Tuesday, 15 February 2011
Doom/Heretic/Heretic/Duke Nukem - Textures and Colour pallets - Ambiance and atmosphere
These images from Heretic have the perfect texture for flooring. More so than The floors looked at in Doom. I like this washed out stone look. Its clean and simple. However in my level i would like a bit more randomness to some aspects of the flooring. ie, gridding, rubble, general metal and steel structures.
These to images are from a later version of Heretic. The general ambiance of these two images is more akin to the dystopian theme id like to incorporate. I really like the haze and the mist, adds an eery atmosphere without that necessarily being the focus.
The noir feel of the light cascading through the window really adds a dynamic to the room. Brings a conceptually dull room to life. So lighting is what i would like to take away from looking at these images and remembering this game.
This last shot is from the original Duke Nukem. This, a game out of the same era as doom and heretic, but had a much more macho/slapstick feel to it.. But its the dystopian feel to the game that captures my imagination.
What i was realising in previous posts about this illusion of space in games is illustrated perfectly here. The buildings in the background feel like simple 2d drawings or digital drawings of buildings, attached to a plane or an object. I want to use this effect in my level, however the images need to be much more dilapidated, ruined buildings and rubble everywhere (depending on what can be seen from the first person view).
On from this i have been taking photos, collecting images and putting them into a folder of textures that i might like to use. The next post will be a few examples of these textures that i intend to take into photoshop and fine tune so there is continuity within concept.
Monday, 14 February 2011
Looking at games
In looking at game levels, deconstructing them and learning about how they are comprised, there are several factors/illusions that can fool the player into believing it is an authentic world they are playing in. Things such as invisible barriers that mean the objects behind cant be reached. If this is the case, it can often be that it is a single plane or cube, with a single 2d photo/texture on it. This provides the illusion of multiple buildings and huge levels, without lots of designing.
The first game i want to look at is the original, floppy disk format, dos DOOM on the pc. Being released early 90s, it was a greatly received game that has a huge following. (the Doom franchise is still making money today with titles for xbox and ps3 available)
The original has charm, great narrative, maximum game play and most importantly is simply constructed using basic shapes and great textures.
This first image, has such simplicity to its layout. The floor texture in a basic repeat pattern of rock made seamless, the walls just basic planes with a juxtaposed texture to it, making it stand out and define the edge of the floor.
But its this 'illusion' bit that i find most interesting. The buildings and sky in the back are just one big image or plane, with an illustrated dystopian sky for the rest of the first person view. Its very clever. As a child i never noticed this. But recently this sort of 'magic' i find fasinating. There are so many aesthetic suggestions that can be made using abstracted images to create a great atmosphere within a game.
This is from Doom 2. The grey texture on the walls and the floor is something akin to the type of aesthetic effect im after for the interior of my game level. These arn't even seamless textures. You can clearly see the repeat in the walls highlights and shadows. But this doesn't take away from their effect.
I also think the dashes of colour coding that are used to represent that different colour keys open different colour doors.
Within the context of my game level i would like to use this juxtaposition of colour to highlight the objects that my robot has collected.
This is an Image from Ghost Town 2. Not a lot about this game appeals t me. It was just one of the few examples (in game) i could find of the steel stairs and corrugated iron effect that i am after.
Its this sort of texture...
Im just after something a lot more metallic, rusted and broken down. Photoshop and illustrator will most definitely be used. However there are many functions within Unity that will allow for manipulation and texturing to.
This is a grab from Fallout. This game has the perfect dystopian vibe that i want to try and create within my level. It seems to have partical effects and barren landscapes that are open and free roaming.
There are others like Bioshock, Stalker, Half Life 2, Unreal tournament, Quake.. that all employ similar techniques. Especially in the earlier editions.
Sunday, 13 February 2011
Imagery / Backdrops / Context - Game level
General scene grab from games that i feel have beenn inspiring my thoughts on how to manufacture my game level.
Dystopian, barran, industrial, noisy, dirty...
Earlier games such as Doom, Cyberia, snes Mario are prevalent, looking at them through a new set of lenses has opened up seeing the layers and textures to artefacts and terrains that i had never previously payed attention to.
