Friday 27 May 2016

Exhibition Plan
The artists that I've taken inspiration from have all got a page on ArtStation, which is where they present their work. ArtStation allows any artist to present their work neatly, labelling the different software that they used in the creation of their model. Some of these artists have used rendering features which allows the viewer to rotate the model in 3D on the website itself. As far as I know, none of these artists have published their work in books or on virtual reality, as they’re fairly new and unknown artists. If I had the resources, such as space and materials, I would present my work using large boards with large sized paper so that it’s easy to see from a distance. I’d present it starting from my initial ideas, to the development, all the way to my final piece. This way, it shows the process of my creation across the months.

My ideal audience would be professionals in the gaming industry, and possibly a few employees from popular gaming companies like Ubisoft or Square Enix. This is mainly because I think my work relates to some of their work, considering that my scene was massively inspired by Ubisoft’s Far Cry Poster. I could also gather some feedback from these professionals so I could possibly create more advanced models in future projects. I might possibly invite my family to the show, mainly because I'm extremely pleased with my work, so showing my work to family members will boost my confidence massively. I could use mainstream social media to advertise the final exhibition, and even popular art sites like ArtStation or 3D Total.

Below I’ve posted a screenshot of my visual exhibition plan, which shows the two main renders of my final scene; in the middle I've layed out extra perspectives of the knife to show more information about my project.


Thursday 26 May 2016

Project Evaluation
The theme for my project is a knife in a desert scene due to it being my aim for this project.
I have developed my ideas by creating a mindmap and two moodboards which consist of numerous ideas regarding knives. I’ve created these documents to gather more ideas about knives, so I could gain inspiration from them later on in the project. I’ve also sketched numerous knife ideas regarding my project proposal, and developed them by showing the progress in Photoshop.

I found two key pieces of reference material that was personally taken by myself in the Isle of Wight. The images show a beach, the ocean and the sky; most factors relating to my idea as it consists of mainly sand and the sky. I didn’t gather any reference material relating to knives as I wanted to make it entirely based on my own imagination to see what I could create as a result. The sand in the reference photos allowed me to have a more in depth look at the patterns in sand, so I could later apply it to my own ideas and development. The same applies to the sky; I looked at the clouds and thought about how I could apply it to key documents in my project, such my ideas and idea development. It also allowed me to look at other opportunities in my scene such as an ocean in the background. This affected my final design as I actually took inspiration from the sand and sky to create my own idea, resulting in it being applied to the final model and render.

My research has informed my skill development as I’ve taken an in depth look into minor details into assets such as sand and sky, which ultimately allow me to gather more inspiration and stretch my imaginative ideas even further. For example, small details into the clouds allow me to take on more skills to create the best looking sky I possibly can. The same applies to the sand; the contrast in colours stretches my skill capability even further, allowing me to take on more difficult tasks in the future.

The six artists that have inspired me into creating my project are: Jason Poland, Florian Heutzenroeder, Den Ovsyannikov, Piotr Mierzwa, John Church and Simon Kemmer. I’ve personally found all these artists on artstation.com and all follow the exact same ideas; knives, which in the end has led to inspire me create my own knife model in Maya. An important artist out of this list to take note of is Den Ovsyannikov, who has inspired my ideas the most. The sheer simplicity of his knife and high detail textures look incredible, therefore leading me to employ this myself in my own ideas. All artists are very similar however, in terms of shape and size, so realistically, all artists have inspired me in some particular way throughout this project. Den Ovsyannikov, the artist who has inspired me the most, used three main software in the production of his knife: Blender, 3D Coat and Substance Painter. According to his artstation page, he used Blender to render, Substance Painter to texture and 3D Coat to actually model the knife itself. Other software may have been used but this is unknown information on his page. The techniques that this artist used is fairly unknown to me as well as I used Maya to model my knife, whereas this artist used 3D Coat to model his – two quite different software I’m fairly certain. I do know one thing, however; this artist used the ‘extrude’ tool in his software to create the majority of the shapes.

