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Thursday, 9 February 2012

Topology study.

In facial topology, it is practical to use edge looping. Edge loops are, loosely defined, a set of connected edges across a surface. Specifically, an edge loop is a loop that follows the middle edge in a junction of four edges. An edge loop is terminated when it meets another kind of junction - for example, a three or five point junction.

Edge loops are a clean and practical way of modelling an organic surface. An edge loop can follow the natural curve of where a muscle would be upon the face, allowing for realistic deformation during animation and sculpting.


When preparing a base mesh for sculpting, it is generally agreed that the use of tris is best kept to a minimum due to the difficulty in subdividing and the occasional oddity that occurs when sculpting onto them. Additionally, five poles and tris should be kept out of major deformation areas due to the animation issues they can cause. However, with a game-ready model, the use of tris is not as big of an issue. Tris are also useful in optimization - one tri can be used in a place where, to keep everything as a quad, many unnecessary edges might have needed to be added.


The picture above (credit to crazyfool of polycount.com) shows some major edge loops good to include within facial topology. They allow easy deformation of the brow line, eyes, mouth (both lips and laughter lines) and jaw during animation and sculpting.

Wednesday, 1 February 2012

Tuesday, 31 January 2012

Sculpting.

Started my celeb sculpt tonight. Celeb is Benedict Cumberbatch!



Process was livestreamed and a viewer layered my model on top of a photo for reference.


HAIR, WHY.



Thursday, 26 January 2012

Role info.

Games designer:

  • Responsible for communication and awareness of concept and design throughout the team. Social and clarity of communication skills are a must -- capable of expressing themselves and their ideas.
  • Does not always require a formal qualification, and experience earned from other areas in the industry is viable to meet requirements even in bigger companies. Blizzard/World of Warcraft Game Designer.
  • Involved with game throughout the entire development cycle, adjusting role and tasks as necessary.
  • Experience is favored over a formal degree/qualification.
  • Research skills valuable, and documentation of processes and ideas necessary throughout work.

 Concept artist:

  • Freedom to define the overall look/art style of the game within the specifications given by the designer.
  • Required to be able to draw in a variety of styles and with both traditional and digital mediums.
  • Formal qualifications less essential in comparison to proven artistic ability.
  • Required to take ideas as given by designers and visualize them.
  • Can work in 2D or 3D, but majority of the jobs I found specified 2D primarily.

Sunday, 8 January 2012

12 Principles of Animation -- Examples.

Anticipation:

Good -- TF2 Pyro taunt. The pyro draws back to prepare for the attack. There is a moment of stillness, and then the attack is unleashed.

Pyro Hadouken

Slow out and slow in:

Bad -- Jade Empire running. When a character in Jade Empire runs, it goes from a complete standstill to flat out without any inbetween. This looks unrealistic and awkward.

Jade Empire Running

Ghost Trick -- An example of almost everything done right.

Ghost Trick is well known for its well done animation. The following clip shows good examples of appeal, slow out and in, secondary action, straight ahead & pose to pose, anticipation, staging, exaggeration, timing and solid drawing.

Ghost Trick.

Another example:

Ghost Trick Panic Dance.

In game.

Secondary Action: The keys on the police officer and the scarf/coat on the detective.

The following clip is an example of everything in animation done wrong, and the creators should be ashamed. Solid drawing is the principle most soiled.

Gee, it sure is boring around here.

Issues:
- Animation all moves at around the same speed, giving no impression of depth, urgency or life.
- Characters change shape, volume and form inconsistantly.
- Arms and heads move awkwardly, without real knowledge of arcing or anatomy.
- No follow through. Things stop abruptly.