Sunday, 9 February 2014

Final Artefact

Final Artefact

Here's the final artefact of what I've learn and done during the 9 weeks I have.

Exploration

The intro:


And the distinction of two different endings:





References & Annotation

References & Annotations

  1. Idleworm.com. 2014. idleworm: animation tutorial - walk cycle part 1. [online] Available at: http://www.idleworm.com/how/anm/02w/walk1.shtml [Accessed: 2 Feb 2014].
    A website which helps to clarify and make sure how an actual walk cycle is for me to animate my model’s walk cycle.
  2. YouTube. 2014. 3D Studio MAX - Character Modeling - Part 08 (head model). [online] Available at: http://www.youtube.com/watch?v=oIVB3_gwTAw [Accessed: 19 Jan 2014].
    A video that helps and guides me to model a basic head shape and also taught me to smoothen the head by using the modifier list’s tool.
  3. YouTube. 2014. 3D Studio MAX - Character Modeling - Part 09 (Mouth). [online] Available at: http://www.youtube.com/watch?v=AK4sV6krmyU [Accessed: 19 Jan 2014].
    A video that helps me to understand on how to model mouth for the character, but I do not have sufficient time to model a mouth therefore I proceed using texture to create the face for the model.
  4. YouTube. 2014. 3D Studio MAX - Character Modeling - Part 02. [online] Available at: http://www.youtube.com/watch?v=1IU4_-di1Pw [Accessed: 19 Jan 2014].
  5. YouTube. 2014. 3D Studio MAX - Character Modeling - Part 04. [online] Available at: http://www.youtube.com/watch?v=XALoNHeCb9E [Accessed: 19 Jan 2014].
  6. YouTube. 2014. Character modeling 3Ds Max tutorial - part1. [online] Available at: http://www.youtube.com/watch?v=e57RwDWvOys [Accessed: 19 Jan 2014].
    The three video above guides me on how to model the body and limps for the character by using simple shapes. And also by adding more segments to create a better looking model.
  7. YouTube. 2014. 3Ds Max tutorial: Setting up reference images. [online] Available at: http://www.youtube.com/watch?v=S4A-lfmPtQA [Accessed: 9 Jan 2014].
    A video tutorial which helps me to get started from the very beginning. An important first step of setting up the reference in the viewport in order for me to start modelling.
  8. YouTube. 2014. Modeling Clothes in 3ds Max. [online] Available at: http://www.youtube.com/watch?v=UOY-nRhvWTc [Accessed: 25 Jan 2014].
  9. YouTube. 2014. 3ds Max Cloth Tutorial 4(b)/14. [online] Available at: http://www.youtube.com/watch?v=uoNBi_QXztY [Accessed: 25 Jan 2014].
  10. YouTube. 2014. Cloth Construction in 3ds Max.. [online] Available at: http://www.youtube.com/watch?v=bi7cvOrsfns [Accessed: 25 Jan 2014].
    These three video helped me in terms of learning to create and model a real fluid clothing for the character. I’ve really learn a lot from these three tutorials, however I did not manage to use the clothing I’ve model based on these tutorials because I have insufficient time.
  11. YouTube. 2014. Pole Climb Tutorial. [online] Available at: http://www.youtube.com/watch?v=sHX2IaYIpko [Accessed: 2 Feb 2014].
    A video which helps me to understand the movement of a person climbing a pole as my model will have to do the similar movement.
  12. YouTube. 2014. biped rigging 3ds max tutorial part 1. [online] Available at: http://www.youtube.com/watch?v=si4N6IdlJq8 [Accessed: 29 Jan 2014].
  13. YouTube. 2014. Biped 3ds Max,defining structure,animating,rigging,and practical uses in games, Series intro. [online] Available at: http://www.youtube.com/watch?v=f1da_-_ox-8 [Accessed: 29 Jan 2014].
    These two tutorials taught me on how to create bones for the model in order to animate it later on. There’re several ways of building the bone structure and I find these tutorial of using the biped tool is very simple and easy to use.
  14. YouTube. 2014. Creating a Biped Walk Cycle. [online] Available at: http://www.youtube.com/watch?v=KxKg0zoIvEc [Accessed: 29 Jan 2014].
