Sunday, June 5, 2011

Final Special Projects Post

Hey Miles, I won't be in class for the final critique because its at the same time as my capstone final presentation... but here is where I got to:

Goals Recap:
-Build a humanoid bi-pod in maya for FragStone.
-Keep it around 10k - 15k poly
-Use concept from previous term for direction.

In my last post I explained that my model was way over my poly goal. I have reworked some areas, and added new parts, and deleted alot of extra edge loops. Im still missing hands and connecting pieces, but I have reduced my model to just under 10K tris (Which is what it gets converted to in Unity). Success! I think with the addition of hands, neck, groin, ect. It will be just about in range.

Here are some shots:



































Self Evaluation/What I learned:

I wouldn't call this term a complete success as far as accomplishing the goals I layed out for myself at the start, but I think I got pretty far. While I love modeling, I have found that the more time between sessions, the slower my progress. If I was to seriously consider this field I would have to start modeling every day. I do love it, but I think there are other areas of computers/game making that my talents are already tuned for (programming/building/planning).

Hopefully this summer I will find time to finish this model to the end, and get it in FS. Also for future models I plan on being alot more simple. :)


Wednesday, May 25, 2011

Progress

Here is my progress. Some areas of the model are working, others are not. I switched up my modeling strategy from straight poly modeling too sub-division modeling. I can get more detail with sub-d, but I end up with really a really high poly count. So I will have to do some clean up later on. I'm missing some parts like the head,belt,groin, hands. And my poly count is already 35K+, way above my 10 - 15k goal. Heres some shots:










Tuesday, April 5, 2011

Spring Project Proposal

1. A working title for your project. FragStone (cont.)


2. A one-sentence description of your project. An arena based FPS, set sometime in the future.


3. A one-paragraph description of your project. This project is a continuation from previous terms, specifically last term. I will be focusing on building one of the main characters for the game. Last term I was worked through a character concept. This term I hope to get the model made and maybe some animations if time allows. I will also be working on some of the programming side of things this term.


4. A one-page description of your project.


This term I would like to create one of the lead characters for FragStone. This process will have many steps.


Last term I worked through some of the pre-production steps. I started with gathering references and then listing what the character should look like. Next I worked on some silhouette treatments/light sketching. Next I drew a concept drawing of the character, and started on orthographic drawings based off the concept drawings.


At some point during last term, FragStone got a new concept artist. This was about the time I finished my character concept. The new character concept blew mine out of the water, so I will probably be using it to make ortho’s and begin modeling. But on the basic levels the concepts are similar enough I can make ortho’s and model for both.


Now that the concept work is done I will begin the modeling process. Using the orthographic drawings I will flush out the character. After the modeling is complete I will create a basic texture/material for the character. I don't wanna spend a lot of time on this step, just enough of a texture to help map out for a more detailed texture later.


After the character is modeled, and has a basic texture I will move on to rigging. I am not very familiar with rigging, and have never rigged a bi-pod. So this step could take a lot of time or no time.


After rigging is complete I will begin animating. For this step I would like to do the basic animation for the game to work. These would be a walk cycle, a run cycle, strafe, at least 1 idle, crouch, crouch walk, jump, shoot, etc. Once the animation is complete, I will go back and complete the textures. Thruout the process I will be testing out the the character in game. Once the character is fully integrated, I may make more animations.


5. A description of your products of study—what you're going to actually produce during the course of your project.


A mid/high poly correctly built bi-ped in maya/mudbox.


6. Visual and/or written research for your project—other people’s work -http://www.massiveblack.com/MBwebolution/illustration.php


-See Previous Posts


7. Treatment visuals for your project—your own work


-See Previous Posts


8. A written description of specific technical and research issues you will need to address during the course of your project.


The Character Must:


-be around 10-15k poly count (lower is better)


-use sharp geometric shapes on his armor like triangles. (This is to be in contrast to the "Good Team" style, which is very curvy and sleek)


-arena based style


-bi-pod humanoid/mech I will be regularly testing the model in Unity3d along the way. Especially during the animation phase.


9. A timeline of your project.


Tuesday, April 5 – Present Project Proposal


Thursday, May 5 – Have base model flushed out.


Saturday, May 28 – Have model done and ready for next steps.


Final Critique - Be ready to present

Sunday, February 27, 2011

Project Term Evaluation

This term I continued to work on a larger project "Frag Stone". This term I set out to conceptualize and model a character for the game. I started by gathering refrences/ideas for the character. Using Photoshop and a Wacom tablet, I created silhouettes of possible character concepts. I choose the best one and began to sketch out details. This phase took some time and my drawing skills were challenged. Next I refined those shapes and tried to make the lines as clean as possible. At this point Orthographic's and then modeling (Maya) are ready to start. I met with Hugh a couple times during this term to talk about the game and the character.