The illusion of 3d is an interesting theoretical point as much as it is incredibly clever within games. 2d images emphasising 3d space that surrounds them.
These images are mainly my thoughts on textures and the ambient ethereal feel to the level. Lots of steel, industrial noise, smoke and steam, old machinery and spurious radio signals, (military and distress signals that filter through the robot at staggered intervals) Reverberated sounds....
The sound is, for me the most integral part. I feel i can potentially be quite clever and experimental with it (coding dependent!!!!) and it will be incorporated to the best of my ability.
There will also be shiny artefacts, left behind from the now extinct human race. This such as coke cans, marbles, toys, hubcaps. As well as neatly piled computer chips, almost as if the robot is inadvertently seeking the meaning of his existence in a world where he does not have to be subservient to man.
Tone and colour pallets will be defined at a later date, but in summary, browns greys and metallic surfaces, broken buildings and destroyed infrastructure, broke pipes and steam'smoke billowing from far away objects.
Everything you would imagine a discarded robots home to be like....
Saturday, 12 February 2011
Thursday, 10 February 2011
Evaluation
There have been so many upsets and niggles with this project I hardly know where to start. Issues out of my control have meant that the project has dragged on for a very long time, with sporadic bursts of work when I have been fit and able. Illness, lack of sleep, stress, money issues, major family issues and to top it all off a mugging that left me mentally, emotionally and physically drained of all energy. That being said, it is finally finished.
To begin, I had to re learn a lot of the fundamentals of Maya. Such as the icons and terminology, basically everything down to the interface had to be re-learned or attempted for me to be reminded how to do it. Once again proving that little and often is far healthier than switching off from something for any extended period of time. Really starting to see the mind as a muscle. If not exercised frequently, it wastes away. New information appear to replace the old if it is not revisited on a regular basis.
I decided to research games that I had enjoyed in the past to get a feel for the sort of character I wanted to create. These included Abes Odyssey, lemmings, Crash Bandicoot, Ray man, Croc. My decision was already predetermined in as much that I knew my Maya skills were lacking, so creating anything with any detail or with ‘human like’ qualities was unrealistic.
I persevered with a couple of designs that I managed to salvage from pathetic doodles and ended up with an alien like creature. Develop it, made turn-arounds and concept art, attempted to model it in maya and it was instantly apparent that this would be unachievable. The second re-design was much more simplistic in its form. It was supposed to be a number one (1) with a split at the bottom to act as the legs. This I took to the same level, beginning modeling, but then felt I had to stop due to the fact that I didn’t think it fitted the brief accurately enough to gain the marks needed. This is where this idea stopped. This was a shame as I liked the ideas simplicity, making use of simple geometry and suggesting archetypal human traits and characteristics, without being to obvious.
This was when illness and family issues really took a grip. Over the Christmas break and three weeks into the easter term. This meant an extension on the deadline as next to no work was completed.
Returning to the modeling process, I settled on a robot design. Simple geometry, all extruded from 4 planes, enough human features to fulfill the brief and easier to model in the animation software. This still took mammoth amounts of time that I hadn’t accounted for in my time management table. In future projects I will be making an allowance for much more time to be taken at this stage of the process. Beginning with image planes, a slow and methodical approach meant I was actually able to create a character that I was relatively happy with. It exceeded the expectations of my ability in maya and gave me the boost I needed to see the animation through.
Once the model was complete, it was time make the rig, comprised of skeleton (joint chains) and controls.
For this I followed the tutorial videos Mat made available on Moodle. Without these tutorials I would have been lost. Every book on maya techniques has a different way of tackling the same issues which made it very time consuming and confusing. I was mixing the process explained in one book with another and it never quite turned out right.
An amalgamation of IK and FK kinematics and parented joint chains were required. Most of the joints only needed a ‘rotate’ control, however the hips_dislocate needed a ‘twist,’ movement and rotate to allow for more detailed animation. The part that caused me the most grief was definitely the reverse foot set up. After hours of attempting this set up and moving joints microscopic amounts, it clicked and everything came together. I am so pleased that I managed to overcome this problem, again giving me the confidence and motivation to finish the project.
