Saturday 26 July 2014

Rendering and Exporting

This was the worst, it took so long and my 3DS would keep freezing, and id have to restart it, and re-add all the little final touches again because I forgot to save.  It was a very long process that I encountered some problems with, possibly because I was so tired. Once I had finally rendered my scene two days late, I realised that at one of the times I had to stop rendering and start again that I wasn't rendering my animated camera anymore, so instead of a panning from left to right and left to right it starts going left then just skips and freezes in the one place for the rest of the video. I don't have time to change this even though I wish I could. I managed to change and do most of the things I wanted but I could have made it so much better if I planned and organized my time more efficiently, I cold have played around with sound and video effects, and have better timed animations and camera angles. In the end you get out of it what you put in, and I did have a fun time doing this whole process and learned a lot, but if I managed my time better I could have learned and done a whole lot more. I'm very glad to have it finally finished and it does feel rewarding despite the setbacks.

Animation & Scene Assembly Process

This process for me, was a bit of a rush job if I am honest, I didn't have my 3D files to work on for week 7 and forgot it was due on week 8. So Friday arrived and I incredibly stressed begun this process, it was a reasonably straight forward and simple once I stopped panicking. but as I am new to this software I still encountered incredibly frustrating issues, mainly the animation segments. I would always forget to set a key beforehand, or I would have a setting on that caused the same problem this was super annoying and frustrating, at one point the same problem was happening but neither of those were the answer and it was a ram issue, so i had to restart 3DS. I also linked the chest wrong and then animated it, and had to delete it and link it correctly then animate it again, which was tedious but it didn't take too long. Another problem was that the coins fell through the board, my tutor helped me out and showed me that you have to set up a surface the coins collide with so they don't just fall directly through the scene. 


Sunday 6 July 2014

Documentation of Texturing Process

I really enjoyed texturing, it took awhile and could be pretty frustrating and slow at times, but compared to the UV mapping stage, this was very enjoyable. I believe I enjoyed it so much more because I was able to add my own style to the process, I feel having a Wacom really helped with the hand drawn aspect of the process which probably is what made me enjoy texturing so much. It was a very rewarding experience visually but it also gave me an insight into what it is like painting a 3D model in a software package. Below are screen captures of my texturing process with brief descriptions.
Finished texture on the 3D model.
Completed 2D Texture Map with fine detail & lighting on metal and wood.
Finished basic detail and lighting on wood and metal - without fine detail.
Finished basic detail and lighting on all wood - Starting the metal shading.
Finished basic detail and lighting of lid and base's wood - without metal lighting & fine detail.
Finished basic detail and lighting on the base's wood but not the lid's wood.
One of the first basic details I added in the process, after the base colours were established.

Week 4 3D Graphics R&D Blog

How Textures and Shaders can Affect how a Surface Appears in 3D

Despite what is popularly believed textures are not just rough surfaces, every surface has a texture whether it be smooth, rough or any other texture. Textures in reference to 3D graphics are two dimensional image files which are projected onto the surface of the 3D model, from there you can add colours, textures and surface details. Textures massively affect how a surface appears in 3D space, they are the main factor that divides things like clothes, hair, skin, and even on the broader spectrum of hard surfaces, soft surfaces, or rough surfaces. Almost all details on a model are created through textures an shaders. They are the difference between having a blank shape and a coloured, detailed shape which effectively communicates what it is visually. Excluding shape, textures and shaders make up the entire visual appearance of a 3D model.
Shaders are a set of instructions that are used on a 3D model, which allows the computer to understand how it should be displayed. Most 3D software packages include tools which let an artist tweak shader parameters in a very easy way. These tools give great control to the artist who can now manipulate how the 3D model interacts with light, this includes opacity, glossiness, reflectivity and more.
Combined Textures and Shaders affect how a surface appears in 3D more than any other process because they display the detail, colour and lighting of every 3D model in every medium, whether it be an animation or a video game.

References
Slick, J. (ND). Surfacing 101 - Texture Mapping Texture Maps and How They're Made. Retrieved from, http://3d.about.com/od/3d-101-The-Basics/a/Surfacing-101-Texture-Mapping.htm.

