Tuesday, 11 March 2014
Monday, 24 February 2014
HA5 Task 8
Review
Throughout this project, I have been working to create a high standard of 3D model using LightWave Modeller, based off a design pack that I created that could easily be referred to if someone wished to create the same model as me, with close similarity.
Using many of the different tools featured both in LightWave Modeller and Layout, I created my own 3D model, using skills I learnt and developed when completing LightWave tutorials. Using methods such as extrusion and re-sizing and scaling, I was able to alter primitive shapes into many other objects, which I was then able to link together to create a very interesting model. I was able to include various types of detail to my model and as I was going along more things came to mind that I was able to include in my final model. My final model consists of various interesting aspects, from its cabled legs to its various assortments of arms. I wanted to give my sidekick a threatening aspect, so I added various types of weapons, which I believe tell it's purpose just from a glance at it.
The main aspect in the end, that I felt help my model become of a higher standard and appear very attractive, was the surfacing process that I carried out in LightWave Layout. This process helped me to create a more appealing model and make it appear a lot more realistic and over all more attractive when looked upon.
I do feel that I used a fair amount of primitive shapes in my project to create my final model, if perhaps I had more time I could of used more of the tools available and created a more complex and advanced final product, but with the timescale I had and my limited abilities at the present time, I think I have managed to create a fairly good standard of a final product and the process throughout the project that I carried out, consisting of the design pack and making sure I use it as reference and make it able to be referenced to in the future, was of a very good standard and the way in which I carried out and planned my whole project was far more than satisfactory. I used skills that I have developed throughout college to make sure I carried out all of my work properly, ensuring I plan properly and keep track of my progress using various methods such as a progress tracker and a production log.
Overall, I have found that I have not really struggled throughout this project and I am sure that I have created a good quality final product. I will use the skills that I have developed throughout this process in the future, such as planning but mainly the 3D modelling skills that I have developed, as that is what I am most interested in and what I hope to one day have a career in.
Throughout this project, I have been working to create a high standard of 3D model using LightWave Modeller, based off a design pack that I created that could easily be referred to if someone wished to create the same model as me, with close similarity.
Using many of the different tools featured both in LightWave Modeller and Layout, I created my own 3D model, using skills I learnt and developed when completing LightWave tutorials. Using methods such as extrusion and re-sizing and scaling, I was able to alter primitive shapes into many other objects, which I was then able to link together to create a very interesting model. I was able to include various types of detail to my model and as I was going along more things came to mind that I was able to include in my final model. My final model consists of various interesting aspects, from its cabled legs to its various assortments of arms. I wanted to give my sidekick a threatening aspect, so I added various types of weapons, which I believe tell it's purpose just from a glance at it.
The main aspect in the end, that I felt help my model become of a higher standard and appear very attractive, was the surfacing process that I carried out in LightWave Layout. This process helped me to create a more appealing model and make it appear a lot more realistic and over all more attractive when looked upon.
I do feel that I used a fair amount of primitive shapes in my project to create my final model, if perhaps I had more time I could of used more of the tools available and created a more complex and advanced final product, but with the timescale I had and my limited abilities at the present time, I think I have managed to create a fairly good standard of a final product and the process throughout the project that I carried out, consisting of the design pack and making sure I use it as reference and make it able to be referenced to in the future, was of a very good standard and the way in which I carried out and planned my whole project was far more than satisfactory. I used skills that I have developed throughout college to make sure I carried out all of my work properly, ensuring I plan properly and keep track of my progress using various methods such as a progress tracker and a production log.
Overall, I have found that I have not really struggled throughout this project and I am sure that I have created a good quality final product. I will use the skills that I have developed throughout this process in the future, such as planning but mainly the 3D modelling skills that I have developed, as that is what I am most interested in and what I hope to one day have a career in.
HA5 Task 7
Completed Sidekick Model
Below are images of my now complete robot sidekick model from different angles.
Front view

Side view
View from above
View from behind

HA5 Task 5
Design Pack For Sidekick Model
The following illustrations are of the sidekick model I am going to be making in NewTek LIghtWave Modeller. These images created by myself depict the top, back and side of the views of the sidekick character model and how it will look.
Below is an illustration depicting how my robot sidekick will look upon completion from the top. I have drawn inspiration from my source imagery gathered in my research process and from the mind map and mood board I previously created.

