Sunday 7 October 2012

Forced Sunday Posts

SUNDAY #1


My first post is also my first "forced Sunday" post, which I shall be doing every other Sunday. For this particular Sunday I shall describe and evaluate what I have found out in my first week of year 3, and a summery of my summer choices.

By my first day back I had decided what I wanted to accomplish (A detailed and realistic environment scene). This, over the summer holidays, I had thought about a lot, and chose to create a 3D digital sculpt of a child's bedroom. This was very much motivated after I had explored and come across stunning 3D scenes which inspired me to try to one day reach that level of perfection.
These are a couple of the artists I had com across:

The time traveller's house.
Tolgahan Güngör
Environment artist

Güngör, Tolgahan (2010) Time Travellers Home CGsociety Available at <http://forums.cgsociety.org/showthread.php?t=935740&utm_source=cgsociety&utm_medium=cgchoice&utm_term=935740> Accessed 28th October 2012

Coffee break
Massimo Zuanazzi
lightwave
 
Zuanazzi, Massimo (Unknown) Coffee Break 3D Artist Available at <http://www.3dartistonline.com/image/11184/coffee_break> Accessed 28th October 2012

I didn't know what Lightwave 3D was so I checked this out and it seems to be something similar to Maya.
https://www.lightwave3d.com/
It has modelling, rigging, rendering, animation and everything else useful. You can also download a free trail, however I figured there's not much point me trying this at this stage as I wont be using it for my final project and it seems to do basically what Maya does. But an interesting discovery non the less. An article I found on it here too: DEC 2004 Game Developer Page 12-13 "Pros 1.Better organised interface. 2. Mostly top-notch creation/editing tools. 3. Significant improvements in character rigging and animation. Cons 1. Limited support for editing poly edges. 2. Interface lacks strong iconic representations. 3. Dope sheets, while an improvement, are still in their infancy" Lightwave 3D 8.0.

Hao Aiqiang
3ds max 2007

Qiang, Hoa Ai (2007) Stilleben CGsociety Available at <http://MEtalcraer.cgsociety.org/gallery/525705/> Accessed 28th October 2012

 Jeff Miller
3ds max, photoshop, zbrush 2010

Miller, Jeff (2010) will.i.am CGsociety Available at <http://redrepublik.cgsociety.org/gallery/903381/> Accessed 28th October 2012

Although this last one isn't an environment, I was still very much drawn to it because of the texture of will.i.am's suit reflecting the blinding light.

Once Id found these stunning 3D still life pieces, and I found myself searching for more over the course of the summer. Consequently I decided that I really had to try creating a scene as stunning as these, with the amazing textures, light, colour and composition.

I had firstly considered referencing and creating my own bedroom, however as I own lots of junk this would have been a difficult task in the amount of time given. Therefore my scene shall be designed by me for a child around the age of 10 and the idea being the scene can be used for anything with the need of a child's bedroom.

On top of this studio work, I had also thought about my 5,000 word Research Report. This one was a little harder when choosing a subject matter, however I was enlightened whilst playing a classic PS1 game: Crash Bandicoot: Wrath of Vortex. I noticed whilst playing it the graphics, obviously, aren't that impressive, yet I found myself looking and enjoying more of the scenery possibly than I had done when playing assassins creed and/or uncharted 3. Clearly this wasn't because of the impressive realism, however just the interest of how they had created their scenery using simple shapes and colour. It made me think about how games these days, even though they have advanced at unimaginable levels, they are, more than ever, taken for granted. This was confirmed for me when I noticed the loading screen in Crash clearly stating LOADING... to make sure players didn't think the game had froze, whereas new games don't need this as consumers don't think twice about a black screen with a tiny spinning dial.
And so was my subject idea, Consumers taking games for granted.

This also means my studio work and research report can go hand in hand as I intend to analyse how long and how much effort it takes for me to create a room in such detail. I can then understand how much artists in the industry have to go through to create a game that people don't even look twice at. So as a designer and a student, it allows me to bridge the gap between designer and consumer to help illustrate how difficult it is to create these simple looking scenes.

The next stage towards my goals was to create my learning agreement which included exactly what i intend to do, when I intend to do it, the steps I intend to take and for how long shall be doing it for. The research for my studio work, along with my room designs will all be handed in near Nov. Of course this shall also include my research report draft and it's research.

Now this week I have started to collect information for both my subjects.
I started off working out what research I would have to delve into, and here's the list I concluded:
  • Researching and exploring other 3D artists that specialise in still life and environment.
  • Speaking and studying other artists to find out how they did certain things.
  • Studying master painters for light, composition and colour.
  • Studying architecture and interior decoration.
  • Researching a little on kids and their bedrooms.
  • Collection references for my room, objects and furniture.
  • Exploring sculpting techniques as well as recapping some of Zbrush and Maya.
  • Research about modelling techniques so I know how I am going to create my scene.
  • Understand UDK.
For most of these I will be able to get books, e-journals, e-books and magazines. But I do plan on going to galleries and museums to gain as much reference from a variety of sources.

For my research report I have decided to collect information concerning:
  • Contact artists in a team.
  • Compare and analyse their work load to the games performance and reviews.
  • Research other artists work effort.
  • Include my own problems and work load into the equation.
  • Find out the history of visuals in game.
  • Create and distribute a questionnaire to people talking about their awareness of games.


SUNDAY #2



I have thought about my studio work, and after my 2 minute pitch and feedback from mark it was clear what my interests were.
I have noticed that I am more interested in objects and deco in a room rather then the furniture and architecture.
So for my studio work I have thought about adapting my child's bedroom to create it more specifically as a desk/dresser top.

This photo I found earlier inspired me greatly:

The Bed and Bath Book - Terence Conran - 1978 - Page 54

For this I need to think about how I am going to change the scaling of my models, and the camera.

For my research report I have established deeper into what I want to research:


Visual history of Games (and compared to visual history of art)
Looking at which artists hold the most cultural wealth, being their paintings value, their following and influence
And comparing this to game artists
Contacting game artists to ask about their ownership, creative freedom, influence, and maybe other media artists and compare them
linking it to my own studio work as I am creating my own piece of art myself.

This is the broad research I will look into from now on.

SUNDAY #3

These weeks have been harder, trying to sort out my projects as I've twisted their ideas a little more.

I looked into 3D artists and their works which is when I decided to think about my theme of my dressing table, and thought of my character to be a 10 year old girl. She wants to be a princess and loves everything pink. This gives me a good idea on what I should be specifically looking into for now on.

SUNDAY #4

This Sunday I wanted to focus on the rest of my blog so that I can start to finalise my pitch and design document. I have most of my research up to date, save a few UDK tutorials which are hard to find, but most I have managed too.
And other aspects which aren't as needed I'm unsure about spending the time doing.
However all that I needed now is to create my document and pitch so that I can show it before hand in, to check I have everything in case more was needed to researched into.

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