I used two main materials in the production of my scene: Lambert and Blinn. Lambert is used for things generally non-reflective so I used this material for natural objects such as the sand and the sky. Another object I applied Lambert to was the leather straps on the knife itself; leather is generally seen to be non-reflective, so employing a Blinn material to this would be incorrect. On the other hand, I applied the Blinn material to realistic objects, like the actual knife itself, specifically the blade of the knife which is generally seen to be reflective due to it being a metal. I altered the reflectivity of the Blinn material on each section of the knife accordingly – I increased the reflectivity for the blade to a fairly high level to make it look more metallic, whereas I decreased the reflectivity level for the handle to make it look more materialised and natural.

The main techniques I used to produce my scene are box and subdivision modelling, which is where one can alter vertexes and faces of a basic shape until an appropriate and desired shape is created. I employed this technique to pretty much every asset of my scene, one example being the blade of the knife, where I imported a simple polygon cube and altered each vertex/face until I was comfortable with the shape. I also employed the insert edge loop technique into the production of my model, which allowed me to add extra divisions and position them to create more defined details in the object, for example the sharp serrated edge on the blade.

These different techniques and materials influenced my outcomes by making it look realistic and extremely detailed, thus reflecting my initial aims for this project. Not only does it make it look realistic, but it makes it look professional and appealing to the viewer’s eyes, again reflecting my initial aims for this project.

My work changed quite a bit throughout the project, for example, the landscape shape has changed quite a bit among the duration of this project – the whole landscape used to be very large, holding an incredible amount of vertexes, edges and faces, which would often slow down the software, thus making the modelling process very tedious and uncomfortable. Another key aspect of my project that has changed is the spherical sky map – at first, I imported my own texture onto it, but due to lack of imagination in the designing process, I was unable to make it look realistic and professional. However, later on in the project, I decided to import the default Maya sun and sky, which casted a virtual day and night cycle onto the scene. I ended up finding a perfect spot for the sun to sit, making it reflect the knife seamlessly and realistically. Other than that, nothing drastic has changed throughout my project.

As far as research relating to my project goes, I’m happy with the amount I’ve done. All pieces of research have inspired me enough to create my scene so additional research would’ve been unnecessary, thus taking up more time. In due course, there isn’t any additional research that I wish I had investigated further.

I have used a fair amount of formal art techniques when designing each asset through sketches in Photoshop. Some of these techniques for example, are line, tone and colour. I’ve used these in documents like my initial knife sketches where I would sketch a bold outline of the knife, so I could draw smaller details inside it with a smaller sized brush. This allows the knife to stand out on my blog, making it look visually appealing for the viewer. I’ve also employed important art techniques such as tone into my sketches into key documents on my blog, such as my initial knife sketches and development to show where shadows are being casted onto the knife. This allows the drawings to look more realistic and proficient when uploading on my blog for people to see, whilst obviously making it visually engaging to my audience.

Throughout the gathering of research, I discovered numerous visual language elements, such as the golden spiral, where there is a centre point in the image where everyone’s eye is drawn to. This communicates to an audience as it shows where the focal point of the image is, and where the artist’s original intentions are set. I also researched a visual language element known as the dominant/sub-dominant form, which is very similar to the golden spiral; it’s the object that immediately catches the viewers eye at first glance. In regards to secondary reference images that I included in my blog, such as the Far Cry 3 poster, the dominant form was the knife and the sub-dominant form were the mountains and forest/vegetation, another example of this is the AK-47 in the sand (where most of my inspiration came from). Again, this image shows that the dominant form is the AK-47, and the sub-dominant form is the desert hills casted in the background. This visual language element communicates to audience very much like the golden spiral, to provide a focal point for the image, so the viewer knows where to set their vision.

