Final Animation
Tuesday, 9 February 2016
Evaluation
I was required to create a robot using my own ideas and
creativity. I was told to render a still image of the robot with textures
applied, and I was told to animate the robot in some sort of scenario, with
textures applied. I was also told prior to research a range of different robots
from either games or movies, and take inspiration from these to create my own
robot. As well as this, I was told to research different artists involved in
games design, and learn about them as I take inspiration from their creations
and apply them to my own. I experimented with a range of different robotic
shapes in Photoshop, and took me quite a while before I was happy with a basic
shape. Before this, however, I had to create a page of robot silhouettes to get
a basic idea of the shape of my robot. I eventually created a shape that I was
happy with and developed it from there. I also experimented with different
texture ideas in Photoshop, and found some interesting results. However, I
was unable to create a realistic, high-resolution texture so that I could
apply it to my robot, so instead, I found a copyright free image online and applied that to my model until I can learn more tools and techniques to create HD textures in Photoshop.
I spent a lot of time in Photoshop drawing out a basic
sketch of my robot. After many hours and many layers created, I drew a neat looking
robot with shadows and bold toning. I then developed this idea on Maya to
create a basic 3D shape of the robot. To do this, I moved the vertexes around
from a cube and extruded specific parts outwards to make it fit the drawing
perfectly. What initiated an idea for me was taking inspiration from other 3D
artist’s work. After looking at many popular 3D designers on Artstation, I
decided to take a few of their ideas into account and adapt them into my own
model. My ideas developed by learning new techniques every week. For example,
the first week I lacked a ton of knowledge on Maya, but after learning new
tools and techniques from my tutors, I effectively created a fully working
robot with extreme realistic detail.
I think my final piece was very successful because the model
that I initially was designing and experimenting with already had a lot of
potential to become something very neat and realistic, and after experimenting
around with the 3D model that I created in Maya, I created detail in the head,
arms, torso and legs very well. Ultimately, my final piece was incredibly
successful. The methods that I learned and used during the development of my
project will definitely be adapted in future projects. I now know how to model,
texture, render and the basics of animation after eight weeks of development
and ideas.
Digital Mapping
What is a diffuse/colour map?
A Diffuse
map is the most common kind of texture map. It identifies the colour and
pattern of the object. Mapping the diffuse colour is like painting an image on
the surface of the object.
What is a specular map?
Specular maps
are the maps you use to define a surface's shininess and highlight colour. The
higher the value of a pixel (from black to white), the shinier the surface will
appear in-game.
What is a normal map?
Normal
mapping is a technique used for faking the lighting of bumps dents, which adds
detail onto the object, without using more polygons.
What other kinds of texture mapping are there?
Opacity map
An opacity
map makes the object transparent and cut-out effects from grayscale images. The
black part will get cut out; the white part will be fully displayed; the grey
values determine the object’s level of transparency.
Glow map
This
technique allows users to control the glow shape of an object, as well as the
colour and strength. Glow maps will blend with your original diffuse maps, so
the lighter the glow colour, the stronger the glow effect.
Reflection map
Reflection
map is also referred to as environment map. The image map is projected onto a
3D surface to represent a reflection of the environment.
What is PBR Rendering?
Physically
based rendering (PBR) refers to the concept of using realistic shading/lighting
models along with measured surface values to accurately represent real-world
materials.
History of Digital Modelling
1950s
- Ben Laposky uses an oscilloscope to show waveforms which were photographed as artwork.
- Mr Potato Head is invented, which later starred in the first Toy Story film.
1960s
- William Fetter invents the term computer graphics for his human factors cockpit drawings.
- Graphical User Interface (GUI) developed by Xerox.
- Full colour interactive flight simulator is created for NASA by Rod Rougelet.
1970s
- Bui-Toung Phong introduces Phong Shading.
- Larry Cuba creates a Death Star simulation for Star Wars using Grass.
- James Blinn introduced bump mapping.
1980s
- Disney released Tron, the first biggest computer graphics film.
- Autodesk introduced the first PC-based CAD (computer-aided design) software.
- Lucasfilm produced Willow, a movie that popularises morphing.
- VGA (Video Graphics Array) is invented by IBM.
- Adobe Illustrator is born.
- Photoshop is released to Adobe.
1990s
- The Lawnmower Man is released, a 3D effects film.
- Jurassic Park and Toy Story is released.
- DreamWorks is founded by Steven Spielberg, Jeffrey Katzenberg and David Geffen.
- Star Wars Episode One – The Phantom Menace is released, using 66 digital characters composited with live action.
1831 - Dr. Joseph Antoine and Dr. Simon Rittrer create a machine called a phenakitstoscope.
1872 - Eadweard Muybridge gathers photographs of animals in motion.
1887 - Thomas Edison begins researching work into motion pictures.
1889 - Thomas Edison announces his creation of the kinetoscope which distended a 15m length of film in around 13 seconds.
1892 - Emile Renynaud introduces the Theatre Optique in the Musee Grevin, which displays an animation of images painted on long strips of celluloid.
1895 - Louis and Augustine Lumiere distributed a patent for a device called a cinematograph efficient enough to project moving pictures.
1896 - Thomas Armat designed the vitascope which projected Thomas Edison’s films. This machine had a massive impact on all projectors afterwards.
1908 - Emile Cohl produces Phantasmagoria which was the first film depicting white figures on a black background.
1919 - Pat Sullivan creates the American cartoon Felix the Cat.
1923 - Disney Brothers Cartoon Studio is founded by Walt and Roy Disney.