Slick, J. (nd). Seven Common Modeling Techniques for Film and Games. Found online, retrieved from: http://3d.about.com/od/3d-101-The-Basics/a/Introduction-To-3d-Modeling-Techniques.htm

Thursday 3 July 2014

Treasure Chest - UV mapping stage

(these are a few of the relaxing difficulties I came across, even the smoother UV I believe is slightly different to the tutorial's one.)

I found UV mapping to be pretty tedious and difficult at times, having problems that don't occur in the video tutorials even though I thought I did everything the exact same way was pretty frustrating at times. I think a lot of my problems were mainly just because I don't know the software or any form of 3-D modeling very well at the moment, but as I learn 3DS Max more I am sure all of this will become easier. As I worked through some issues I had I noticed that some of my UV's would relax in slightly different ways compared to the video, not knowing what I did wrong I just worked through this. This may cause problems later down the track, but I didn't have this issue for a lot of the UV's and for the most part I think it's all very close to the video tutorial's. Once I learnt the process of what tools to use on the first few UV's the process did become a bit easier apart from the previously mentioned problems. Even though UV mapping is apparently the most boring and tedious task of the pipeline, I didn't find it too bad, and finishing the task felt incredibly rewarding.

(finished importable UV map)

Saturday 21 June 2014

Week 3 - 3D Graphics R & D Blog

  • Describe some highlights and pioneers of the history of 3D Graphics with visual examples.
    Ed Catmull, one of the co-founders of Pixar Animation Studios, he is probably one of the most famous computer scientist you will hear of in the creative industries. Catmull's greatest contribution to the industry would be the creation of texture mapping, he also developed anti-aliasing algorithms, the refining of sub-division modeling, and blazed the trail in working on the concept of Z-buffering. Catmull truly laid the foundation for the computer graphics industry as we know it. He is currently president of Pixar and Walt Disney Animation Studios.
    Ken Perlin is another industry legend, his achievements have been incredible. He made Perlin Noise which is a popular and flexible procedural texture that comes standard in almost all 3D software packages. He also made hypertexture, which is the ability to view the changes to a model's texture in real time, More of his achievements include, real-time character animation, and Stylus based input devices. It's possible that Perlin's advances in the field were not as earth shattering as the creation of texture-mapping, but they are things artists use every single day to make art which makes them just as worthwhile.
  • Reference:
    Slick, J. (nd). 10 Pioneers in 3D Computer Graphics. Retrieved from, http://3d.about.com/od/3d-101-The-Basics/tp/10-Pioneers-In-3d-Computer-Graphics.htm. (Accessed 19/06/2014).
  • Discuss the meaning and implications of the term “democratisation” in relation to the 3D graphics industry.
    Democratisation in terms of technology refers to the increasing availability of sophisticated technology and the decreasing price of that sophisticated technology. Innovation in the industry and consumer/user demand have become related with more affordable, user-friendly products.
    In terms of 3D graphics this means the massive divide between big triple A studios and the regular enthusiast is slowly getting smaller. Things like new technology, software and services will either limit or expand what the enthusiast, or studios can do. For example the regular enthusiast is limited by his system specifications, and whilst it is a lot cheaper to buy a powerful computer now then it was ten years ago it is still a bit pricey and can limit what a singular person can do, recently over the past few years online services have been appearing that allow for a little bit of extra expansion, still limited, but less. An enthusiast could animate a scene, finish a couple of test renders, then send their files to a dedicated render farm. This frees up a workstation for other projects, whilst it isn't the perfect solution, it shows that technology in general is moving fast and becoming more and more available to the public every year.