I deliberately used these elements in the creation of my design by making the knife the dominant form of the image – I positioned the camera in a way similar to the golden spiral effect, the knife positioned so that the viewer’s gaze immediately shifts to it, and the background the sub-dominant form of the image.

The original meanings that I wanted to convey with my design, is to signify war, and the terrifying realism behind the whole idea. The knife itself is meant to symbolise war as a whole, and each army and nation divided. On the other hand, the lonely desert is meant to symbolise how little it contributes to the idea of world peace.

Ultimately, I’m very pleased with my final piece and conveyed my initial thought-process at the beginning of the project perfectly. I’m particularly proud of the nCloth that I included on the knife as it adds a whole extra level of realism to the scene – specifically picking up on the way it blows in the wind with help from the attribute settings. It also suppresses the artificial look of everything and create a natural atmosphere, again accumulating to this idea of realism and professionalism. Comparing my result to an existing example of my research, specifically knives featured on my moodboard, I’d say the original inspiration is clear. I’ve been very successful in creating this link between my final piece and my research. As far as the final rendition of my creation goes, I would not change anything in particular as I’m extremely pleased with the final result.

I’ve learnt many things throughout this assignment, such as techniques in core software such as Maya and Photoshop. Specifically, I’ve learnt how to model complex shapes and alter their vertexes to make them look visually similar to the original product. This skill allows me to express my imagination to create more complex shapes. I’ve also learnt new rendering techniques in Maya, precisely the lighting position and intensity in the final render. As well as this, I learnt what settings I need to get the best possible result for when I render next.

The importance of this work to my games course and career is to allow me to learn new skills in software such as Maya, Unreal and Photoshop. It gives me the opportunity to finish projects quicker due to my knowledge on features in said software, and also allows me to build a career in games design. Assuming that I get a career in games design, I can look back at all the work I’ve completed and all the knowledge I’ve gained across the course of all projects. Picking up on certain factors, across the whole progression of this course, I’ve learnt how to model, texture, UV and render; including certain features in software such as Photoshop and Maya. I’ve also learnt a few techniques in Unreal which will give me a big boost for when I receive job opportunities in the near future.

I gave this assignment my absolute best effort across the whole 14 weeks by prioritising my college work so I could beat deadlines with work to the best of my ability. All work is completed with my best efforts with time spent wisely across the whole period of the project. Included in my blog, I created an entire 14 week plan which allowed me to manage each piece of work on time so I could beat the deadline at the end of the project. This also shows my dedication and best efforts in regards to this project, as it showed that I held a lot of responsibility for my work.

The things that I personally think I did well is the modelling as a whole. I think that the models that are associated with my scene are incredibly high-detailed and realistic, which is clearly shown in my development on my blog. Another key element of my work that I thought I did very well was the rendering aspect. I personally think I’ve mastered the rendering settings and the camera position so I can get the best possible rendering results. This is clearly shown in the final stages of my blog where I uploaded the final render of my scene – going back to artistic elements, for example, the golden spiral, I personally feel like I’ve used this well in my final render; the main focal point of the image is my knife, and the secondary point of focus is the background.

I made one key mistake during the creation of my project, which is the overriding number of edges in the environment. This led to the software being extremely slow, and in the long-term, leading to corrupt files which impacted the production of my project fairly slowly. Other than that, I only made a few minor mistakes, such as unsymmetrical objects (which was easily fixed by straightening vertexes and edges).

I would most likely spend more time on the environment, as I feel I rushed this section of my project. I spent too much time creating the knife, rather than the environment around it. I would also spend more time on creating the textures of the sand, as I feel this was rushed too. If I had more time, I would definitely improve the detail on the knife, and the detail in the sand texture. Otherwise, I feel like my project is up to my desired standard.
Across the 14 weeks, we participated in a number of classroom activities. One being the involvement in other people’s work, where we had to give positive feedback and constructive criticism. We all allowed each student to take note of different techniques that we used, so that we could hopefully be more inspired to adapt more ideas into our own. This activity allowed me to look into different imaginative ideas around the classroom, and the diversity of each student’s original though process. All of them were very interesting, and have allowed me to look at more imaginative ideas that could be integrated into my own work. In addition to this, the feedback that I received from people who reviewed my blog has allowed me to improve certain parts of my work, and has allowed me to pick up on minor details that I didn’t notice beforehand.

