the noise
of high pressure steam being dispelled from the suit makes for a great scene. This is a good example of
having a good score but knowing when to save it and when to use it, if you play it to early it will lose its
effect and if you lose it too late then it might not engage the viewer for long. To render this whole scene
out must have taken a while, i don't know what software they use but it definitely does the job well.


Figure 25

Figure 26

The final twenty second of the trailer is narration paired with quick one second shots showing different
things outside of the factory, such as monsters and ships, Figure 26. The final shot of the cinematic is
a close up of our main character no completely encased in his suit, we get a clearer look as his face
model as well. The eyes of this character are still in shadow but we can see some scars on his face
along with what looks like dirt. Overall i would say that the face model is well made and they knew how
to use it for this cinematic. 


In conclusion i this is a well made cinematic, it's very different from the Dawn of War trailer as that one
was focused around action to set up the theme and style of the game. This trailer made use of tension
and narration to build the story and drip fed the information to the viewer in the from of said narration
and some visual guides.