Below is an illustration depicting how my robot sidekick will look upon completion from the side. I have again drawn inspiration from my source imagery gathered in my research process and from the mind map and mood board I previously created.

HA5 Task 4
Ideas generation
Below is a mind map I created to quickly come up with ideas for how I would like my final sidekick model to look. I did this so I can reflect back on my earlier ideas at a later dtae for inspiration, in order for me to finalize this project and come up with my final model.
As you can see I have outlined the key information for my sidekick robot model, including information on what its purpose is, what features the model will include within its appearance, as well as what sources I am looking to for inspiration.
Below is a mind map I created to quickly come up with ideas for how I would like my final sidekick model to look. I did this so I can reflect back on my earlier ideas at a later dtae for inspiration, in order for me to finalize this project and come up with my final model.
As you can see I have outlined the key information for my sidekick robot model, including information on what its purpose is, what features the model will include within its appearance, as well as what sources I am looking to for inspiration.
HA5 Task 3
Research
Moodboard
Below is a moodboard that I have created, outlining inspired sources that I will look to for inspiration when creating my final product.
As you can see, I have sourced images of various different robots form different medias such as film and games.
There are many different assets from this sourced images that I would like to include within my final product. When I create my final sketches within my design pack, I will look to my source imagery for inspiration, on how I would like my final sidekick model to look, from various different points of view.
Below is another image that I will refer to in the creation of my sidekick model, I will use this image as reference for creating the eye asset of my 3D sidekick model, I find this image very appealing and it is very similar to how I would like they eye of my final model to look.
Moodboard
Below is a moodboard that I have created, outlining inspired sources that I will look to for inspiration when creating my final product.
As you can see, I have sourced images of various different robots form different medias such as film and games.
There are many different assets from this sourced images that I would like to include within my final product. When I create my final sketches within my design pack, I will look to my source imagery for inspiration, on how I would like my final sidekick model to look, from various different points of view.
Below is another image that I will refer to in the creation of my sidekick model, I will use this image as reference for creating the eye asset of my 3D sidekick model, I find this image very appealing and it is very similar to how I would like they eye of my final model to look.
HA5 Task 2
Project tracker
Below is my project tracking, I updated my racking document as I progressed throughout my project, highlighting my current progress as I progress towards the final completion of my project.
Below is my project tracking, I updated my racking document as I progressed throughout my project, highlighting my current progress as I progress towards the final completion of my project.
HA5 Task 1
My skills at project management are of a reasonable standard, I can plan ahead what work I am going to carry out and in what order I will do it and I can easily meet deadlines set by myself and by course coordinators. I can use many different methods of planning such as time management tables and equipment lists.
Sometimes, if the work is quite complicated, I will have to alter my plans and schedules to be more suitable to m circumstances so I can still finish the work in a reasonable amount of time and not have to do everything at once.
I am very good at researching ideas to gather information on what is already out there to help me to create m own idea. I am also very good at generating ideas of my own; I am very creative so I can come up with man ideas for one specific subject.
My drawing skills can affect my ideas generation as they are not of a very high standard, I can create basic drawings to scale but I cannot create the most attractive of illustrations.
I am confident that I can produce basic drawings to a specific scale using different forms of measurement with clarity.
My drawings skills are not of a very high standard, so although I can produce a fairly basic drawing to scale I cannot produce the most attractive illustrations.
I am fairly familiar with the tools featured in the program Photoshop, I have had a small amount of experience with the program and have been able to learn how to use all the tools and manipulate images in different ways and use the files created in Photoshop in other programs.
I am not fully aware of all the tools in Photoshop, especially the more advanced ones but I rarely need to use them I the work I create.
I am very familiar with the tools in Illustrator, as I have recently used the program in one of my assignments to create a 2D illustration of a character. In this assignment I was able to learn to use the majority of the tools and I gained knowledge on how to bring a drawing to life which will help me in my current assignment.
As with Photoshop, I am not aware of all of the tools in the program, but I am familiar with the more necessary tools so I can use the program to a good extent and standard.
I am familiar with some of the tools in the program modeler; I can easily use primitive shapes to create different 3D models. I have recently completed several tutorials that helped me explore the different tools featured in the program which will help me in my current assignment when I have to create my own 3D model based on my pre-production work.
I am still unfamiliar with many of the tools featured on this program, so when creating my final 3D model I will have to overcome many obstacles and learn as I am going along, though I should still be able to create a reasonable standard of work.
I am clear of the timescale in which I have to complete my work and I will do my best to ensure that I meet the deadline that has been set by my tutor.