Unfortunately, I did not use any new materials, but I managed to adapt these materials into more realistic looking objects. I did, however, use new techniques in Maya, for example; the insert edge loop tool, which allowed me to integrate more edges into objects, which ultimately allowed me to create more defined objects. One object I used this technique on is the blade – I often found that it needed more divisions, so this technique helped me massively. I could use all techniques again because they’re so helpful. Each material and technique has helped me progress my work in some way, so incorporating most of these into future projects is definitely something I will consider.

One main problem I encountered during the creation of my project is the nCloth physics. As this is a very useful feature in Maya, it was also very difficult to apply to an object. I was oblivious to how to actually use this feature, however, after careful research from websites and YouTube tutorials, I was able to apply it to any object. I also created numerous separate experiments in Maya, such as a table cloth, a flag, and a parachute. Once I was comfortable with this feature, I was able to apply it to my own creation. Another main problem I encountered was the rendering - I was completely oblivious at first about how to render a scene in Maya. I didn’t know how to use mentalray and how to apply it to a render, and I didn’t know a lot about lighting positions. However, after help from my peers and tutor, I was able to render a scene realistically. I can now apply this knowledge to future projects.
Asset Name
Asset Construction Time
UV Mapping Time
Texture Time
Total
Blade
5 hours
30 minutes
1 hour
6 hours 30 minutes
Handle
3 hours
30 minutes
1 hour 30 minutes
5 hours
Leather Strap
40 minutes
5 minutes
20 minutes
1 hour 5 minutes
Sand
1 hour
5 minutes
40 minutes
1 hour 45 minutes
Sky
1 hour
2 minutes
30 minutes
1 hour 32 minutes
Blood Splatter
30 minutes
10 minutes
10 minutes
50 minutes
Total
11 hours 10 minutes
1 hour 22 minutes
4 hours 10 minutes
16 hours 42 minutes

For the different assets included in my scene, I've stated how long each asset took in the production, as well as the UV mapping time and texturing time. I've added up a grand total for each asset, all shown in the table above.
Here is the final rendered scene.

I positioned the camera into its comfortable position - I did have a minor problem with this, however. I was unable to find an appropriate position. However, like always, I was able to overcome this problem through trial and error, ultimately finding an appropriate camera position.I also encountered a few problems with the render - I didn't completely understand some of the rendering settings, such as the quality and lighting settings, the resolution settings etc. I overcame this problem with help from my peers and tutor. Afterwards, I was able to render the scene in full detail, which I'm entirely comfortable with.


Created using www.gifmaker.me

Sand Final Texture & Model

Modelling
For the sand environment, the process was very simple, as you can see from the image below, I started off with a simple polygon plane. I didn't encounter any problems with this as it's a very simply process and used my basic knowledge of the software to create it.



I then proceeded to lift each face of the plane to create hills like in the image shown below. I encountered a few minor problems doing this, for example; when lifting the faces, the hills would look unnatural and very strange. I fixed this problem through trial and error, and by trying different techniques to get the best result I possibly could.
I created a second plane for where the knife will sit into the sand. To do this, very much like the hills in the distance, I lifted up each face (creating more divisions along the way) until I was comfortable it. The result is shown in the image below, which is the perfect size and shape for the knife. The image even further down shows the knife sitting into position. All I had to do now is texture the sand. I encountered only one problem whilst doing this; very much like the previous problem, I couldn't get a natural looking shape. However, through trial and error, I was able to get the best looking shape I could for the knife to sit.

