Categories
Advanced & Experimental Group

Week 9

This week, i sat down with the CGI lead to help with layout of the room, and sizing of certain objects. After many layout options, we decided on the following layout.

Render test / layout

I was then asked to create the light to hang from the pipes. I tried to keep this asset simple as we did not want to add more heaviness to the rendered scene.

I used a sized down pipe, and beveled it very slighly.

I then created beams and made sure they all met at the top at an angle.

I then created another beveled pipe for the top of the light, with details using edge loops and extrustion.

I then duplicated the light and sized it down to add a detail and shading the the top of the lighting. I made the beams a rubber material, the light an irredescent bulb material, anf the rest black plastic.

On feedback, I was told to make the light shorter, so I resized the elements of the light to be more short, and uploaded this to google drive.

Next week I will keep improving on this light and also start on making barrels for the corner of the room.

Categories
Advanced & Experimental Personal

Week 9

This week I sorted out UVs on my sword, and started texturing.

To sort out my UVs, I used a variety of ways to make sure they were working well and ready for texturing. I went through each part of my sword individually and did this. In some cases, I used a planar UV tile, some I used a camera based on some faces. I cut some parts of the UVs so that I could lay them out differently, as they did not follow the UVs correctly. I also used the unfold and straighten UVs tool a lot to work these out correctly.

The most difficult part of the sword to UV was the dragon wings. The topology on these were the most complex to I had to play around with the different tools until I had UVs I could work with.

I then was able to start texturing on Substance Painter. I started with the blade. After trying multiple metal bases, I found a material I liked for the blade.

I then added scratches by hand using a paint layer.

After creating multiple scratches, and details, I exported these textures to maya, and sorted them out on the hypershade editor, putting all the correct nodes into the right inputs.

I then added a hdri to view this texture with the right lighting I wanted. To match the texture in adobe substance painter, I had to export the triangulated mesh model.

I checked these textures on the render window.

One thing that stood out to me is that I felt like the indents were too harsh. I selected faces and brought them up to a closer level, so that these were more subtle.

I was happy with my blade, and ready to texture the rest of my model next week.

Categories
Advanced & Experimental Thesis Proposal

Weeks 7 & 8

This week I conducted more research for sources (bottom of page) and made a draft of my first 3 parts of my Thesis proposal – my key words, contents page and Draft introduction:

Contents

Page

3 –      Key words

4 –      Draft Introduction

5 –      Research design methods

6 –      General outline of each chapter

7 –      Draft Literature review

8 –      A draft chapter

9 –      Indicative bibliography

Keywords

•            Combat

•            Visual effects

•            Video games

•            Spells

•            Weapon design

•            Melee

•            Swords

•            Guns

•            Creatures

•            Survival Horror

•            Fantasy

•            Game mechanics

•            Health

Draft Introduction

Video games offer a unique experience to players through interactivity within a digitally created environment, playing characters with fictional backstories and motives, and in the majority of cases, intense and riveting combat scenes, with strategies and methods taught to progress the game and provide immersive gameplay.

This thesis will be looking at the latter, combat within video games, and more specifically, how visual effects aid this part of the experience in video games, negatively or positively. Visual effects are most known to bring to life action and magic in films and TV that can’t be filmed or to enhance scenes that have in fact been filmed. In worlds that are completely digital, and nothing is real, visual effects are included seamlessly in history within video games. Choices made by the creators of the game such as weapon designs, creature design, even game mechanics, chase sequences, and bodily damage all arguably lean on visual effects to enhance the combat experience. For example, “combat designers will work on the player’s experience when the player meets enemies” (Killick, 2022), or even work on signifying to the player they are about to die and require health. These are common in genres such as survival horror and fantasy games, both of which we will be delving into, with game examples, and conducting research on the effective visual changes some of these methods bring to games, and how people react to these.

There is an ethical side to look at when any mention of violence is made to seem more realistic or immersive in video games, specifically linked to psychology when playing a game, and the development of psychology within children, who are the main target audience for many games revolved purely around combat. Whether visual effects’ implementation affects these issues that are debated will be discussed and researched.

I also conducted more research of sources and quotes I will be able to use in my thesis proposal and maybe even my thesis:

“the concept of “reported realism” as an alternate analytical tool to account for the impression of truth and authenticity produced by specific stylistic components of these representations of combat violence.”