I am aware of what elements of the unit I am being assessed on and I will be sure to meet all of the criteria possible to achieve the best grade I can.
I understand the scenario and reasons for carrying out this assignment, after completing this assignment I will have gained a good knowledge of the stages of pre-production leading up to the creation of a 3D model.
I have visited both the Second Life community and the SL Market Place, personally neither appeal to me as I am against virtual reality that takes up far too much time in your real life, especially when it’s just the same thing again and again, compared to home consoles with multiple thousands of games that you can switch to whenever you like, it is very undesirable to me. I am also against the idea of in game currency, as you have to pay for it with real money, this can lead to spending a lot of real, earned money, on something that is no real, which is quite a waste, when you do not really achieve anything and that money could help you more in real life.
My goal for this assignment is to produce pre-production of a good quality and produce a good standard of 3D model, using my pre-production.
The only thing I can think of that might affect my progress in this project, is the timescale and my limited ability and familiarity with the program Modeler. With my limited experience with Modeler, the program that I will mainly have to use in this project I will be learning as I am going along so this might slower the process and affect me meeting the timescale.
Sometimes, if the work is quite complicated, I will have to alter my plans and schedules to be more suitable to m circumstances so I can still finish the work in a reasonable amount of time and not have to do everything at once.
I am very good at researching ideas to gather information on what is already out there to help me to create m own idea. I am also very good at generating ideas of my own; I am very creative so I can come up with man ideas for one specific subject.
My drawing skills can affect my ideas generation as they are not of a very high standard, I can create basic drawings to scale but I cannot create the most attractive of illustrations.
I am confident that I can produce basic drawings to a specific scale using different forms of measurement with clarity.
My drawings skills are not of a very high standard, so although I can produce a fairly basic drawing to scale I cannot produce the most attractive illustrations.
I am fairly familiar with the tools featured in the program Photoshop, I have had a small amount of experience with the program and have been able to learn how to use all the tools and manipulate images in different ways and use the files created in Photoshop in other programs.
I am not fully aware of all the tools in Photoshop, especially the more advanced ones but I rarely need to use them I the work I create.
I am very familiar with the tools in Illustrator, as I have recently used the program in one of my assignments to create a 2D illustration of a character. In this assignment I was able to learn to use the majority of the tools and I gained knowledge on how to bring a drawing to life which will help me in my current assignment.
As with Photoshop, I am not aware of all of the tools in the program, but I am familiar with the more necessary tools so I can use the program to a good extent and standard.
I am familiar with some of the tools in the program modeler; I can easily use primitive shapes to create different 3D models. I have recently completed several tutorials that helped me explore the different tools featured in the program which will help me in my current assignment when I have to create my own 3D model based on my pre-production work.
I am still unfamiliar with many of the tools featured on this program, so when creating my final 3D model I will have to overcome many obstacles and learn as I am going along, though I should still be able to create a reasonable standard of work.
I am clear of the timescale in which I have to complete my work and I will do my best to ensure that I meet the deadline that has been set by my tutor.
I am aware of what elements of the unit I am being assessed on and I will be sure to meet all of the criteria possible to achieve the best grade I can.
I understand the scenario and reasons for carrying out this assignment, after completing this assignment I will have gained a good knowledge of the stages of pre-production leading up to the creation of a 3D model.
I have visited both the Second Life community and the SL Market Place, personally neither appeal to me as I am against virtual reality that takes up far too much time in your real life, especially when it’s just the same thing again and again, compared to home consoles with multiple thousands of games that you can switch to whenever you like, it is very undesirable to me. I am also against the idea of in game currency, as you have to pay for it with real money, this can lead to spending a lot of real, earned money, on something that is no real, which is quite a waste, when you do not really achieve anything and that money could help you more in real life.
My goal for this assignment is to produce pre-production of a good quality and produce a good standard of 3D model, using my pre-production.
The only thing I can think of that might affect my progress in this project, is the timescale and my limited ability and familiarity with the program Modeler. With my limited experience with Modeler, the program that I will mainly have to use in this project I will be learning as I am going along so this might slower the process and affect me meeting the timescale.
Thursday, 20 February 2014
Monday, 3 February 2014
Monday, 20 January 2014
HA4 Task 6 – Constraints
Polygon count
Two common measurements of an object's file size is the polygon count and vertex count. A game character may stretch anywhere from 200 to 300 polygons, or even 40,000+ polygons! A high-end console or PC game may use many vertices or polygons per character, and an iOS game might use very few per character, as to function better on an IOS supported device.
When creating a model you have to be cautious not to exceed an extremely high number of polygons, as this can make an asset quite hard to move around between programs, and it will require more processing power to be viewed.