Attaching the controls was relatively simple, but again very time consuming.
All in all a painfully methodical process, but exponentially rewarding upon completion as there is a model that operates and moves according to the set up and controls added.
Painting the weights that movement would effect meant that the character further looked and acted in a human-like fashion. Flooding areas that didn’t need to react to movement and delicately painting in the bits that did. It was really a case of logically going through and thinking about how parts of my own body reacted to different movement. I should have taken more time over this but due to time restraints, I had to get on to animating, otherwise I would have fallen even further behind.
The jump I found to be the easiest of the 3 animations. Almost uniform animation of both foot controls. Altering the rotation of the feet to look more akin to a human jump.
The rotate on the hips dislocate I added for further dynamic. Think it really helped with the smoothness of the jump and lessened the rigidity of the character. The same process with the arms. I physically did the jump a few times myself and paid attention to how my arms moved. A static jump like this, my arms stayed loose by my side, raising a bit on the descent. These features were exaggerated and heightened for effect on the robot.
The final tweaks came by using the graph editor to manipulate the tangents. Mainly breaking the tangents to affect the flow of the animation.
Doing it again I would have a much longer time slider, allowing for more frames and a much more flowing animation.
The idol animation consists of a foot tap, side to side weight shift and a lean forwards.
Being a robot it took a while to decide on what to do with the character in terms of animation.
In thinking about the 2nd part of the brief, i wanted an idol animation that would work as an interactive animation. So this is the animation for when another character comes close and interacts with the robot.
Foot tap to initialise the interaction, then a weight shift and then a look down and up over the 3rd party character.
A similar process to before but more features on the robot needed animating. More rotates. More logic and consideration of the process is required before beginning to set keys.
This animation took 4 restarts before it looked anything like a smooth idol pose. I would have liked to think about another idol pose for moving into Unity, as im not sure if the gestures animated are exaggerated enough.
This was by far the hardest of the 3 animations. Requiring precision adjustments over 24 frames to create a (nearly) seamless loop. I watched numerous tutorials on walk cycles, and like with most outcomes in creative software, there are hundreds of different ways to go about it.
I decided to use this image as the base for my cycle. Ignoring the represented frames, and just using the static positions of the avatar.
The loop is by no means seamless as it should be. The right leg causing me so many issues. Every time I tried to remedy it, I made it worse.
Upon reflection, I feel this was due to the technique I used. 25 frames down to a 24f loop. I understood the logic of this technique, but could not see clearly enough how to apply this in Maya and went ahead with it anyway. A big mistake. Making a seamless loop is an art unto itself and requires patience and practice. Luxuries that were not available to be due to time restraints.
The last thing that is fundamental to any process in Maya is remembering to name everything. This caught me out numerous times in the early stages of modeling and from now on, I will be trying to ensure I attempt no shortcuts or dodges as it just wastes time.
Therefore, apart from the obvious difficulties and barriers I had to overcome, I am relatively pleased with how it’s turned out. Nothing like originally planned but then everything I try to make ends up like that so I don’t view it as a negative thing. This has been by far the most difficult and time consuming project of the course so far and I thought at one stage it had completely turnd me away from Maya. However perseverance wins out again as finishing the project has reinvigorated my enthusiasm for Maya work, but also animation in general.
To begin, I had to re learn a lot of the fundamentals of Maya. Such as the icons and terminology, basically everything down to the interface had to be re-learned or attempted for me to be reminded how to do it. Once again proving that little and often is far healthier than switching off from something for any extended period of time. Really starting to see the mind as a muscle. If not exercised frequently, it wastes away. New information appear to replace the old if it is not revisited on a regular basis.
I decided to research games that I had enjoyed in the past to get a feel for the sort of character I wanted to create. These included Abes Odyssey, lemmings, Crash Bandicoot, Ray man, Croc. My decision was already predetermined in as much that I knew my Maya skills were lacking, so creating anything with any detail or with ‘human like’ qualities was unrealistic.
