Friday, 23 October 2015

Character Design

After my past few posts I've really been wanting to narrow down what it is I want to do for my final project. As I personally feel that 3D modelling is my strongest point that is where I started, I wanted to expand on my skills in 3D modelling by learning sculpting software. Although I thought this was a good idea at the time I now realise that this would have only hindered my learning as it would have been split between two areas. In my last post I mentioned looking into character design and 3D modelling but after reading Bryan Tillman's Creative character design I feel inspired to design characters.

Tillman goes on to talk about certain shapes such as squares, triangles and circles being used in character design. They all have a different meaning, squares try to convey stability, trust, honesty, order, comfort, security, equality and masculinity. Triangles mean action, aggression, energy, sneakiness, conflict and tension. Circles mean completeness, gracefulness, playfulness, comforting, unity, protection and childlike. Here are few example of characters that I have found that use shapes in their design and what shapes they have incorporated into them and what that means.

This character is master Chief from the Halo series. The design for this character looks very rigid and square because of all of the large plates of armour. I think that the qualities you can see in this characters design are masculinity, security and conformity. I have chosen these aspects because master chief is a super-soldier that always follows the orders which he is given,

This character is Tahm Kench form League of Legends. One of the first things you notice about him is that he is fat and round, incorporating a circle into his design. In the game this character can potentially consume another player, becoming one with them, in order to protect them. I believe that the qualities that lend to this characters circle design are unity and protection.

This character is Ryu Hyabusa form the Ninja Gaiden series. Looking at this character I can see that triangles have been used in its design. As stated earlier triangles could mean action, aggression and energy. This character has all 3 of these qualities in game as the game is a fast paced action game in which you have to defeat many enemies in quick succession.

When designing a character I will use the three-point turnaround to display my designs because the three-point turnaround is the industry standard for video games (Bryan Tillman, 2011). Tillman talks about using references in everything that you draw and how important it is to understand the human anatomy. I will start using people as reference while travelling to and from university and insert them in my future posts to show my progress.

- Peter Howell

Readings:

Tillman, B (2011). Creative Character Design. Oxford: Elsevier. p67-84, 85-101, 134.


Sunday, 18 October 2015

Changes and Workflow

After some discussion and some time to think it over I have agreed that what I am aiming for at the moment is too broad and will not allow me to apply and improve my abilities in the most optimal way. What I propose I do now is, instead of looking into refining models with sculpting software I try to improve my abilities within 3ds Max. In particular I would like to look more into character design, more specifically I would like to create a portfolio of characters which I have created in 3ds Max.

While I was looking into character design I found a website which shows you the workflow of the designer which has been really insightful and has given me a greater understanding into how to design and create characters. So my workflow throughout my final project will be create a folder of reference pictures, draw what I will model based on my collection of pictures, create model based off of drawing, texture the model (with normal maps, specular maps and ambient occlusion), make renders of the complete and textured model.

During my readings I have also read about out how to make a more interesting and emotive characters, this includes but is not limited to; experimenting with many concepts, creating a simple colour palette and using exaggerated characteristics.

- Peter Howell

Readings:

Burgerman, J. (2015). 20 top character design tips. Available: http://www.creativebloq.com/character-design/tips-5132643?page=1. Last accessed 17th Oct 2015.

Mason, D. (2014). 15 pro character design tips. Available: http://www.creativebloq.com/3d/15-pro-character-design-tips-61412006. Last accessed 17th Oct 2015.

Nicacio, M. (2009). Making Of 'Zero'. Available: http://www.3dtotal.com/index_tutorial_detailed.php?id=217#.ViP5pn6rSUl. Last accessed 17th Oct 2015.

Hickinbottom, A. (2014). 3ds Max Character Creation. Available: http://www.3dtotal.com/index_tutorial_detailed.php?roPos=1&catDisplay=1&id=1963#.ViP6136rSUl. Last accessed 17th Oct 2015.

Romanenko, S. (2014). The making of 'Kroenen'. Available: http://www.3dtotal.com/index_tutorial_detailed.php?roPos=1&catDisplay=1&id=1886#.ViP7dX6rSUl. Last accessed 17th Oct 2015.

Friday, 9 October 2015

Jobs in the industry

As I mentioned in my last post I stated: "During this research I have found that many studios use sculpting software", in this post I will show a few studios that I have found that require the knowledge or at least some knowledge of sculpting software.

This application for 2K Games requires the knowledge of how to use Zbrush in order for them to approve any application.


Here you can see that this application for Epic Games also requires you to know how to use Zbrush as well as 3ds Max.

In this application they don't require any sculpting experience but still want a lot of experience in 3ds Max.


Tell Tale Games ask that you have experience in Zbrush for their application.



 For Zenimax's application they ask that you have a lot of experience in 3D modelling and any experience in sculpting software is a bonus.


- Peter Howell

Links:

https://chc.tbe.taleo.net/chc04/ats/careers/requisition.jsp?org=GAMES2K&cws=1&rid=692
Last accessed 9th Oct 2015

https://epicgames.avature.net/careers/JobDetail/Cary-North-Carolina-United-States-Character-Modeler-Unannounced-Project/2046
Last accessed 9th Oct 2015

http://www.rockstargames.com/careers/position/3bd10643/rockstar-north
Last accessed 9th Oct 2015

http://www.telltalegames.com/jobs/?id=ob3qZfwn
Last accessed 9th Oct 2015

https://jobs.zenimax.com/requisitions/view/773
Last accessed 9th Oct 2015

Introduction

Hi,

During my past two years of studying computer games design I have noticed that I have more interest in 3D modelling than other areas which we have covered, this has led me to research what 3D modelling software studios might use other than 3ds Max. During this research I have found that many studios use sculpting software such as Zbrush to create higher poly count models with more detail.

I would like to create a portfolio of high poly models which have been created in 3ds Max and refined in a sculpting software.

- Peter Howell

Readings:

Slick, J. (2015). How Important are ZBrush / Mudbox to the Gaming Industry?. Available: http://3d.about.com/od/Gaming-In-3d/tp/How-Important-Are-Zbrush-Mudbox-To-The-Gaming-Industry.htm. Last accessed 9th Oct 2015.

Krautscheid, O. (2014). 3D Modelling Software: 5 Best Alternatives to Blender 3D. Available: http://windows7themes.net/en-us/3d-modelling-software-5-best-alternatives-to-blender-3d/. Last accessed 9th Oct 2015.


Jarratt, S. (2014). The top 7 sculpting apps for 3D artists. Available: http://www.creativebloq.com/audiovisual/sculpting-apps-81412712. Last accessed 9th Oct 2015.