    This tutorial teaches me how to animate using biped tool. Also from here I’ve learn a quick way of animating which is using the copy/paste posture inside the biped tool.
  15. YouTube. 2014. Youtube Street Fighter. [online] Available at: http://www.youtube.com/watch?v=LPQ1XrllZmA [Accessed: 28 Dec 2014].
    A video which inspires me to create a better UI for the user rather than a Youtube button.
  16. YouTube. 2014. Interactive zombie movie adventure - DELIVER ME TO HELL - REAL ZOMBIES ATTACK. [online] Available at: http://www.youtube.com/watch?v=9p1yBlV7Ges [Accessed: 28 Dec 2014].
    A video that inspires me to do Interactive Youtube video and showed how Youtube videos are able to branch out different ending based on what user chooses.
  17. YouTube. 2014. Luigi's Mansion Interactive Adventure Game!. [online] Available at: https://www.youtube.com/watch?v=0OVhanOQOw4 [Accessed: 27 Dec 2014].
    Another interactive Youtube video which inspires and makes me understand more on the UI designed rather than just using the original Youtube button to switch video.
  18. YouTube. 2014. Super Simple Humanoid Character Skeleton using Bones in 3ds Max. [online] Available at: https://www.youtube.com/watch?v=eMskvkZZF3g [Accessed: 12 Jan 2014].
    Video tutorial on how to use biped tool to rig the model and this is a simple tutorial which helps me to understand the basics of rigging.
  19. YouTube. 2014. 3Ds Max Tutorial - Basic Camera Setup & Animation. [online] Available at: https://www.youtube.com/watch?v=mNXdEcVtWt4 [Accessed: 3 Feb 2014].
    This tutorial is also very useful because it has guided me on how to use the camera tool in 3Ds Max. To achieve match moving, camera tool is an very important tool.
  20. YouTube. 2014. Using 3ds Max with MatchMover - Part 1. [online] Available at: https://www.youtube.com/watch?v=-_zV2TrG68U [Accessed: 4 Feb 2014].
  21. YouTube. 2014. Matchmoving & Character Rigging Tests. [online] Available at: https://www.youtube.com/watch?v=H21K2909sXU [Accessed: 4 Feb 2014].
    These two videos are match moving videos which I watched and analysed how they create match moving. From these videos I notice that camera angle, movement according to the video/ footage and lighting are the important aspects to make believe the match moving.
  22. YouTube. 2014. Adobe After Effects Quick Tip - Importing Image Sequences. [online] Available at: https://www.youtube.com/watch?v=R24Bzk2YQso [Accessed: 4 Feb 2014].
    This tutorial helped to understand how to make use of Targa files and import them to After Effects for further editing. Using image sequence is the ideal way according to my tutor and this is one of the research I did to further help me learn on the software.
  23. YouTube. 2014. After Effects Tutorial - 17 - Introduction to Masking. [online] Available at: http://www.youtube.com/watch?v=kWd51xDqzlc [Accessed: 7 Feb 2014].
    This tutorial helps me refresh on how to do a simple masking in After Effect where I need to mask out the character when she is inside the laptop, also when she jumps over the bar.
  24. FreePlayMusic. 2014. Maui. [online] Available at: http://www.freeplaymusic.com/volumedetail.aspx?volume=1833 [Accessed: 9 Feb 2014].
    This is a music I used as my animation’s BGM, it is used for a happy scene where the character gets to explore and slides down the slide.
  25. YouTube. 2014. Lucky?Star BGM "Fun Fun Fun Dayo" Piano Version. [online] Available at: http://www.youtube.com/watch?v=bcrTO09bPH4 [Accessed: 9 Feb 2014].
    This is a music I used as my animation’s BGM, this is a clumsy and quirky type of music which suitable for my animation’s scene of falling off the bar.
  26. YouTube. 2014. Children's Song (Extended Instrumental) - John Patrick McKenna. [online] Available at: http://www.youtube.com/watch?v=slxqaV275_M [Accessed: 9 Feb 2014].
    This is a music I used as my animation’s BGM for the first introduction scene where it started off mysterious yet cute at a same time.