I persevered with a couple of designs that I managed to salvage from pathetic doodles and ended up with an alien like creature. Develop it, made turn-arounds and concept art, attempted to model it in maya and it was instantly apparent that this would be unachievable. The second re-design was much more simplistic in its form. It was supposed to be a number one (1) with a split at the bottom to act as the legs. This I took to the same level, beginning modeling, but then felt I had to stop due to the fact that I didn’t think it fitted the brief accurately enough to gain the marks needed. This is where this idea stopped. This was a shame as I liked the ideas simplicity, making use of simple geometry and suggesting archetypal human traits and characteristics, without being to obvious.
This was when illness and family issues really took a grip. Over the Christmas break and three weeks into the easter term. This meant an extension on the deadline as next to no work was completed.
Returning to the modeling process, I settled on a robot design. Simple geometry, all extruded from 4 planes, enough human features to fulfill the brief and easier to model in the animation software. This still took mammoth amounts of time that I hadn’t accounted for in my time management table. In future projects I will be making an allowance for much more time to be taken at this stage of the process. Beginning with image planes, a slow and methodical approach meant I was actually able to create a character that I was relatively happy with. It exceeded the expectations of my ability in maya and gave me the boost I needed to see the animation through.
Once the model was complete, it was time make the rig, comprised of skeleton (joint chains) and controls.
For this I followed the tutorial videos Mat made available on Moodle. Without these tutorials I would have been lost. Every book on maya techniques has a different way of tackling the same issues which made it very time consuming and confusing. I was mixing the process explained in one book with another and it never quite turned out right.
An amalgamation of IK and FK kinematics and parented joint chains were required. Most of the joints only needed a ‘rotate’ control, however the hips_dislocate needed a ‘twist,’ movement and rotate to allow for more detailed animation. The part that caused me the most grief was definitely the reverse foot set up. After hours of attempting this set up and moving joints microscopic amounts, it clicked and everything came together. I am so pleased that I managed to overcome this problem, again giving me the confidence and motivation to finish the project.
Attaching the controls was relatively simple, but again very time consuming.
All in all a painfully methodical process, but exponentially rewarding upon completion as there is a model that operates and moves according to the set up and controls added.
Painting the weights that movement would effect meant that the character further looked and acted in a human-like fashion. Flooding areas that didn’t need to react to movement and delicately painting in the bits that did. It was really a case of logically going through and thinking about how parts of my own body reacted to different movement. I should have taken more time over this but due to time restraints, I had to get on to animating, otherwise I would have fallen even further behind.
The jump I found to be the easiest of the 3 animations. Almost uniform animation of both foot controls. Altering the rotation of the feet to look more akin to a human jump.
The rotate on the hips dislocate I added for further dynamic. Think it really helped with the smoothness of the jump and lessened the rigidity of the character. The same process with the arms. I physically did the jump a few times myself and paid attention to how my arms moved. A static jump like this, my arms stayed loose by my side, raising a bit on the descent. These features were exaggerated and heightened for effect on the robot.
The final tweaks came by using the graph editor to manipulate the tangents. Mainly breaking the tangents to affect the flow of the animation.
Doing it again I would have a much longer time slider, allowing for more frames and a much more flowing animation.
The idol animation consists of a foot tap, side to side weight shift and a lean forwards.
Being a robot it took a while to decide on what to do with the character in terms of animation.
In thinking about the 2nd part of the brief, i wanted an idol animation that would work as an interactive animation. So this is the animation for when another character comes close and interacts with the robot.
Foot tap to initialise the interaction, then a weight shift and then a look down and up over the 3rd party character.
A similar process to before but more features on the robot needed animating. More rotates. More logic and consideration of the process is required before beginning to set keys.
This animation took 4 restarts before it looked anything like a smooth idol pose. I would have liked to think about another idol pose for moving into Unity, as im not sure if the gestures animated are exaggerated enough.
This was by far the hardest of the 3 animations. Requiring precision adjustments over 24 frames to create a (nearly) seamless loop. I watched numerous tutorials on walk cycles, and like with most outcomes in creative software, there are hundreds of different ways to go about it.