    Reference:
  • Unknown Author. (25/10/2013). The democratisation of computer graphics. Retrieved from, http://www.creativebloq.com/audiovisual/democratisation-computer-graphics-10135033. (Accessed 21/06/2014).
  • Emerging technologies – What is Ptex and how do you think it will affect asset creation now and into the future?
    Definition:
    Ptex is a mapping system for textures, it was made for production-quality rendering by Walt Disney Animation Studios. UV unwrapping and mapping is not needed. The file format can store hundreds of thousands of texture images very efficiently fitting it all into one file. Ptex can apply separate textures to every face of a polygon mesh.
    How does it affect asset creation in the present and future?
    Ptex has been incorporated into the movie industry pipeline, beginning with Disney Animation, and Pixar. It is a lot more efficient than UV when it comes to texturing, however it is not the industry standard, further more Ptex can pose a problem for the video game side of the creative industries because games have to be rendered in real-time. Ptex is mainly used on animated film because they have got to make very high quality textures for pre-rendering and under limited deadlines. Ptex seems like it could be the way of the future, but there are a few problems however it's relatively early in it's life and could become more widely implemented.
  • References:
    Unknown Author. (ND). Ptex. Retrieved from, ptex.us/. (Accessed 18/06/2014).
    Masters M. (17/02/2014). Understanding Ptex - Is It the Future of Texturing?. Retrieved from, http://blog.digitaltutors.com/understanding-ptex-is-it-the-future-of-texturing/ (Accessed 22/06/2014).

Monday 16 June 2014

Week 2 Fundamentals of 3-D Modeling - Treasure Chest Continued

I found modeling the lid by myself pretty frustrating and difficult to deal with at times, I noticed small details that differed from the video tutorial which I found annoying, for the most part I think it turned out pretty well. Although it was frustrating the experience was also pretty rewarding, knowing that the lid started out as a box and now it has form and interesting shapes because I modeled it is a pretty awesome feeling.

Saturday 14 June 2014

2nd Week 3-D Modelling Blog


Week 2 Fundamentals of 3-D Modelling Tutorial:

In this weeks tutorial we briefly recapped on some of the basic parts of 3DS Max and then modeled the body of the treasure chest for the scene we are building. We touched on techniques like box modeling, extruding, dividing up planes using multiple edges, basic tools and techniques used for modeling. I found the guided process in the tutorial to be really simple and easy, I have not modeled the lid of the chest so I'm not sure if I will get lost along the way when modeling the chest lid by myself.

Trends in 3D Modelling for Games and Film:

We have been tasked this week with finding out about trends in 3-D modelling for both video games and films. Below is a list of common techniques used by both sides of 3-D modelling that I found from an article about common modeling techniques for film and games:

- Box/Subdivision Modeling:
Box modeling is a polygon modeling technique, this is where an artist starts with a primitive (cube, sphere, prism, etc.) they then refine its shape until the correct appearance is achieved. Box modelers a lot of the time work in stages, they start off with a low resolution mesh, they refine the shape, then they sub-divide the mesh to smooth the hard edges and add details. The process of subdividing and refining is repeated until the mesh has enough polygonal detail to display the intended concept. It is the most common form of polygonal modeling, it can also be used in conjunction with edge modeling techniques.
 - Edge/Contour Modeling:
This is another polygonal technique, it is very different from box modeling, rather than starting with a primitive and refining, the model is basically built piece by piece, this is done by placing loops of polygonal faces along prominent contours, any gaps between them are then filled in. Contour modeling brings a level of precision to the table that is not achieved in box modeling.
- NURBS/Spline Modeling:
NURBS is a type of modeling technique that is used heavily for automotive, and industrial modeling. Comparing it to polygonal geometry, the NURBS mesh doesnt have any faces, edges or vertices. NURBS models are made up of smoothly interpreted surfaces, this is made by 'lofting' a mesh between two or more Bezier curves (AKA splines).
- Digital Sculpting: 
Digital sculpting is a technique that allows artists to intuitively make models in a way that's described as sculpting digital clay. Meshes are created organically in digital sculpting, using a graphic tablet to mold and shape a model pretty much exactly how a sculptor would. Digital sculpting has taken character and creature modeling to a whole other level. The process is faster, more efficient and allows artists to work with a high resolution mesh which may contain millions of polygons. Sculpted meshes are well known for incredible levels of surface detail and a very natural aesthetic.
- Procedural Modeling:
Procedural, in computer graphics means anything generated via an algorithm instead of being manually made by an artist. In procedural modeling scenes or objects are made all based off user entered rules or parameters. Entire landscapes can be generated by setting and modifying environmental parameters like foliage density and elevation range, or by deciding from landscape presets like desert, alpine, coastal, etc.
Procedural modeling is used for organic constructs quite a bit, like trees and foliage, things where there is almost infinite variation and complexity which would be incredibly time consuming for someone to do by hand. An application called SpeedTree uses an algorithm to create unique trees and shrubbery, which can all be tweaked through hundreds of editable settings. CityEngine does the same thing but to create cityscapes instead.
- Image Based Modeling:
Image based modeling is when transformable 3-D objects are algorithmically derives from a set of static 2-D images. This technique is used when restrictions are not allowing for a fully fleshed out and completed 3-D asset to be made manually.
An example of image based modeling is in The Matrix this was because the team didn't have the time or resource to create full 3-D sets. They would film action sequences with 360 degree camera setups, they then used an intepretive algorithm that would allow 'virtual' 3-D camera movement through a traditional real-world set.
- 3D Scanning:
3D scanning is a method of getting real life objects and copying them into a software, this is used when high levels of realism is needed. A real life object (or an actor) is scanned, analyzed and the data (most of the time a x,y,z point cloud) is used to create a accurate polygonal or NURBS mesh. Scanning is often used when a digital representation of a real-life actor is required, an example of this is found in The Curious Case of Benjamin Button where Brad Pitt, the lead actor aged in reverse.