File size
The file size is a fairly big constraint, the file size is determined by how much data in contains, some files can be very big so they are awkward to transfer between devices as they can take a while to fully transfer. Also, if your files size begins to exceed the capacity of your hard drive, then you will not be able to store any more files on your computer without clearing space, meaning you lose other files.
File size has to be monitored carefully, as you do not want an extremely large file, as it will be a lot harder to move between devices.

Rendering time
Rendering time is within the final process of creating a 2D image or animation from a prepared scene. This process is similar to taking a photo or filming a scene after the production is finished.. Several different, and often specialized, rendering methods have been developed. These range from non realistic wire frame rendering through polygon based rendering, to more advanced techniques such as scan line rendering, ray tracing, or radiosity. Rendering may take from fractions of a second to days for a single image/frame. In general, different methods are better suited for either photo realistic rendering, or real time rendering. The rendering time is how long these processes take to complete, this can quite often be a very lengthy process that can require more than one computer to complete.
Rendering time can effect how soon a project is completed, as some projects can take an extremely long time to fully render, which could make someone miss a deadline by even a matter of hours.

Two common measurements of an object's file size is the polygon count and vertex count. A game character may stretch anywhere from 200 to 300 polygons, or even 40,000+ polygons! A high-end console or PC game may use many vertices or polygons per character, and an iOS game might use very few per character, as to function better on an IOS supported device.
When creating a model you have to be cautious not to exceed an extremely high number of polygons, as this can make an asset quite hard to move around between programs, and it will require more processing power to be viewed.
File size
The file size is a fairly big constraint, the file size is determined by how much data in contains, some files can be very big so they are awkward to transfer between devices as they can take a while to fully transfer. Also, if your files size begins to exceed the capacity of your hard drive, then you will not be able to store any more files on your computer without clearing space, meaning you lose other files.
File size has to be monitored carefully, as you do not want an extremely large file, as it will be a lot harder to move between devices.
Rendering time
Rendering time is within the final process of creating a 2D image or animation from a prepared scene. This process is similar to taking a photo or filming a scene after the production is finished.. Several different, and often specialized, rendering methods have been developed. These range from non realistic wire frame rendering through polygon based rendering, to more advanced techniques such as scan line rendering, ray tracing, or radiosity. Rendering may take from fractions of a second to days for a single image/frame. In general, different methods are better suited for either photo realistic rendering, or real time rendering. The rendering time is how long these processes take to complete, this can quite often be a very lengthy process that can require more than one computer to complete.
Rendering time can effect how soon a project is completed, as some projects can take an extremely long time to fully render, which could make someone miss a deadline by even a matter of hours.
HA4 Task 5 - 3D Development Software
3D Studio Max
3ds Max software provides a comprehensive 3D modeling, animation, and rendering for games, film, and motion graphics artists. 3ds Max has tools for crowd generation, particle animation, and perspective matching.


http://static-dc.autodesk.net/content/dam/autodesk/www/products/autodesk-3dsmax/images/screenshots/texture-assignment-editing-large-1152x702.jpg
Maya
Maya 3D animation software offers a comprehensive creative feature set for 3D computer animation, modelling, simulation and rendering on a highly extensible production platform. Maya has next generation display technology, accelerated modelling workflows and new tools for handling complex data.

http://upload.wikimedia.org/wikipedia/en/3/30/Autodesk_Maya_2013_SP2_Extension_x64_on_Win8.png
LightWave
LightWave is a software package used for rendering 3D images, both animated and static. It includes a rendering engine that supports such advanced features as realistic reflection and transparency, radiosity, and caustics. The 3D modelling component supports both polygon modelling and subdivision surfaces. The animation component has features such as reverse and forward kinematics for character animation, particle systems and dynamics which can be manipulated to create amazing animated results. Programmers can expand LightWave's capabilities using an included SDK which offers LScript scripting (a scripting language) and common C language interfaces. With versions 11 and up.