Texturing
The texturing of the sand was extremely simple. Due to it being a flat plane, I was able to throw the texture onto the plane without worrying about UVing. The sand texture itself was based on my sand sketches, so all I had to do was apply the texture onto the model, as shown in the image below. The only problem I encountered whilst doing this was getting the texture the right size to suit the perspective realistically, as well as the knife itself. To fix this is self-explanatory; as the texture was repeatable, I increased the size of the UV until it looked perfect in the final scene. 

The final scene is shown in the image below with the knife sitting neatly into position. At this point, the scene is complete, with the sky incorporated through the rendering settings in Maya (virtual sun and sky). All I have to do now is render the scene with appropriate settings (1080p) until I'm comfortable with the end result.

Final Textured Knife Model
These are the final renders of the knife with textures applied to them. I've also played around with a few rendering techniques, such as the quality and lighting (all set to max for best results). The background is simply a default sky which will be changed afterwards. The texture is clear in the render shown in the image below, due to the light shining off it. The problems I encountered when rendering this was mainly the lighting; I couldn't seem to get the lighting position to my desired standard in order to get the best possible render. However, through trial and error I was able to get the best render I possibly could.

For the blade, I used the blinn material and turned up the reflectivity level to 0.943 so I could receive that very shiny and reflective look of a typical blade. As for the rest of the knife, I used a simple lambert material without changing any settings. I didn't encounter any problems whilst doing this as it's a very simple process, and by using my knowledge on basic features in Maya, I was able to do this.






I also created a bump map for the knife in Photoshop. To do this, I simply went over to Filter, 3D, and then Generate Normal Map. The only problems I encountered with this was getting the normal map level completely right in order for it to look good when rendering in Maya, so I was constantly going back and forth to experiment with different levels. However, through trial and error once again, I was able to get a decent looking normal map which I could then apply to the model on Maya.




The result would give me the images shown below. To apply this to my knife, I saved the files as .tga and applied it to the knife on Maya. I did this with the blade and the handle of the knife; the handle I did by
 simply creating small dots onto the ridges, and creating a normal map on Photoshop, which gave me the result shown in the image below. I did the same with the blade.
As this process very quick and simple, I didn't have any problems associated with it.


Wednesday 25 May 2016

Texturing/UVing
This is the UV snapshot of the knife. As you can clearly tell, it's layed out neatly, thus making it easier for me to texture. The UV at the top left is the blade, the UV at the top right is the handle, and the UV at the bottom is the cap of the handle. To do this, I saved the UV in Maya as a UV snapshot, in .tga format, and imported it into Photoshop. Due to the very quick and simple process, i didn't encounter any problems with it.

The image shown below is the final painted texture on top of the UV shown above. As you can see, I've painted a metallic looking texture on the blade and painted the handle a very dark colour (taking inspiration from my Photoshop drawings). I've painted the cap of the handle the same colour as the handle itself, due to them both being very similar objects. To save the texture shown below, I'll need to export it as a .tga and apply it onto each asset of the knife. I encountered a few problems with the painting of the texture, for example; I was lacking knowledge regarding a few tools in Maya, such as brush presets and brush settings. To overcome this problem, I researched and gained help from.my peers and tutors, allowing me to use more advanced tools in the process of painting.


Knife Development
After modelling two different knives and taken into account their features, I have decided to go with the blade and handle shown in the two images below. This was however, a very difficult choice as both models were very detailed and high quality models. Ultimately, the definitive choice was the correct choice in my personal opinion.

I like the style and natural unique look of the two assets - they will definitely serve as two very realistic models for my project.






I have modelled and added a leather strap to the top of the blade, which will allow me to attach the two components together (the blade and the handle) perfectly. To do this, I simply created a cylinder polygon and altered the vertexes so that they fit around the knife appropriately. Although this was a fairly simple process, altering the vertexes was a very tedious process and took a fair amount of my time up. I didn't really overcome this problem, but I learnt new techniques in Maya which will hopefully make the process a lot quicker next time.