Alpha Testing

Alpha Testing

During this stage I should be able to come out with an artefact which I myself and also the users are able to troubleshoot the problems. However due to some issues and tight schedule, I weren't able to produce the artefact.

During the alpha test I was able to finish one model of my character, and also the character has not even been rig. Due to the limitation of knowledge and also man power, I could not keep up with the time-bound given to produce the artefact.

Therefore, my tutor suggested me to cut down the story and also the characters in the story, and advised me to keep up the learning process.

Plans before Alpha Test


- Shoot video in the forest

- Find a wooden house and take photo from top view
- Take a top angle of a wooden kitchen
- Model and rig a 4 legged monster
- Have 6 interactivity in the story.

Plans after Alpha Test

- Use photos instead of videos
- Change the setting of the story
- Cut down the characters and also the interactivity
- Target to finish the artefact at least
- Keep up the learning progress

Saturday, 8 February 2014

Alpha Rendering

Alpha Rendering

I've also did some research on rendering since I'll have to import my 3D animation to Adobe After Effects for further editing. I took quite some time and discuss with one of my classmate who are also doing 3D using 3Ds Max - Carmen. We tried several method on exporting such as using .avi and also .mov. However, our tutor doesn't recommend us to use movie clips for editing in After Effect due to bigger file size and also hard to manipulate the alpha channel of the background. Therefore, we tried using .png and also .targa file. .targa file is the most recommended file to be imported to After Effect because they will be imported as image sequence which the file size is smaller.

Here's an example of the tutorial on helping me to understand the concept of using .targa file in After Effect:



I've also met some problem on the viewport reference image in 3Ds Max sticks as a background when I render it. To edit the 3D animation in After Effect, it is better to have an alpha background which is easier to import a background video or image. I spend quite some time to figure out how to remove the background on the viewport and finally I found a way which enables me to remove the background reference and able to render as an alpha environment.

To remove the file on the view port, go to Views -> Viewport Background -> Configure Viewport -> then remove the file on the use files tab.

Even after you remove the background from the viewport configuration, you will still have to go to Rendering -> Environment and uncheck the use map to render the animation without the image reference on the viewport.

Camera - Match Moving

Match Moving

The project which I have to do and learn from is actually called Match Moving, it is done by using computer graphics and real live footages to create the scenes. In order to achieve this project, I have to create scenes which are believable using computer graphics to merge on the real live footages. To actually create the scenes, I have to learn on using the camera tool in 3D Studio Max and using the camera angle to match with the real video/ footage's angle.

From this I will have to learn how to analyse and read the angle of the footages.

Here are some examples on Youtube about match moving:




To able to analyse is one skill that I've learn during this project, there's also another tool from 3Ds Max that I have to learn to make the project happen. Therefore, I've also researched on camera tool to make use of it.


Also my attempt on creating the match moving video with the model I have done:



Friday, 7 February 2014

Basic Animation - Walk Cycle

Walk Cycle

By finishing with the bone rigging, I've finally able to animate the 3D model. 


Here's the tutorial of creating a basic & simple walk cycle by using a biped tool. I've learn how to set key frames in order to animate the model with auto key and set key tool. Auto key helps me to generate the motion by setting by setting a few key frames in the timeline.

Besides that, this tutorial also taught me an easy way to create a walk cycle, by using the copy & paste posture, it helps me to cut down the workload and also make the motion sync perfectly.

Here's 24 frame walk cycle that I did based on this tutorial:

Thursday, 6 February 2014

Rigging 2

Rigging 2

After the first part of rigging, some of the polygons of the model will distort because they haven't been paint weight.