Typical 3D Modelling Pipeline for a Current Generation Game Asset:

Character Production Pipeline for Unreal Tournament 3 by Epic Games

I found these images and explanations on a research dissertation by Kane Forrester, it is incredibly educational and very helpful in describing a 3-D Modelling production pipeline for a current generation game.

Concept Drawing

The concept phase is where character designs are originally created, it is crucial in these early stages for artists to work together closely to create effective character designs as this step precedes everything. When the creative control of the project approve a design it is given to the modeler who simplifies it into sections this process is known as blocking it out, it is used so the modeler can figure out the most effective way to model the base mesh. 

Low Polygon Base Mesh

It is important to be sure a model is made up of quads only when creating a base mesh for a high polygon sculpting software like Mudbox or Zbrush. The reason for this is that to high poly sculpt something it must be subdivided efficiently, apparently triangles and n-gons do not subdivide quite as well. When the base mesh is finished it is usually a good idea to check the silhouette, to make sure the asset is easily recogniseable in the game and to analyse the negative space. The model is then exported to a OBJ file and imported to the high sculpting software.

High Polygon Sculpt

Now that the mesh is imported to a high poly sculpt program it is divided up into a polygon count that differs depending on the type of mesh. This can be limited by PC specs and memory. Sections of character mesh can be more than a million polygons  in the highest subdivision level of for sculpting. Sculpting, like concept work  is completed in iterations and the details get more in depth as the modeling progress continues. The above image is a base mesh that has been divided into basic defined muscle groups. The 2nd iteration has emphasized the muscle groups giving the asset more definition. Then the final iteration adds in details such as visible veins etc. Importing this very high polygon mesh into a 3D application may be slow and efficient, this is why the mesh is usually divided up and exported as OBJ then importing it back into a 3D software.

Polygon Cruncher

Polygon cruncher gets the mesh and reduces the amount of polygons whilst keeping the topology of the first high polygon mesh. Polygon cruncher has a 'batch optimisation' feature which means that chunks of mesh can be put inside a directory and the program automatically puts them into optimised percentages depending on settings you provide. This means the processor intensive and time consuming work is left to the machine to do by itself, this leaves the artist to continue their work on something else. The files are place into a directory which specifies them with relevant names. This is considered very helpful when someone is creating character that need level of detail models (LOD's).

Unwrap

When the artist is happy with the optimised mesh and composition, they either retopologise a new mash centered around the polycrunched version, or they use the polycrunched version. This in a lot of instances can be cut down the middle on an x-axis and symmetrised. 

Render to Texture

When the model is finished being unwrapped and optimised for the highest amount of resolution in engine then it's ready for maps to be rendered, applying the render to texture methodology. They use projection modifiers on the high poly mesh compared to the low poly mesh; Diffuse, Ambient Occlusion and Normal maps are rendered out.

Ways to get the best out of maps:

Diffuse Map: Set ray trace materials to areas of the mesh this way, it will be easy to see and define how the UVW transfers to the model when texture painting.

