Inclusive design (week 5)

This week’s lecture was about Inclusive design, and for the first half of the lecture, I was satisfied with the outlining of the use of features like subtitles, custom controllers and other forms of ways for handicapped people to enjoy entertainment.

Points highlighted about how beneficial it is to your customer base if you have more accessibility features such as simple things like button mapping and subtitle options.

As the lecture carried on, however, it became preachy as hell about trivial shit like how you have to be inclusive for all genders, and you have to avoid “cultural appropriation” and other tumblr-esque buzzwords.

As to be expected, a majority of the class did not take t particularly well when the internet-tier social justice dogma was being presented in a class we are paying thousands for.

In the end, the lecture itself is flawed, and has many, many logical fallacies within, and as for the actual in class lecture, it devolved from people rushing to get work done into a full on proverbial faecal matter throwing contest.

It is in my personal, and flawed, opinion that political dogma and internet mentality not be applied to a class that spans all disciplines.

In short, the second half of the lecture provided poor education and inflammatory discourse, but it made one hell of a game for “Logical Fallacy bingo”.

Pre-production

Pre-production is the first step in the creation of a character or asset for a 3D production in the form of concept sketches.

Concept sketches are integral to the 3D production pipeline as this is the phase where concepts for the style and Style of the characters start to take shape and begin to form.

One of the key elements you need for an animation is a storyboard, which is a concept board for all of your ideas, is a “narrative” for your animation.

By narrative, I mean in terms of the animation story; what effect the animation has on the rest of the model and what the goal of the animation is. (Walking animation, idle animation, attack animation)

Preproduction is an integral part to the 3D production pipeline, and should not be skipped.

basic running sketch

Sources:

http://www.wideopenspace.co.uk/animation-tutorial/pre-production.html

http://blog.digitaltutors.com/understanding-a-3d-production-pipeline-learning-the-basics/

3D modelling

3D modelling is the phase of actually creating your 3D model within a program such as 3Ds max, Blender, Maya ect.

It is within this phase of the production pipeline that you shift the polygons to create a character or asset.

To put it frankly, this is the phase where you are a sculptor.

https://www.youtube.com/watch?v=ZNd9ZgDkNuw

  1. UV Mapping

UV mapping/unwrapping is the process of marking selected edges/seams and unwrapping the mesh so the “blueprint” of the mesh can be exported into a image editor software such as Photoshop for texturing.

UVW unwrapping is often called the most tedious process of all, in part due to the excess of issues you may have with misplaced polys that you might have moved around without knowing earlier (I have had this issue multiple times).

tmpb19825_thumb

Image source: http://what-when-how.com/wp-content/uploads/2012/06/tmpb19825_thumb.png

  1. Texturing and Shaders

Texturing is the process of “painting” or projecting an image to the models material.

Shaders are used to determine where the texture image is placed and what effect will be placed on the Texture, which can be determined from the different types of Shader maps there are.

There are 3 different Basic shader maps;

The Diffuse map: The default shader, which basically casts light on the 3D model in a way that showcases the textures in a more opaque way.

The Bump map: The bump map is used to determine the shine of certain areas of the texture using grey scale colours (i.e. the lighter the grey, the shinier, the darker the grey, the more opaque.)

The Normal map: Instead of a gray scale image like a bump map, a normal map is basically a map of what direction your polygons are facing.

200px-Brickwall021a_normalcompare

Image source:http://www.informit.com/articles/article.aspx?p=2162089&seqNum=2

https://developer.valvesoftware.com/wiki/Bump_map

http://gamedevelopment.tutsplus.com/articles/go-beyond-retro-pixel-art-with-flat-shaded-3d-in-unity–gamedev-12259

http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Influence/Material/Bump_and_Normal

http://blog.digitaltutors.com/understanding-difference-texture-maps/

  1. Rigging

Rigging in the 3D production pipeline is the phase where you “rig” a character with “bones” and assign the character bone weights and bone groups.

Similar to a real life skeleton, a rig is made up of joints and bones, each of which are used by the animators to  bend the character into the desired pose and animate.