Something like this occur to the model is normal:























From here, I've learned that the polygon has to be painted using the paint weight tool to make the bone of that particular part of the polygon stronger so it will not distort or comes out from other polygon.

My tutor taught me the way of using the paint weight tool to create a stronger root for some specific bones so it won't distort when the bones are moved.

First go to the polygon and select the skin modifier, then click on envelope. And the paint weight tool is right below, the three dots represents settings for the paint weight tool, to either make it stronger or weaker.

Maximum strength of the tool is red color, and the weakest is blue. Also be careful during weight painting, if accidentally painted on other polygons, it will affect them as well.

Here's an example of how a painted weight model looks like:




















Also an example of the model of after using the paint weight tool to adjust the polygons:


Rigging 1

Rigging 1

After done modelling the character and applying texture on the model I've created, now I'll have to create bones for the character in order to animate it.

The tutorial I've found is also another source from Youtube which teaches me to rig using the biped tool. This tool is very convenient and easy to use to model a human figure.






Creating the bone using biped tool is very simple, create -> system -> biped
Then drag out the bone structure of the humanoid and start adjusting according to your model.

You can increase or decrease the bones at the motion tab by switching on figure mode. After decided on how many bones needed for the model, we can scale and adjust the bone according to our model and apply skin modifier and add all the bones to the model for the model to stick with the bones.

That is the first part of rigging, building the bones. I can now drag the bones and my model will follow according to the bones.

Here's an example of my boned character:


Texturing & UVW mapping

Unwrap UV


The tutorial where after I study it and I still couldn't understand fully out of it. This tutorial teaches me on how to cut the head apart and flatten them to unwrap and apply texture on the head. However, I couldn't understand what he is really doing and I decided to consult my tutor for further guidance.


My tutor taught me to use a simpler method to unwrap the UV for texturing since my model only has the eye and mouth to be used as texture. I've learn the easy way to texture a simple head model by selecting polygons from the head model and click on mapping, flatten them as front and back and that's how I get my UVW.



After that, I learned how to export the UVW by using the render option in the options setting. Previously I tried saving  the UVW but it didn't work. After render the UVW as a jpeg file, import it to Photoshop and start editing the texture on top of the UVW.














































After that, open up material editor and import the texture jpeg file. Lastly apply it on the head. I've also learn how to adjust the size of the texture by simply using the unwrap UVW and changing the size of the polygon of the head model.


Sunday, 26 January 2014

Prototype Presentation - Reconstructing Cloths

Prototype Presentation

     

 
I showed the previous head I did, and showed the improvement I've made from my previous model.

Presenting how I manage to create the body, face and also the hair.



Then also I presented on how I created the cloths from the tutorials I've studied.


Prototype Presentation Feedback from tutor

After presenting, tutor gave me feedback on my model I've done. He said what I've model will take a long time to render due to the high poly count, then he suggested me to reconstruct the cloth for the model using basic shapes instead of making a real cloth.

I've reconstructed the cloth in a new cloth for the model, and also I've got feedback from another lecturer where the face and cloth of the model is too rigid, and he suggested me to create more surfaces for the face and make it more stylized rather than sharp edged.

















Modelling 3

Modelling 3

This post is about how I construct cloths with the character body I have. At first I've constructed the body of the model without cloths, and I faced some difficulties on modelling cloths for the character. I asked my friends who have done the clothing part, both of them constructed the cloths differently, one using extruding method and another one model the cloths without spaces for their characters.

Therefore I researched further on Youtube and found a way of constructing the cloths. It was very different from what I've expected.


Modeling Clothes in 3ds Max


Cloth Construction in 3ds Max


The above is a video tutorial in different language, I observe what tool that he uses when he construct the cloths. This tutorial is quite clear and helpful.

However, when I construct the cloths, I have faced certain difficulties such as the cloth floating away, then I realised it floats away due to no collision from the cloth and body.