Ambient Occlusion: Materials are set to a Ambient or Reflective Occlusion material.

Normal Map: Restart the projection cage then they use universal push and where required edit vertexes. Also increase samples on render setup.

Texture Paint

The three textures can be edited in photoshop once they have been successfully rendered out. Most of the time colour levels and detailing of a normal map has to be cleaned up in order to bring out the details, and smooth areas where the normal map hasn't rendered out as well as intended. This is done with a levels mask and layered unsharp masks on top of each other. Ambient Occlusion maps are used on top of the diffuse map as an overlay, this gives immediate depth and shading to the diffuse map before an artist starts to paint colour and detail on top. Exercising Photoshop's tools and photo manipulation the diffuse texture is normally the result of time and patience. Although Epic Games at times use Deep Paint 3D, this goes double for organic texturing. Deep Paint 3D by Right Hemisphere lets areas of images to be applied to a UVW map of a model by projecting it on the 3D model, then the program works out how it would transfer to 2D on the UVW map.

Engine Import

Now that the model is textured the artist is left with the following assets:
- A low polygon mesh with LOD for importing into Unreal Engine
- A high polygon mesh for kit bashing
- six 2048 x 2048 maps (2 Diffuse, 2 Ambient Occlusion and 2 Normal Maps)
- 1 Specular if required made in Photoshop

Characters need a bit of work before they are imported. The mesh should be in sections and skinned to a unreal skeleton. Now that's done a plug-in known as Actor X must be installed on the 3D program of choice. The mesh is then exported as an ASE file with correct settings.
When the ASE file is exported it then needs to get imported into the Unreal Engine 3. If exported correctly it should show up in engine as a skeletal mesh; textures should then be imported in the same way with appropriate compression settings applied to them. When these are all in engine materials need to be setup for a character, this can be done by taking an existing character and replacing texture samples with new ones which are then applied to meshes in the browser.
By this stage there are many piece of the character in the normal browser textured and prepared to be socketed together. Opening the socket manager in model browser allows various joints to be applied to each piece of the character. When the engine knows which meshes go with each piece of the body it pieces it all together into a functional character. If a standard unreal skeleton is used all animations within Unreal Tournament 3 should transfer to the character seamlessly. The only thing left to do after that is to cook the UPK file and export the text file that has to get added to the custom chair text file within the unpublished area of my documents, the character should then be available to use in Unreal Tournament 3.


References
Forrester, K. (2014). Investigation into pipelines and asset creation for unreal engine 3. Found online, retrieved from: http://www.academia.edu/178918/Investigation_into_Pipelines_and_Asset_creation_for_Unreal_Engine_3 (Accessed on - 15/06/2014).

Slick, J. (nd). Seven Common Modeling Techniques for Film and Games. Found online, retrieved from: http://3d.about.com/od/3d-101-The-Basics/a/Introduction-To-3d-Modeling-Techniques.htm (Accessed on - 15/06/2014).

Friday 13 June 2014

Week 1 - 3D production pipeline

Week 1


1. Pre-production and blocking:

Pre-production phase is about further developing your ideas and planning everything out before production. In an animation sense pre-production is the period of time before any real animating takes place, so it mainly consists of, narrative treatments, scripts, storyboards, character designs, and the animatic.

Above are images displaying pre-production character design (the model sheet) and pre-production walk blocking sequence.
Image sources: http://yamjammed.blogspot.com.au/ & http://katmac-animation.blogspot.com.au/2011/04/animation-airhead-pre-production-work.html
Info source: http://www.wideopenspace.co.uk/animation-tutorial/pre-production.htmlOther source I havent used but may be useful:
http://www.rit.edu/emcs/admissions/bca/item/pre-production-for-an-animated-film

2. 3D Modelling of required assets:

The basic definition of 3D is any object that occurs on a three-axis cartesian coordinate system. 3D Models are defined as any object represented in digital space.

Above is an image example of a 3D model from the movie How to Train your DragonImage source: http://www.cgmeetup.net/home/modeling-showreel-by-jeff-wagner/

Info source: http://3d.about.com/od/3d-101-The-Basics/a/3d-Defined-What-Is-3d.htm

3. UV Mapping:

UV mapping is the 3D modeling process where you make a 2D image representing a 3D model. This projects a texture map onto a 3D object, the letters UV refer to 2 points on a 3D axies.