I decided to use this image as the base for my cycle. Ignoring the represented frames, and just using the static positions of the avatar.
The loop is by no means seamless as it should be. The right leg causing me so many issues. Every time I tried to remedy it, I made it worse.
Upon reflection, I feel this was due to the technique I used. 25 frames down to a 24f loop. I understood the logic of this technique, but could not see clearly enough how to apply this in Maya and went ahead with it anyway. A big mistake. Making a seamless loop is an art unto itself and requires patience and practice. Luxuries that were not available to be due to time restraints.
The last thing that is fundamental to any process in Maya is remembering to name everything. This caught me out numerous times in the early stages of modeling and from now on, I will be trying to ensure I attempt no shortcuts or dodges as it just wastes time.
Therefore, apart from the obvious difficulties and barriers I had to overcome, I am relatively pleased with how it’s turned out. Nothing like originally planned but then everything I try to make ends up like that so I don’t view it as a negative thing. This has been by far the most difficult and time consuming project of the course so far and I thought at one stage it had completely turnd me away from Maya. However perseverance wins out again as finishing the project has reinvigorated my enthusiasm for Maya work, but also animation in general.
Touching up the scene - Hypershade, lamberts and blinns / Render settings
In designing the environment/backdrop for my maya render, i wanted to experiment and make use of different settings within the hyper-shade menu. ie Different blinns, lamberts, textures.... Playing with attributes such as Ray-tracing, incandescence, reflectivity, refraction translucence.... But most importantly, different lighting and camera positions.
This was the most fun part of the animation. I think this is the most akin to music software such as ableton of Logic that maya gets. Really feels like your modulating a signal, or playing with effects. Basically experimentation with settings is the only way to go about it. Direct results, checking the render view, both in maya software mode and ray-trace mode, to make sure everything was in order.
To begin with, the reflectivity and the incandescence of the turquoise walls was far to high. In the render window it completely blew everything out to a white glow. This was also due to the Directional lighting being too bright. To solve this, i decided to go with an ambient light from the top left of the screen, at about 0.5 brightness, so there was just enough light to allow for shadows and clear reflectivity. For this i used a lambert with high reflectivity.
I really like the texture on the floor and the reflection that is kicked off it. This was hard to get looking right. I wasn't planning on it looking how it does now. Keeping continuity within concept meant that originally i was going for greys and metallic colours. But when these were applied, the animations looked dull and lifeless. The experimentation with colour then commenced. There is no reason for any of the background of floor looking the way it does. Just trial and error till i found something that i liked, then tweaked for effect.
Rendering out meant going into a bit more detail. Detail that i had forgotten from last year but is imperative for the animations to be right, especially in taking them into after effects.
The animations were rendered as lossless JPGs, with the file output being set to; name.number.extension...
Care taken over setting the right frame padding - whatever the last frame is at (eg 150f) that would need a frame padding of 3. or for 25f it would need a frame padding of 2 and so on)
Lastly it required a batch render of images and then importing int after effects for composing and rendering into a quicktime movie format.
Animating
Jump
The jump i found to be the easiest of the 3 animations... Almost uniform animation of both foot controls. Altering the rotation of the feet to look more akin to a human jump.
The rotate on the hips dislocate i added for further dynamic. Think it really helped with the smoothness of the jump and lessened the rigidity of the character.
The same with the arms... I did the jump a few times myself and payed attention to how my arms moved. A static jump like this, my arms stayed loose by my side. Raising a bit on the descent. these features were exaggerated and heightened for effect on the robot.
The final tweaks came by using the graph editor to manipulate the tangents. Mainly breaking the tangents to affect the flow of the animation.
Idol
The idol animation consists of a foot tap, side to side weight shift and a lean forwards.
Being a robot it took a while to decide on what to do with the character in terms of animation.
In thinking about the 2nd part of the brief, i wanted an idol animation that would work as an interactive animation. So this is the animation for when another character comes close and interacts with the robot.
Foot tap to initialise the interaction, then a weight shift and then a look down and up over the 3rd party character.
