Thursday, 7 May 2020

What Each folder contains - Guide to my files

What Each folder contains 

**** For the Temple room layout, there are two in the production folder, i cant remember which one is the
most recent one so both will have to be opened.One is called Fantasy Temple Design (Original) and the
other is just Fantasy Temple Design

Older work - All work that i did before i changed my idea 

Pre - production - 


Concept Art
Gnatt Chart
Moodboard 
Research 
Foley /Foley Evidence 
Photoshop Level Maps
Textures
Script
Shot List
Initial and final proposal 
Room asset list


Production


Evidence for the animatic 
Finished animatic 
Evidence for model progress and room progress
Package sci-fi level
Sci-fi level unreal engine files 
Storyboard Frames
Both room assets 
Temple guard evidence and Mudbox file

Post Production 


Evaluation 
Gameplay footage from sci-fi room 
Presentation - Final 

Evaluation - Ronin Murton

Evaluation - Ronin Murton


For this assignment I was tasked with picking an area of game design that I would be interested in
specialising in. Even this task had it's problems for me as I'll explain later in the evaluation. The
goals of the assignment are decided by me and I have to think carefully about how much work I need
to produce in order to pass. The assignment should be a part of games design that you are interested
in or would like to specialise in. 


Initial Proposal 


The first task of the assignment was to create an initial proposal, this is meant to outline the idea and
what might be required of you to make it. My first idea was for a 3D animated scene set in a sci-fi
setting. I put a lot of thought into the design of the script and how many models i would need to
create, all to save time and make sure the quality of the animation is good. The issue that i had was
one of the first assignments that we did was creating animation sets using bones, this was hard for
me to understand and use at first. This led to me changing the subject specialism idea, looking back I
made a massive mistake. The reason I say this is because I found animating to be enjoyable near the
end of the animation assignment and I felt a lot more comfortable with doing it. I changed my idea to
creating two different rooms and adding some animation and sound to both. 


The idea i mistakenly went with was about creating two different rooms, one in a fantasy setting and
the other would be a sci-fi apartment. It would have little animation and mainly be focused on
modeling and texturing, i have never been good at modeling and i don't like doing it so you could say
that it was a poor choice. After some changes I settled on this idea but with the addition of a 1-2
minute animation for the fantasy temple room, basically making it more difficult for myself. The reason
I added animation was because that's the only part I like doing with this whole project. 


I think what I recorded in the evidence needed section and my aims on what I need to produce was
fair, it just didn't connect with me about how much work it actually is. 


Research


I had already completed around 13 pages or research before I changed my idea and had to restart
the whole process again, I was warned not to change and well I'll add my ability to not listen to the list
of problems with the assignment. When I restarted the research I looked at different rooms in games
and how they went about designing them. It was interesting and it did give me some inspiration for
my concept art and layout of the room. Eventually my research moved onto videos that i looked at
that help me with my concept art or the little modeling that i did. I think that i did a reasonable amount
of pages and i covered a range of areas, if i didn't change my idea then i would have around 53
pages of research like i mentioned in my presentation. 


I could have done a lot more with my research, I could have looked at more concept art tutorials and
the same for modeling tutorials. But that was down to a lack of interest in  my part as i enjoyed talking
about animations as shown in my old research. 


Concept Art and Level Maps


I don't like doing concept art, probably down to my lacking drawing skills but near the end of the
assignment I do have some fun with watercolors so that's a bonus. I knew concept art would be a big
part of the pre pre production for this assignment, I just didn't know that my computer issues would
force me to do this more than other tasks. I started this process by doing basic rough level maps of
both rooms and some very basic sketches. I did a bunch of rough level maps and that helped to
narrow down the design of both of the rooms, if i didn't do the sci-fi room then i feel like the fantasy
room would probably have had a better overall design with more detail. 


I did some perspective drawings, normally i try to avoid them as i find 3d objects really hard to draw,
but i wanted to at least learn something new. I also tried some watercolour pencils and that was
interesting to use and try to figure out, I would definitely make that a bigger part of my pre production
in other assignments.