– Bender, S.M., 2014. Blood splats and bodily collapse: Reported realism and the perception of violence in combat films and video games. Projections, 8(2)

“Combat designers will work on the player’s experience when the player meets enemies.

– Killick, M., 2022. Video Games: Under the Hood. In The Way We Play: Theory of Game Design (pp. 27-45). Berkeley, CA: Apress.

Game Mechanics –

“games involving war, combat, or adventures may provide opportunities for psychological satisfactions that are irrespective of the violent elements within the games.”

“opportunities for mastery, achievement, heroism, and self-directed action.”

“players often “like” the act of killing in games primarily because it represents feedback of progress or advancement through the game.”

– Przybylski, A.K., Ryan, R.M. and Rigby, C.S., 2009. The motivating role of violence in video games. Personality and social psychology bulletin, 35(2)

Categories
Advanced & Experimental Group

Week 8

This week I worked on optimising my models, getting them approved by teachers and my group, especially my CGI Lead, and making sure it was uploaded to the group drive to put into the scene.

First, I decided to change my HDRI, as feedback from my last upload on Ftrack for my terminal was that my model had too much gleam coming from the highlights. I picked a simple studio to ensure lighting wasn’t too powerful and there was no hues of other colours.

I then made sure specular and transmission was lowered slightly on my materials, and dropped the intensity slighly on the lighting.

More feedback recieved was that my models included too much noise, and the render quality needed to be increased. I solved this by increading the resolution of my render, and importing this to Nuke, where I then used the denoise node to ensure all noise possible would be improved.

I then uploaded this render to Ftrack.

This was then approved.

I then made a 360 degrees render of my control desk, which was my second asset I had been working on alongside the terminal, and uploaded this on ftrack for feedback.

This was also approved.

I then decided to check in with my CGI Lead to ensure there were not any more changes needed before I started on my third asset, and uploaded these to the drive. My feedback from the group was that my model needed to be optimised as some meshes were too heavy. Especially the type meshes for the letters on the keyboard which I though may be a problem we run into.

I first worked on reducing the topology on the mini screens as these were quite heavy too. With deleting the unessesary edges and making sure there were no n-gons, these were way less heavy for the model and scene.

Next, we decided it would be best if my keyboard was textured instead of having type meshes for each letter. After fixing the UVs on my keyboard by deleting unsessesary faces and changing the UVs to planar view so they weren’t slanted, I turned to adobe substance to create a plastic grainy texture, and used the font stamp to create every individual letter printed on the texture.

I then exported this texture, and made sure all of the height, metalness, normal and base colour files were uploaded to the right places using the nodes on the hypershade tab.

This lowered the heaviness greatly. I then uploaded all my textures and models to google drive. However, I discovered selecting ’embed media’ this imported the models with some textures ready for opeing in maya. I informed the CGI lead as this would mean he may not have to link every png file to every part of people’s models and this would reduce tiime speant doing this.

I then requested to see my model in the pre vis of the room, to see lighting and placement in the scene. This is my model in the draft room:

With these models approved, I can move onto modelling my third asset next week.

Categories
Advanced & Experimental Personal

Week 8

This week I finished the handle, details and overall base model of my sword.

I first had to finish adding simple shapes to complete the handle. I created a diamond shape coming from the ring I had created reviously, with multiple faces so it would be three dimensional when extruded.

I created a simple handle stick from a cylinder, adding edge loops and sizing in some edges to create a handle shape. I then created horn like shapes potruding from the handle stick. I did this by making the basic shape with a planar polygon in 2D side view like usual, and then extruded this, and flipped it round to create the symmetry on the other side of the handle.

I then rotated these to follow more of the angle the other spiked elements on the sword followed.

Next I wanted to add an arrow effect on the top of the handle. I did this by using the edge loops inserted previously, and extruded these side faces upwards at an angle for the slanted effect similar to an arroow.

I then added small details to the handle stick using edge loops and inward extrusion. This is the wireframe after all these changes were added or made:

Next, I made a simple moon shape in 2D view, to placce at the top of the handle for extra creative fantasy style.