Rigging is typically done by a “Rigger” or the animator themselves.

While the main body rig is generally basic, facial rigs are much more complex to rig, thus the face rig is typically separate from the body rig.

MuscleRig

https://apbloganimator.wordpress.com/wp-content/uploads/2015/03/da2e2-musclerig.jpg

  1. Animation.

The lifeblood of animation is, of course, the animation.

Basic animation involves the use of “key frames” to complete the animation.

Keyframe animation is the use of time increments to determine what actions have lead your character to do whatever they are doing.

Here, using the rig you built before-hand, animate your character to complete a specific action to complete.

Often the animation will reflect what type of character you have; a twitchy paranoid character will move as such while a more calm, cool and collected character will move more freely.

wywl_caroline_jarvis

http://vfs.edu/images/programs/digital_character_animation/wywl_caroline_jarvis.jpg

  1. Lighting

Lighting within the world is very passive, but within the 3d modelling industry, lighting is everything.

Lighting within a scene is paramount, as it can be one of the determining factors that can make or break a renderer.

There are a fair few different types of light within the 3D modelling program:

Point Light: A small directional light that casts light outward in every direction from a single, small point in 3D space.

Directional Light: A directional light is meant to have the effect of an extremely distant light source, like sunlight.

Ambient Light: ambient light is a soft light that is cast out in every direction from the source

Ambient light is mainly used for darkly lit rooms and other darker areas where a significant amount of light will drastically effect the scene.

  1. Rendering

Rendering is the end product of the production pipeline in which the 3D model and animation will be fully complete and detailed.

The time of rendering a scene will completely depend on what resources you have, how much detail is within the scene and how many polys are present within the scene.

Fully rendered scenes are typically what is shown in the final product of your 3d model.

  1. Compositing

Compositing within 3D modelling and animation is typically refered to as CGI, as it is computer generated effects composed over the top of a live action scene.

There are many different studios that specialise in this area, such as WETA based out of wellington, New Zealand.

“No Capes!”

incredibles-1

Within the animated pixar movie, “The Incredibles” there is a certain scene in which the main character brings his “super suit” to a fashion designer to have it repaired.
Within this one scene, both the main character and the fashion designer slide their hands into the open hole in the super suit, exposing the rip within the suit.
This scene alone constituted the use of a massive server farm to just render the clothing physics used for this scene, let alone the act of the characters sliding their hand through the hole.
At the end of the scene, after the fashion designers rant about “no capes”, he drops the torn suit in a bin.

This scene was reportedly the hardest to render as the clothing phsyics (or soft physics) were extremely hard for the pixar team to render, and that is why this is, in my opinion, a highlight of 3D graphics and 3D Animation.

The “no capes” scene below

Weekly Progress

Week 2: PROGRESS REPORT
Progress on the chest began today at a hurried pace as we were walked through step-by-step on how to model the base of the chest asset.
There were a variety of problems with initial development, mainly because I had never used 3Ds max before.
Eventually these errors were overcome with the inclusion of the online tutorials on how to model the chest base and lid
I held off on modelling the lid until Tuesday of week 3
chest screenshot week 2
Week 3: PROGRESS REPORT
After completing the lid, I dove headfirst into UV unwrapping of the chest base and the chest lid with great success.
There were some initial problems with unwrapping the chest lid as a fair few polys had been warped into the top of the lid, causing odd shadows to appear all over the chest lid.
After this was completely rectified, I successfully unwrapped the chest.

chest screenshot week 3 error

Week 4: PROGRESS REPORT
Texturing was not completed this week due to the massive amount of other assignments I had to complete during the time I had to work on the chest.

Week 5: PROGRESS REPORT
Animating the chest was very successful; this can be attributed to the skilled tutorials and my prior animation experience with programs such as blender, another 3D modelling program.
Im leaving the texturing of the rest of the chest until the weekend due to the need to finish off the assignments (such as this one) before Friday.

chest screenshot week 4 part 2