The photoshop level maps are very basic, i just didn't get around to adding any colour and in the case
of the sci-fi room, i just didn't even really finish it.


Storyboard and animatic 


The storyboard was interesting, if i stayed with my original idea then i would have had to do a
storyboard anyway so i count run from this. The reason I hate doing storyboards is that they are
basically a large collection of perspective shots and I can't seem to draw them. I started by doing a
basic block out of the objects in each scene, I then left this part of the assignment go for an extended
period of time because it physically hurt to look at them for extended periods of time. I went back to
the storyboard frames when I started to do more concept art and that was when I felt more confident
with my ability to draw. I think the end result looked okay, i could have maybe added some more
frames but i have enough to get the basic animation across. 


The animatic went well, i captured some new foley and also used some older stuff that i recorded
during the sound assignment in the finished product. I would have been better with some more
detailed sounds as i had all of that planned out in my pre production folder.  I also wanted to put some
music that i found on youtube over the top as they state in the comment section on each video that it
is free to use, in the ned i don't because it's not my own work and i'm not going to put something that i
didn't create and try to pass it off as  something i did myself. 


Mind Map and Gnatt chart


The mindmap was easy to create, it just contained a bunch of images of different fantasy and sci-fi
rooms, it helped in the initial creation of model sheets and level maps but beyond that I don't really
use it.  The Gnatt chart served as a good reminder of how much I did not do, but it kept me on track
for the first couple of months. 


Temple 


The temple room started off well, I had created the basic size of the room and started to add size
guides for all of the assets that will be placed in it. I worked on the archways in the middle of the
temple and I started to work on the walls as well. This is when i had some computer issues that were
minor at the start, this didn't really slow me down as i could still work on the project in college. In
college I managed to test some cloth simulations as all of the characters in the temple have some
form of cloth on their person. This was interesting and I kept a record of what I did and learnt from this
process. 


When we were forced to stay at home, my computer sensed a weakness and decided to try and
destroy my work load and my willpower over the course of a couple of weeks. I couldn't do any work
on 3ds max because it would blue screen every 15 minutes, I had so many blue screens that i think i
had one that wasn't even registered on the Microsoft help website. Apart from my new discovery, I
was basically prevented from making any more models or doing anything on 3DS Max. This was
when I moved onto other non computer work, which helped me learn some new things. I eventually
managed to get my computer working at a full reset but for some reason 3DS Max won't install but
Mudbox will. This meant that I had to just start working on a character design in Mudbox, interesting
and enjoyable but not really helpful in the long run. 


Earlier I tried to use my concept art to create some stencils for Mudbox, I recorded my progress and
what happened when I tried to use them. I did learn from this process but i couldn't put that new
found knowledge to the test on any of my models.


Sci-fi room


The sci-fi room was a big old mistake on my part, i thought that doing two different themed rooms was
a smart choice and given that this was a year long assignment it would be enough. It was definitely
too much and i regret it, on a good note it did some okay concept art for it. The idea of making it
unreal is a puzzle to even it's grand architect but i thought that it would make the lighting easier. It
didn't occur to me that it's not easy to get models into Unreal as you have to scale them correctly, not
that it was an issue as i only made two models and i couldn't even texture them or import them into the level.


I don't particularly know why i even packed the game and re coded gameplay footage, i guess i'm just
trying to make it seem like it wasn't a waste of my time. On the plus side I learnt a little bit more on
how to use lights in Unreal. 


Presentation


The presentation went pretty well, i decided to use a screen capture software and just do a voice over
using a foley mic that i bought. I count access 3DS Max to show off the models but I took screenshots
of my progress and that showed the final version of them. I had a bluescreen 5 minutes into my first
recording, not a huge problem but it was pretty annoying. The only major issue I had was the time
limit . I count talk about everything I did as I do so many small things that the large portions of the
assignment took up most of the time. This would not have been a problem if i did my first idea as i
could just have the 5 minute animation play in the background as i talk over it. Furthermore, if i didn't
do the sci-fi room then i would have had more time to talk about the temple and my concept art. 