I was finally ready to extrude the whole blade, and follow my edge lines and faces I had set up for the added details using the extrusion tool. I would extrude some faces inwards and some out for depth in the blade. I also extruded outwards the main shapes of my dragon wings.

I fixed the ring on my sword as it was quite jaggedy. I did this by simply creating a new pipe with more subdivision faces and sixing it down.

I checked how my model looked so far on arnold render:

I then worked on the details on my dragon wings. In the topology, again, I had already mapped out the details on the 3D shape I had created, so used the same technique I did on the blade with extruding the paths of certain faces to create the details.

The base model for my sword is completed, meaning I can move onto texturing and animation elements next week.

Categories
Advanced & Experimental Personal

Week 7

This week I worked more towards finsihing the handle of my sword. This part was planned to be very detailed so I took time to make sure the progress is exactly how I envisioned it.

I made a ring which I then pressed 3 to give it a smoother apperance and to create a perfect round circle.

I then created two small poles to attach this to the other part of the handle created.

I then started to create the small dragon wings that would appear below the main wings I will be creating.

I did this by making a plane, and creating the dragon wing shape. I then created another plane at the other end of the ring so it would appear attached to the handle, and combined these. I then duplicated these and resized these, changed topology slighly for variation, and changed these to a smoother apperance again.

I then duplicated these and rotated them, then reversed the faces, so it would appear the same on the other side of the handle.

My next task was to create the orb. This was simple as it would just be a sphere polygon. I transformed this to be the correct size and right in the centre of the handle.

Next, I did my method of checking how these shapes looked extruded, and seeing if there was anything I needed to change. The extrusion worked which means I could move onto my next phase. I did however discover the wings looked better with shaper edges, so I selected 1 for them and decided to keep this.

I then decided to work on the dragon wings. With this part I did run into some topology issues. The shape was really complicated so creating faces with 4 sides, whilst also including all of the details for future indents and extrusion using edge loops, made the topology quite busy and messy. This may be an issue with UVs I am prepared to come back to.

I then duplicated this, rotated it and reversed the face again to create a symetrical handle. There is a final part to finish this model which will be the upper handle, and then I will be able to work on the details and texturing.

Categories
Advanced & Experimental Group

Week 7

This week I worked on shaders for my terminal, fixing my models, and adding details to my control desk.

When I re-visited my models I turned my control desk around and it had a destroyed topology, and broken normals. I realised this may have been an issue when I had been extruding faces inwards on the front of the model, and accidentally caught the back faces.

To solve this, I pasted an older version of my control desk when it had a correct back, and re-applied the extrusion dent details to the front of it again.

I then worked on shaders for my terminal, after having feedback on ftrack. I needed to submit a 360 degrees video of my render, with shaders as my submission before looked flat. I added a hdri of a ‘blue studio’ and played around with some of it’s elements on the attribute editor until I got my model to look less flat. I then animated it to turn, and rendered this sequence out.

Shaded render

I then decided to work on my second asset whilst I waited for feedback on my terminal. On my control desk, I have been adding details to the model however I feel as though it isn’t as detailed as it could be. I looked at other control desks for inspiration, and decided to add a lever to pull and more buttons in varied shapes. I started with the lever, and made a basic lever shape and added some details to the pad underneath.

I then added a material of plastic and metal, and decided to make the lever green.

I decided to edit the top of the desk and make more of an asset to the extruded faces. I decided to make more screens to the desk in these places.

First I modelled the base of the screens by combining a rectangle and a border of other rectangles around it to create a border.

I then textured the border a slightly darker metal, and added a technical screen to the centre. I thought this design fitted the lo-fi aesthetic a lot, and also the control desk in general.

I decided to add more buttons for additions to the desk. I made a circular plane and extruded it for the bottom of the button. I then created a sphere, flattened the top and combined this with the plane below it. This was then duplicated and laid out on the desk in the empty spaces.

I then added a blue plastic texture to the buttons and a darker metal for the bottom planes. I decided to make them blue to add colour variation around the desk.

Models of the buttons
Draft render with blue light

Categories
Advanced & Experimental Group

Room Camera Tracking: Part 2

My final part of this task was to place geometry into my scene to preview the camera tracking nd see if this was sucessful for a scene.