1945 - Harry Smith produces an animation by drawing directly onto film.
1964 - Ken Knowlton begins developing computer techniques for producing animated movies.
1982 - Tron is produced, a movie with computer generated premises.
1988 - Willow uses morphing in live-action film.
1993 - Jurassic Park is produced, using CG for realistic living creatures.
1995 - Toy Story is created, the first full-length 3D CG feature film.
Visual Art Movements and Practices (Graffiti)
Graffiti is widely used and drawn in suburban areas of
cities, scrawled across thousands of walls in attempt to either send a message
or express their art in a fun and unique way. Although the most common graffiti
is called a ‘tag’ which is literally just the artist’s name in a unique style,
street art can sometimes be a large image with no actual meaning. Even
sometimes there can be a story in the street art which only a few people may
pick up. Despite authorities calling this form of art vandalism, Graffiti is
one of the most beautiful, common pieces of art in the 21st century.
The most well-known names that appear in Graffiti art
include the likes of Banksy and Shepard Fairey. Banksy is most known for his award-winning
documentary titled ‘Exit Through The Gift Shop’ which highlights Banksy’s unique
sense of artistic vision and self-referential style. Shepard Fairey is, founder
of the company OBEY, is well known for his Obama
Hope Poster and his Andre the Giant
Obey Poster, although he has moved on from this and focused his career on
fashion.

Due to its unnatural behaviour on historical landmarks,
global organisations are trying to combat the system of graffiti in its tracks
altogether, to keep the earth at its best and to prevent it from being ‘vandalised’
by graffiti artists or street artists. Although, graffiti is now recognised as a
matter of study in universities in attempt to spark a revolution and a street-art
uprising.
Monday, 8 February 2016
Myself as an Artist
As an artist/designer I am influenced by artists such as Yun
Ling and Ji Ruan. I am inspired by mysterious themed pieces of art; art that
features vast cultures. I mainly work in Maya and Photoshop, as these two key
programmes are vital to create my robot for my project. As an artist/designer,
I use various techniques and methods such as bold colours and tone; for
example, when creating a Photoshop piece, my work is not complete without some
sort of tone or shadow on the object or its surroundings. I prefer to work
around my peers as they can constantly give me feedback and help on my work,
specifically around my tutors as they have more knowledge than me on programmes
such as Maya and Photoshop.
The purpose of my work is to create robot concepts as part of
my Mechanical Marvel project. It’s also to create professional pieces of work
and to show the progress of my knowledge in programmes such as Maya and
Photoshop. I like to see how well I’ve done in learning about software and the
tools/techniques involved. I am most proud of the professionalism of my robot;
the shapes have been very neatly constructed using Maya and the textures have
been very neatly applied to the surface of the robot. The use of colour is also
a factor as I’ve been consistent with my use of chosen colours; I’ve constantly
stuck with the same three colours.
I’d like my work to develop by learning new tools and
techniques in programmes such a Maya. I’d like to learn how to texture better,
animate better and model better. Personally, I think the style of realism
resembles my work the most, as I’ve used high resolution textures and created
natural looking objects.
World of
Work
Triple A Studios
- Adobe Photoshop/Illustrator
- Adobe After Effects
- Adobe Flash for UI, animations, etc.
- Z-Brush
- 3D's Max
- Maya
- Mudbox
- Sketchbook
- GameWare
- HumanIK
- ScaleForm
- Visual Studio
- SVN (Tortoise SVN)
- AlienBrain
- Perforce
- Pro Tools
- Logic Pro X
- In House Bug Testing Tool similar to Bugzilla
- Basecamp
- KinHR
- In house SCRUM manager
Independent Games Studios (Similar programmes to Triple A Studios)
- Adobe Photoshop/ Illustrator
- Adobe After Effects
- Adobe Flash for UI, animations, etc.
- Z-Brush
- 3D's Max
- Maya
- Mudbox
- Sketchbook
- GameWare
- HumanIK
- ScaleForm
- Visual Studio
- SVN (Tortosie SVN)
- Perforce
- AlienBrain
- Pro Tools
- Logic Pro
- In House Bug Testing Tool (similar to Bugzilla)
- Basecamp
- KinHR
- In house SCRUM manager.
·
Concept Artists
Concept Artists
- Adobe Photoshop CC
- Autodesk Sketchbook Pro 2015
- Clip Studio Paint
- Corel Painter 2015
- Made with Mischief
- ArtRage 4
- Krita
- Pixarra’s Twisted Brush Pro Studio
- Black Ink
- Artweaver 5
- GNU Image Manipulation Program
- PostWorkshop 3
- Paint Tool SAI
- SpeedyPainter
- My Paint 0.9.x
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Symbolism of animals in art
Artists frequently use animals as subject matter in their
art. Through time animals have appeared in paintings, sculptures, and prints.
Animals are also symbolic. Many cultures through the ages have regarded
specific animals as representing gods, power, the supernatural, and in the
cases of Native Americans, used in names.
On this page you will find a compilation of animals and what
they represent to their specific cultures through time. These animal symbols
have been collected from sources on the internet. Some of the sources cannot be
verified as being completely accurate.
Animals and their symbolism
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Initial Model Experiments |
Wednesday, 3 February 2016
Tuesday, 2 February 2016
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Silhouettes |
Personally, I prefer the top layer of silhouettes, mainly because it looks more professional and neater to create in Maya. To make the set of silhouettes clean and professional, I added a shadow effect onto each silhouette, as well as a metallic background, to fit the theme of metal and robots.
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