Above is an example image of UV mapping.
Image source: http://www.learn3dsoftware.com/lw_11_5_uv_mapping_a_creature.htm Info source: 
Mullen, T (2009). Mastering Blender. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. ISBN 9780470496848
Murdock, K.L. (2008). 3ds Max 2009 Bible. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. ISBN 9780470417584

4. Texturing

Texture mapping is a process in 3D animation in which you get a two-dimensional surface known as a texture map that is then 'wrapped' around a three-dimensional object, therefore giving the 3-D object a surface texture alike that of the 2-D surface. It is the digital process of painting a three dimensional object or model.

Above is an example image of wrapping a texture to a 3D model.
Image source: http://satish3dartist.blogspot.com.au/2010/08/texturing-mapped-model.htmlInfo source: http://whatis.techtarget.com/definition/texture-mapping

5. Rigging:

Animating a 3D character requires manual rigging which defines a character's internal skeletal structure. The method contains two main steps which involve, embedding a skeleton, and then refining the embedding using optimization. The second step is the attachment of skin, which is computed by assigning a weight to the bones based on the proximity of the bones.

Above is an example image of rigging a skeleton.
Image source: http://www.media-freaks.com/the-process-of-3d-animation/
Info source: http://www.mit.edu/~ibaran/autorig/

6. Animation:

Animation is the technique of creating an illusion of not only movement but an illusion of life, animation is figuratively bringing your digital models or drawn images to life. Simply making an object or character move on screen is not necessarily known as animation. A character has to act and interact, therefore they 'think' in a way.

Above is an example image of a 3D animation.
Image source: http://designfactory.in/Info source: ANI100 Lecture 01 History

7. Scene Assembly:

Scene assembly is a feature that allows artists to interact and build with large sets of data without the burden of memory. Artists can quickly assemble and interact with the scene in any type of perspective or representation.

Above is an example of 3D scene assembly and digital painting, taken from a Zbrush tutorial.
Image source: http://www.evermotion.org/tutorials/show/8150/3d-scene-assembly-and-digital-painting
Info source: http://www.pixelcg.com/blog/?p=1112

8. Lighting:

Lighting in a 3D world, like textures and camera angles, really has the ability to bring scenes 'alive'. Lighting has the potential to make scenes come off as convincing and realistic, if used incorrectly it can do the opposite or turn a great scene into a bad one.
Above is an example of lighting in a 3D animation.
Image source: http://www.dreamworksanimation.com/insidedwa/productionprocess
Info source: http://www.media-freaks.com/the-process-of-3d-animation/

9. Rendering:

Typically the last step in the 3D production pipeline and perhaps one of great importance. There are many aspects involved in making a good final render, attention to details like, camera placement, lighting, reflections, transparency and handling special effects like fluids or glasses.

Above is an image of a 3D model and environment being rendered.
Image Source: http://www.creativebloq.com/3d/whats-future-3d-rendering-21410582
Info source: http://www.media-freaks.com/the-process-of-3d-animation/

10. Compositing:


Compositing is layering two different still/motion images together for animation. For example, An object moving like a ball bouncing in an environment can be filmed separately, film the ball bouncing with a pure green background then film the environment you want. Putting the film of the ball in motion and the environment is known as compositing. 

Above is an image example displaying a compositing reel.
Image source: http://oneanimation.blogspot.com.au/2009/10/compositing-reel-2009.html
Info source: http://wiki.answers.com/Q/What_is_compositing_in_animation_after_effects_and_its_type?#slide=5

11. Video editing:


Video editing is a process of manipulating and rearranging video camera shots and scenes. It is usually considered as part of the post-production tasks. People use the term to describe all of the post-production work. The source I found uses the term liberally meaning anything from, rearranging, adding or removing sections of video or audio, colour correction, filters, other enhancements and transitions between clips.

Above is an image of a video editing program in use.
Image source: http://www.techradar.com/news/software/applications/best-free-video-editing-software-9-top-programs-you-should-download-1136264
Info source: http://www.mediacollege.com/video/editing/tutorial/definition.html