On first attenpt, all of my scene wasn’t exported to Nuke, it was missong the camera node. Going back to my project, and with guidance, I needed to recalculate the parameter adjustments and re export the file. The lens distortion also needed to be re uploaded to Nuke.

After exporting this now sucessfully, I was ready to set up my scene and geometry in Nuke. I had my 3D scene, and inputted the correct lens distorion numbers in the lens distortion node,

Node map
Lens distorion

I then inputted geometry around the walls and a sphere in the centre using the 3D viewport in Nuke.

Matchmove Version 1

My geometry was quite shakey. After a sit down with my lecturer, I was advised to add the geometry using the locator’s translation values.

I copy and pasted these values when creating geometry and sized these to the places I wanted them to appear, and this seemed to fix the problem.

Final node map

My scene then seemed to have steadiness with the camera tracking, and was ready to render and upload on ftrack.

Matchmove version 2
Categories
Advanced & Experimental Thesis Proposal

Week 6

This week I had a meeting with our thesis proposal supervisor and my feedback was that:

  • My topic was very specific (which is good)
  • The answers to my topic may be ‘obvious’ so delving into more areas may be benefical
  • Work on writing about specific games

From this, I developed a first plan for my thesis proposal using elements from the thesis proposal structure we were provided with:

•            Research title or question

“Enhancing the Gameplay Experience in Video Game Combat through the Implementation of Visual Effects”

•            Keywords

  • Combat
  • Video games
  • Spells
  • Weapon design
  • Melee
  • Swords
  • Guns
  • Creatures
  • Survival Horror
  • Fantasy

•            Introduction

Introduces your topic – Combat in video games overview. Visual effects overview.

States your problem statement and the questions your research aims to answer – introduce ethical questions, how the implementation of visual effects increases gameplay experience positively or negatively, and examples and types of implementations.

•            Literature review

Delve into the research sources I have collected, introduce them, and explain why I am using them.

•            Research design, methods, and schedule

Parts in bold highlight what I will be using, and what I would then need to talk about.

The type of research you will do. Are you conducting qualitative or quantitative research? Are you collecting original data or working with data collected by other researchers?

Whether you’re doing experimental, correlational, or descriptive research

The data you’re working with. For example, if you’re conducting research in the social sciences, you’ll need to describe the population you’re studying. You’ll also need to cover how you’ll select your subjects and how you’ll collect data from them.

The tools you’ll use to collect data. Will you be running experiments? Conducting surveys? Observing phenomena? Note all data collection methods here along with why they’re effective methods for your specific research.

Your research timeline (if applicable)

Your research budget (if applicable)

Any potential obstacles you foresee and your plan for handling them

•            A brief outline of each chapter

For each outline:

A title and purpose of the chapter?

What are the research questions that drive your enquiry in each chapter?

Who are the key thinkers and idea that you will include in the chapter?

How will the research you are presenting answer your research questions?

•            A draft chapter

Develop a chapter I choose

•            Bibliography

Other things to add:

  • Any ways your work can challenge existing theories and assumptions in your field
  • How your work will create the foundation for future research
  • The practical value your findings will provide to practitioners, educators, and other academics in your field
  • The problems your work can potentially help to fix
  • Policies that could be impacted by your findings
  • How your findings can be implemented in academia or other settings and how this will improve or otherwise transform these settings
Categories
Advanced & Experimental Personal

Week 6

This week I worked on my base model for my sword.

I used the same technique as before, with using the side view and adjusting the verteces on my plane geometry. I again made sure to make shapes for later extrusion on the blade so that it has depth and details.

I completed the blade of the sword.

I then extruded this and some of the details to see the progress.

I then made sure the UV maps were workable. On first attempt, I noticed I had some non manifold geometry and some more than 4 sided shapes. I used cleanup to solve this, and fixed the shaping after this was done. I was then able to lay out my UV maps for the future when I come to texturing.

UV maps

I then started on the handle for my sword. I found inspiration for this, as well as using my concept sketches I had made.

Inspiration image – https://www.renderhub.com/nicu-tepes/fantasy-sword-11-3d-model

I free handed the one side of the first circle that would be surrounding the orb. I then used the mirror tool to make sure there was symmetry and consistency.

Next week I will work on the rest of the handle as this may be the most detailed part of the model.