Here's some examples when I construct the cloth:


First, draw out the cloth with line tool in the create section. Draw out the front and back of the shirt, and also the sleeve of the shirt, then click vertex on the line and break the vertices. P.S: the sleeve in this picture is incorrect.



















Then, put the four poly on the character as if it is wearing the cloth. After that, select garmet maker from the modifier list.



After selecting garmet maker, select the broken segments, and create seams out of them, reverse the seams if they are crossed, else the cloth will become squishy. After creating seams, click on Cloth on modifier list. Select object properties, and change the settings over there.


















After done with the settings on cloth modifier, hit on simulate local and wait for the flat surfaces to simulate itself into a cloth.

Sunday, 19 January 2014

Modelling 2

Modelling 2

Modelling the body and hair. During this phase, I've use back what I have learn during Level 4 on 3Ds Max - extrude & bevel.

Besides that there's also a Youtube tutorial where it helps me to refresh on the two tool I can use to create and model more easily. Rather than creating extra vertices and adjusting them one by one.


Although this video has no audio, I've observed on how she create and make use of the tools.

Results:



Using extrude and bevel, I've manage to model out the body and hair for my character. However, this is the version of after using the turbosmoothing effect.


Low poly version of the body and hair.

After modelling the body and hair of the character, I've tried to explore and learn how to apply face texture on the head. However, I still haven't fully understand the principle of unwrap UVW, I feel it's quite confusing even after watching the tutorials from youtube.

Here's two example of tutorials I've watched to help me to understand more about unwrap UVW.








Modelling 1

Modelling 1

First try on modelling, since I no experience on modelling a character, I faced problem on how to import my sketches into 3Ds Max to start model. I tried pulling the sketches straight into the working space but the sketches stretches and distorted, therefore I did some research on Youtube about importing the sketches for character modelling.


3Ds Max tutorial: Setting up reference images



I've researched different types of tutorial to help me on importing my reference but this tutorial video is very the one I found most helpful, I've learn the basic first step of modelling a character from importing my references into 3Ds Max.

First, I have to digitize two sides of the character I sketched and make both of them in a similar size. Then export the digitized sketches in 400 x 800, then map the two sketches onto two planes which share the same ratio of the sketches. This tutorial helps me to learn on how to set up reference images on my 3Ds Max before modelling.


Modelling a Head

I have no experience on 3D character modelling therefore I have no idea where should I start from. After doing some research on Youtube, I found out most of the model start off with heads, therefore I started to research more on head tutorials. 

Here is one of the good tutorial I found on building the basic head shape. Although I have learn some basics on 3Ds Max during Level 4, but I have forgotten some of the key tool which can help me to model. However, this tutorial had helped me to refresh my knowledge on 3Ds Max. Also this tutorial taught me on using basic polygon - box to create the head by adjusting the vertices of the polygon.

To create a head with both side symmetrical, I've learn to cut out half side of the head and edit it using one side and then by using the modifier list 's symmetry to pull out the other side of the head.




Head Model

















This is the head model I've done, I could not get the exact file of the head model without the eye ball because of the file is saved as 3Ds Max 2014 but the software I have is causing error. After showing tutor the head I've model, he suggested me to create a low poly version rather than using turbo smooth on the character, because it will cause longer render time and I will have insufficient time to finish the artefact.

Saturday, 18 January 2014

UI Design

UI Design Research

Deliver Me to Hell - Youtube Interactive Video



Luigi's Mansion Interactive Adventure Game!



Sketches


After presenting the learning process to my tutor, he showed me a different type of Youtube interactive video and giving me suggestion on how to improve on the user experience by improving the UI of the video.

Youtube Street Fighter


This interactive video creates the buttons as if they are the buttons of the game/ the console. By creating the button as if they are in the game, if gives the user a better experience as if they are playing a real game inside Youtube. Therefore, I am encourage to design a better button in order to create a better UX for the users.



Character Design

Character research


 






Sketches