http://www.superdownloads.com.br/imagens/screenshots/6/7/67298,O.jpg
Cinema 4D
CINEMA 4D Prime's complex interface is designed to ease you in to the powerful and exciting world of 3D graphics. With CINEMA 4D Prime you can start creating great looking 3D images very quickly and the tutorials provided help you learn CINEMA 4D quickly and easily, as apposed to some other 3D software

http://www.soft32.com/blog/wp-content/uploads/2013/04/screen_studio_22.jpg
Blender
Blender is a free and open-source 3D computer graphics software product used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blender's features include 3D modeling, UV unwrapping, texturing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, camera tracking, rendering and video editing . It also features a built-in game engine.

http://upload.wikimedia.org/wikipedia/commons/9/9e/Yafaray0.1.1.jpg
Sketchup
SketchUp, is a 3D modelling program for applications such as architectural, interior design, civil and mechanical engineering, film, and video game design. There are two versions of this, a freeware version, Sketchup Make, and a paid version with additional functionality, Sketchup Pro, he paid one ahs the most features and a higher standard of functionality.

http://paulthecad.co.uk/wp-content/uploads/2014/01/30a42f0a.jpg
ZBrush
ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Built within an elegant interface, ZBrush offers the world’s most advanced tools for today’s digital artists. With an arsenal of features that have been developed with usability in mind, ZBrush creates a user experience that feels incredibly natural while simultaneously inspiring the artist within. With the ability to sculpt up to a billion polygons, ZBrush allows you to create limited only by your imagination.

http://pixologic.com/zbrush/features/Deformations/img/main.jpg
http://static-dc.autodesk.net/content/dam/autodesk/www/products/autodesk-3dsmax/images/screenshots/texture-assignment-editing-large-1152x702.jpg
Maya
Maya 3D animation software offers a comprehensive creative feature set for 3D computer animation, modelling, simulation and rendering on a highly extensible production platform. Maya has next generation display technology, accelerated modelling workflows and new tools for handling complex data.
http://upload.wikimedia.org/wikipedia/en/3/30/Autodesk_Maya_2013_SP2_Extension_x64_on_Win8.png
LightWave
LightWave is a software package used for rendering 3D images, both animated and static. It includes a rendering engine that supports such advanced features as realistic reflection and transparency, radiosity, and caustics. The 3D modelling component supports both polygon modelling and subdivision surfaces. The animation component has features such as reverse and forward kinematics for character animation, particle systems and dynamics which can be manipulated to create amazing animated results. Programmers can expand LightWave's capabilities using an included SDK which offers LScript scripting (a scripting language) and common C language interfaces. With versions 11 and up.
http://www.superdownloads.com.br/imagens/screenshots/6/7/67298,O.jpg
Cinema 4D
CINEMA 4D Prime's complex interface is designed to ease you in to the powerful and exciting world of 3D graphics. With CINEMA 4D Prime you can start creating great looking 3D images very quickly and the tutorials provided help you learn CINEMA 4D quickly and easily, as apposed to some other 3D software
http://www.soft32.com/blog/wp-content/uploads/2013/04/screen_studio_22.jpg
Blender
Blender is a free and open-source 3D computer graphics software product used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blender's features include 3D modeling, UV unwrapping, texturing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, camera tracking, rendering and video editing . It also features a built-in game engine.
http://upload.wikimedia.org/wikipedia/commons/9/9e/Yafaray0.1.1.jpg
Sketchup
SketchUp, is a 3D modelling program for applications such as architectural, interior design, civil and mechanical engineering, film, and video game design. There are two versions of this, a freeware version, Sketchup Make, and a paid version with additional functionality, Sketchup Pro, he paid one ahs the most features and a higher standard of functionality.
http://paulthecad.co.uk/wp-content/uploads/2014/01/30a42f0a.jpg
ZBrush
ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Built within an elegant interface, ZBrush offers the world’s most advanced tools for today’s digital artists. With an arsenal of features that have been developed with usability in mind, ZBrush creates a user experience that feels incredibly natural while simultaneously inspiring the artist within. With the ability to sculpt up to a billion polygons, ZBrush allows you to create limited only by your imagination.
http://pixologic.com/zbrush/features/Deformations/img/main.jpg
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