Usually when I think of a creative studio, I think that all the people in that studio are working towards a single goal or project. Our class(studio) had many different projects. I think being able to bounce ideas off each other is important for anyone's creative process.

I did not have nearly as much time to work on this as I thought I would. My capstone project got switched two weeks into the term, and the new project is WAY bigger than the original, it took over. :) The time I did have for this project though, I tried to do my best.

Due to serious technical difficulties with Maya and Unity 3d I was not able to get a demo of FragStone complied. My student license for Maya expired and so Unity wouldn't recognize the Maya Objects in the game. Among other problems. I will try to get a demo together over spring break.

Lonny

Monday, February 14, 2011

Open Frame Works

Open Frame Works is a great open source.... Framework (haha) for interactive media. For all of you that wanna do something with motion sensors, cameras, and other visual tools, I recommend checking this out. It has support for most platforms including android and iphone devices.

Check out the gallery:
http://www.openframeworks.cc/gallery

-Lonny

Tuesday, February 8, 2011

Mid-Term Evaluation

Wow... Time has gone by way fast this term. Looking at what I have done and what my schedual says I should have done, I see I didnt have as much time to work on this project as I thought I did when this term started. Im only partially done with my concept. According to my schedual I'm supposed to be modeling by now... So I guess I should re-write my schedual:

Sat. 2-12 - Work on concepts
Sat. 2-19 - Work on concepts/Ortho's
Sat. 2-26 - Work on Ortho's/Start Modeling
Mon. 2-28 - Have Concept and Some kind of start of a model ready to present. Also have Demo of general Fragstone gameplay to present.

Hopefully I will have more time next term...
Lonny

Thursday, January 27, 2011

Silhouettes #2

















See it Bigger!

The changes are subtle. I guess that's just my process. I have a fairly good idea what I am going for at this stage.

Saturday, January 8, 2011

Art 450 Project

Art 450 Project

Project Name: Fragstone Game (continued)
Description: Fragstone is a arena based First Person Shooter(FPS).
Game Engine: Unity 3.0

Winter 2011:
This term I would like to create the "bad team's" lead character. This process will have many steps. I will start with gathering references and then listing what
the character should look like. Next I will do some silhouette treatments/light sketching. Next I will draw at least 1 concept drawing of the character. Then I will make
orthographic drawings based off the concept drawings.
Once the concept work is done I will begin the modeling process. Using the orthographic drawings I will flush out the character. After the modeling is complete I will
create a basic texture/material for the character. I don't wanna spend a lot of time on this step, just enough of a texture to help map out for a more detailed texture
later.
After the character is modeled, and has a basic texture I will move on to rigging. I am not very familiar with rigging, and have never rigged a bi-pod. So this step
could take a lot of time or no time.
After rigging is complete I will begin animating. For this step I would like to do the basic animation for the game to work. These would be a walk cycle, a run cycle,
strafe, at least 1 idle, crouch, crouch walk, jump, shoot, etc.
Once the animation is complete, I will go back and complete the textures.
Thruout the process I will be testing out the the character in game. Once the character is fully integrated, I may make more animations.

Process:
1. Concept (Photoshop)
-Gather References
-Silhouettes
-Concepts
-Ortho's
2. Modeling (Maya, maybe zbrush or mudbox)
3. Basic Texture (Maya and photoshop)
4. Rigging (Maya)
5. Animations (Maya)
6. Texture (Maya and Photoshop)
7. Integration (Unity)

The Character Must:
-be around 10-15k poly count (lower is better)
-use sharp geometric shapes on his armor like triangles. (This is to be in contrast to the "Good Team" style, which is very curvy and sleek)
-arena based style
-bi-pod humanoid/mech

Term Schedule:
Because of my schedule this term and the level of quality I am going for, I see myself realistically finishing the concept and modeling phases of this project. Here
are my goals at this time:
Wed. 1/12/11 - Have all references gathered and begin Silhouettes.
Wed. 1/19/11 - Have Main ideas and features flushed out with silhouettes and sketches. Begin concepts.
Wed. 1/26/11 - Evaluate and Post progress.
Wed. 2/2/11 - Have concept completed. Begin Ortho's.
Sat. 2/5/11 - Finish Ortho's, Begin Modeling.
Wed. 2/9/11 - Evaluate and Post progress.
Wed. 2/16/11 - Evaluate and Post progress.
Wed. 2/23/11 - Evaluate and Post progress.
Mon. 2/28/11 - Final Presentation

THIS SCHEDULE IS SUBJECT TO ADJUSTMENTS.

What I plan to learn:
-The main thing I want to get from the whole process, is a better understanding of the entire production line from concept art to finished (modeled, rigged, textured, animated)
character.
-This term I hope to better my drawing, specifically proportion and perspective.
-I will continue to learn maya, and possibly a little zbrush or mudbox.





Lonny Bevill