Conclusion 


In conclusion, i made a lot of bad choices with this assignment. The first was changing my idea
because i was unsure of my ability, the second was trying to do too much and not managing my time
properly. Obviously, my computer and the pandemic situation did not help in the last portion of the
assignment. The subject specialism assignment was so you could pick something to specialise in and
focus on, currently i feel like i did not focus on anything and i have no clue what i would say if
someone asked what part of games design i like or can effectively do. Now what did I enjoy? I liked
the couple of hours I spent on Mudbox and I liked writing the script and making the animatic.


There is a lot that i would do differently if i could do this assignment again but i don't know if i will get
another assignment like this again. In the end I gave it all I had until I just couldn't on certain aspects
of the assignment. 

Foley Evidence





These are some screenshots of foley evidence, i just need to rename them.

Research - Some Mudbox Stuff



https://www.youtube.com/watch?v=42m2OVDOshQ - 05/05/20 - Mudbox techniques and some more
tips.


This video is very long and it goes into detail about some techniques that i have used in class and
others that are too advanced for me to implement. They do a quick time lapse of modeling a head in #
Mudbox, it was cool to see how the model went from nothing to a pretty detailed sculpt. 


I only really used the timplase to get some ideas when it came to modeling my character in Mudbox
but I can see other stuff in the video that would be helpful. 


https://www.youtube.com/watch?v=quP7r-qYBV8 - 05/05/20 - Character sculpting in Mudbox


This video is a timelapse of a monster being sculpted in Mudbox, the best part about it is that it
started as a basic shape into the final form. The reason I picked a monster character to look at was I
wanted to see how other people would alter a humanoid character, mainly how they might create the
muscle formations. 




If i had managed my time properly i would have used the muscle line method that he did for his
monster, after creating the basic lines he would add some extra smaller lines that add a lot of detail
to the final model. 




This is the final model and it looks pretty good, the colour he used is kinda basic. I would have maybe
added some highlights in the area and used a darker green in the muscles recesses. The detail on
the skin is nice, you can see the veins and the texture on the surface. This model is a good reference
for any character that I make in the future. 




I used a hand reference image to help me to draw the hand perspective in the concept drawing below.
It wasn't as easy as a step by step tutorial but i spent some time working on the drawing and
managed to get it to look okay. 






Sci-fi Level - Quit Button



I forgot to add a quit button so i created a quick blueprint so the person playing the packaged game
could quit if they need to. 











Finished Animatic - Update





I started to add the foley effects that I captured for this project, not as many as I wanted as i forgot to
do them until near the end of the assignment. I also used a couple of sounds that i captured from my
previous sound assignment but all sounds were recorded by me with evidence of me doing so in the
foley folder. 



I wanted to have more sounds and to include some music that i found on youtube, the person who
made it said that i am able to but i wouldn't have produced it so it doesn't really matter to my mark as
far as i am aware. If I could do this assignment  again I would try and make my own music. 



Wednesday, 6 May 2020

Initial Proposal - Late upload as i deleted the original on the blog by accident)

Proposal - 3D model room diorama

Overview of my idea - 


For my subject specialism I would like to create two completely different rooms, both will be in 3ds
max. I want one room to be fantasy based and the other to be a sci-fi theme, I just want to try and
expand on my modeling skill and concept art. The final look of both of the rooms should be a detailed
environment with some sound elements and some animation that i can do because they will be in
3ds max. 


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 texturing.


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 idle animations that i could have in the room would be maybe a computer turning on and off or
a door opening and closing. 


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.
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
modeled from scratch.I also want to see if i can create small animations for both of the rooms. 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 animations
  • Level Maps (Rough)
  • Level Maps (Photoshop) 
  • Script and shot list for the 3ds max animation


The production stage would consist of:


  • 3D Modeling of assets and construction of the rooms in 3ds max
  • Animating the room
  • Blog of work done 
  • Texturing and lighting in both rooms 
  • Rendering different views of the rooms
  • Animating a short video for both rooms to show off the design
  • Creating an Animatic using the storyboard for both rooms


The post production stage would consist of: 

  • Sound design 
  • Finished animations
  • Presentation 
  • Blog of work done 
  • Evaluation 
  • Video for each of the rooms