A similar process to before but more features on the robot needed animating. More rotates..... more logic and consideration of process before beginning setting keys.
This animatio took 4 restarts before it looked anything like ready.
Walk
This was by far the hardest of the 3 animations. Requiring precision over 24 frames to create a (nearly) seamless loop. I watched numerous tutorials on walk cycles, and like with most outcomes in creative software, there are hundreds of different ways to go about it.
I decided to use this image as the base for my cycle. Ignoring the represented frames, and just using the static positions of the avatar.
This process required so many starts and restarts. Getting the positions right, moving the hips up and down as well as remembering to alter the foot controls and rotates. The bend and action of the legs required specific detail. Keying the frames in was ok but a lot of easing in and out with the keyframes made for a lengthy ordeal. (mainly the integers, the frames that Maya fills in for you between the keyed frames - these all needed adjusting and re adjusting multiple times.
The seamless loop was the most difficult challenge of them all and still is not quite right.
The tutorial suggested doing it over 25 frames, but finish on the 24th to allow for the correct positioning and 're-entry' to the initial frame position at frame 1. This method appeared logically valid, however it was still a frustratingly hard method of achieving the desired result.
The right leg really held me up. For some reason, i still cant figure it out, it skips and he has a bend at the knee towards frame 23 thats not supposed to be there. I tried and tried to iron this out, but whatever i did (adding more frames, setting more or fewer keys, graph editing) it just got worse and worse so i left it in its most basic state.
The jump i found to be the easiest of the 3 animations... Almost uniform animation of both foot controls. Altering the rotation of the feet to look more akin to a human jump.
The rotate on the hips dislocate i added for further dynamic. Think it really helped with the smoothness of the jump and lessened the rigidity of the character.
The same with the arms... I did the jump a few times myself and payed attention to how my arms moved. A static jump like this, my arms stayed loose by my side. Raising a bit on the descent. these features were exaggerated and heightened for effect on the robot.
The final tweaks came by using the graph editor to manipulate the tangents. Mainly breaking the tangents to affect the flow of the animation.
Idol
The idol animation consists of a foot tap, side to side weight shift and a lean forwards.
Being a robot it took a while to decide on what to do with the character in terms of animation.
In thinking about the 2nd part of the brief, i wanted an idol animation that would work as an interactive animation. So this is the animation for when another character comes close and interacts with the robot.
Foot tap to initialise the interaction, then a weight shift and then a look down and up over the 3rd party character.
A similar process to before but more features on the robot needed animating. More rotates..... more logic and consideration of process before beginning setting keys.
This animatio took 4 restarts before it looked anything like ready.
Walk
This was by far the hardest of the 3 animations. Requiring precision over 24 frames to create a (nearly) seamless loop. I watched numerous tutorials on walk cycles, and like with most outcomes in creative software, there are hundreds of different ways to go about it.
I decided to use this image as the base for my cycle. Ignoring the represented frames, and just using the static positions of the avatar.
This process required so many starts and restarts. Getting the positions right, moving the hips up and down as well as remembering to alter the foot controls and rotates. The bend and action of the legs required specific detail. Keying the frames in was ok but a lot of easing in and out with the keyframes made for a lengthy ordeal. (mainly the integers, the frames that Maya fills in for you between the keyed frames - these all needed adjusting and re adjusting multiple times.
The seamless loop was the most difficult challenge of them all and still is not quite right.
The tutorial suggested doing it over 25 frames, but finish on the 24th to allow for the correct positioning and 're-entry' to the initial frame position at frame 1. This method appeared logically valid, however it was still a frustratingly hard method of achieving the desired result.
The right leg really held me up. For some reason, i still cant figure it out, it skips and he has a bend at the knee towards frame 23 thats not supposed to be there. I tried and tried to iron this out, but whatever i did (adding more frames, setting more or fewer keys, graph editing) it just got worse and worse so i left it in its most basic state.