The strap will disguise the strange texture transition between the two assets - the blade and the handle.




As for the handle of the knife, I have added a top to it. To do this, I followed a very similar process to the strap - I imported a cylinder and altered the vertexes until they were in the appropriate position, also contrasting with the rest of the knife perfectly. I didn't encounter any problems with this as it was a very simple process, and learning new techniques from the strap model has allowed me to create it quicker.

The cut in between the two assets will be disguised by the second strap that I will create separately (this strap will also include a loose piece of leather which will contain wind and gravity physics).


The strap will be a completely separate object from the rest of the knife. This allows me to attach an extra shape to it, which will act as the loose piece of leather which will blow in the wind using wind and gravity physics.






Loose Strap Physics (nCloth)
For the physics on the leather strap, I used the nCloth feature to receive this effect. To do this, I created a simply polygon plane and moved it into position, underneath the upper strap. As you can clearly see in the image shown below, the shape is fairly narrow. This process was extremely easy so no problems I found were associated with this.

 



I then went over to the attribute editor of the plane and edited the subdivisions accordingly - a width of 20, and a height of 50. This way, I could receive very realistic looking physics without worrying about blockiness. After doing this, I cut the shape in half and separated the two objects, which would both act as a piece of loose leather hanging from the handle.





 To actually create the nCloth feature, I simply selected the object, clicked nCloth from the options listed at the top (the FX section), and clicked Create nCloth (again, a very simple procedure so I encountered no problems here). However, if the animation at this point was played, the loose piece of leather would simply fall onto the ground, so I need to attach it to the upper leather strap...





To do this, I simply selected the vertexes of the object and shift clicked onto where it will attach to. Then, rather than clicking nCloth from the list of options across the top, I clicked nConstraint, and from the drop-down menu, I clicked Point to Surface, which will then allow me to constraint the two objects together. I did the exact same procedure with the other object. I didn't encounter any problems with this due to my prior knowledge on the matter I documented beforehand.





This is the finalised model of my knife with all assets attached, including the nCloth physics (which I had learnt beforehand). I encountered numerous problems throughout the process of modelling, such as lack of knowledge on certain features of the software. I soon fixed this problem by learning new techniques in the software from my tutor and peers.










Maya Handle Experiments

After experimenting with blade shapes in Maya, I decided to move over to the modelling of the handle, so the entire knife would be soon complete. Once again, I modelled two different handle shapes just so I could get two rough ideas, so I could pick from them later. I began modelling from the initial blade shape so the two components of the knife were attached.

The image below is my first handle experiment. Again, it is based off of my previous sketched ideas and finalised Photoshop ideas. Personally, I like the unique and natural look which as a whole makes it look professional and realistic. This experiment is possibly the one I will choose to move onto development.



The second experiment that I did is fairly different to the first experiment in terms of shape; the first handle is fairly chunky, whereas this handle is fairly narrow. Other features give it completely different look, such as an added guard and pommel. This experiment gives off a vintage look due to its sword like shape, however, many modern combat knifes still use this similar shape, according to my research on the matter.

Tuesday 24 May 2016

Maya Blade Experiments

After I had my ideas written down and sketched, I moved over to Maya to start experimenting with blade modelling. I created a rough idea of the blade based on my initial sketches and ideas, and ultimately came up with the image shown below. The blade is a very nice shape and depicts the blade of a combat knife very well, as well as my finalised sketched ideas in previous documents. The large number of divisions helps it smooth out and look sharp when rendered.



I created another blade model in Maya just to see if any other ideas would look better. I followed a similar procedure to the first blade in terms of modelling, a procedure that I'm comfortable with. The image shown below is fairly similar to the first model, however it doesn't follow the unique and realistic look of the blade. It's still an interesting idea regardless, and I will probably take inspiration from a few features in the future.