Wednesday, 9 February 2011
George Orwell - 'The decline of the english Murder" (BOOKREVIEW)
Billed as some of Orwells' less accessible material, Decline of the English Murder and other essays contains ten texts on a strange variety of subjects, but in which his potent insights into the flaws of man and society remain constant as well as a biting wit. The title piece is a case in point, drawing an unflattering, and humorously cynical, comparison between the popular contemporary (post-World War II) crimes making the headlines and those doing so between 1850 and 1925 what he refers to as Our great period in murder, our Elizabethan period, so to speak.
Describing a downward slide from a time of middle-class murder, when to poison one's spouse was considered less shameful than the ignominy of divorce, to one of trivial 'Americanised' slaughter (effectively the thrill killing of films like Natural Born Killers, to which his war years British example is remarkably close), Orwell narrows the field down to what a News of the World reader would consider the perfect murder (like the one depicted on the cover of my copy, reading about MORE CRIPPEN DISCOVERIES), and establishes for us the petty, small-minded nature of the culprit and most likely his tabloid voyeur as well, along with his social standing, political leanings, career, motivations and modus operandi.
The next, A Hanging, is one of three more autobiographical pieces. In this case it is almost a short story, describing Orwell's witnessing of an execution in Burma, and the observations of the condemned, his condemners (Orwell included) and the layers of social nicety that exist around so morbid an event are quite fascinating. The second of these pieces, How the Poor Die, recounts a period spent in a French hospital in 1929 as a non-paying patient. Suffering from pneumonia, the treatment he receives is frighteningly severe, as is that of the other state-supported individuals around him. Nurses with a minimum of training and no emphasis on or expectation of a caring attitude; rarely spoken to or even looked in the eye by doctors and their students; treated as subjects for study and even experimentation or student pranks. A death in the night is routine, as is for the body in question to remain in situ for hours until someone can be bothered to haul it away. As soon as he is able Orwell flees, and although he discovered later that this particular hospital had a reputation, he notes that all such institutions have similar ghosts in their past, that even their architecture echoes it; and that for many ordinary people the belief that a hospital is a place one goes to die remains strong, even if times have changed for the better.
Between these two, and off the subject of his own past, comes Benefit of Clergy (Some Notes on Salvador Dali), more specifically on Dali's autobiography, Life.
Some of the incidents in it are flatly incredible, others have been rearranged and romanticised, and not merely the humiliation but the persistent ordinariness of everyday life been cut out. Dali is even by his own diagnosis narcissistic, and his autobiography is simply a strip-tease act conducted in pink limelight.
Orwell proceeds to tear strips off Dali for the self-serving nonsense he spouts throughout the book, along the way examining the quality of art appreciation he has provoked amongst the public and critics, critiquing them in turn. He examines social changes that have transpired which may reveal some of Dali's most powerful motivations and why aristocrats should buy his pictures instead of hunting and making love like their grandfathers, and registers his own disgust with some of Dali's work without in any way demanding it cease.
Short of the dirty post cards that used to be sold in Mediterranean seaport towns, it is doubtful policy to suppress anything, and Dali's fantasies probably cast useful light on the decay of capitalist civilisation.
Seaside post cards are clearly of some interest to Orwell, as three years previously he wrote about The Art of Donald McGill, the man who would be King of the saucy post card. Perhaps there was a sea change in his thinking in 1944 as his earlier opinions come out decidedly on McGill?s side unless the Mediterranean product was less wholesome.
All in all a fascinating window into the workings of Orwell's mind. Clever, witty, concise and analytical. A Brilliant read.
The book is not in print anymore and relatively difficult to get hold of for a reasonable price.
Tuesday, 8 February 2011
Time Management
Briefing : 14th January 2011 – 9.30am
- Due to illness and external issues, i started the project on..1st Feb... The case study of 1000 words, i have been given an extension till the monday after reading week...28th Feb........................
1st Feb - MoodBoards/initial reaction to brief.
5th Feb - Brainstorm of environment/Base research/contextualize character and level.
7th Feb - Further research - sound within games - aesthetic styles of other games and how they are achieved/Conceptualize - narrative and themes
8th Feb - Colour pallets
10th Feb - 17th Ideas - dvelopment -/Concept art/reasoning//Further analysis and conceptualization/Basic Unity tutorials
POWERPOINT PRESENTATION
Intrim Crit : 18th Feburary 2011 – 9.30am
a Portfolio of Concept Art and Idea Development for Unity based Prototype & Project Planning – ie GANT Chart / production timetable – either as .pdf or powerpoint Graded Outcome D10 / D11
Reading week - 1000 Word - Case Study of Contemporary Video Game Development – Graded Outcome A10
25th Feb - 18th march - Unity work - Making the proposed level
Deadline : 18th March 2011 – 4pm
Game Prototype – Developed in Unity – outputted as webplayer and mac executable versions
Graded Outcome B10 / C7 / C8
1000 word or 5min Video – Critical Evaluation – Graded Outcome D9
- Due to illness and external issues, i started the project on..1st Feb... The case study of 1000 words, i have been given an extension till the monday after reading week...28th Feb........................
1st Feb - MoodBoards/initial reaction to brief.
5th Feb - Brainstorm of environment/Base research/contextualize character and level.
7th Feb - Further research - sound within games - aesthetic styles of other games and how they are achieved/Conceptualize - narrative and themes
8th Feb - Colour pallets
10th Feb - 17th Ideas - dvelopment -/Concept art/reasoning//Further analysis and conceptualization/Basic Unity tutorials
POWERPOINT PRESENTATION
Intrim Crit : 18th Feburary 2011 – 9.30am
a Portfolio of Concept Art and Idea Development for Unity based Prototype & Project Planning – ie GANT Chart / production timetable – either as .pdf or powerpoint Graded Outcome D10 / D11
Reading week - 1000 Word - Case Study of Contemporary Video Game Development – Graded Outcome A10
25th Feb - 18th march - Unity work - Making the proposed level
Deadline : 18th March 2011 – 4pm
Game Prototype – Developed in Unity – outputted as webplayer and mac executable versions
Graded Outcome B10 / C7 / C8
1000 word or 5min Video – Critical Evaluation – Graded Outcome D9
Monday, 7 February 2011
Saturday, 5 February 2011
Moodboards and Initial Imagery
Thinking about level design and shaping a world/level for the character is an interesting challenge.
I chose images for inspiration based on their Dysopian content, but also, i like the vast, barren, empty wasteland that comes with games such as Heretic, Doom, Killzone...
I've have also had my first real look at Machinarium art. This has a great mood inspiring feel to it. Often crammed with information and visual stimulus that is cleverly disguised within the features of the piece. ie, walls made subtly out of crying faces or bones..
As my character is an old radio robot, i think greys, bleak imagery, steampunk esq, 'manual machinary' Lots of steam and mechanical noises.
I would like the level to be comprised of sound experimentation. Really industrial, techno, blips and blops, lucid reverby minimalist noise.
Thursday, 3 February 2011
Reverse Foot set up - palaver!
This is the method that worked for this model!
1) SETUP
Create Joints and Label: Hip / Knee / Ankle / Ball / Toe
Create Reverse Foot: HeelCntrl / ToeCntrl / BallCntrl / AnkleCntrl
Create Curve Box: Create Poloygon Cube > EP Curve Tool > Resize and name this controller
2) SETUP IK's
Create an IK set (select ikRPsolver) hip > ankle / ankle > ball / ball > toe
Set center pivot main foot control to be around HeelCntrl
3) FREEZE TRANSFORMATIONS
Modify > Freeze Transformations
4) PARENT IK'S TO REVERSE FOOT
In Outliner (shift +) to see children > select ik's in outliner and middle mouse drag to corrensponding foot control found on reverse foot.
5) PARENT HEEL CONTROL on REV. Foot to FOOT CNTRL
6) ADD ATTRIBUTES to Main Foot CNTRL
Modify > Add Attribute "Heel_Spin, Heel_Roll, Toe_Roll, Toe_Spin, Ball_spin". Z=roll, y=spin
7) SET ATTRIBUTES
Window > General Editors > Connection Editor
Select Main Foot Cntrl > Load Left > and scroll down to the bottom > select attribute
Select Joint > Load Right > Under Rotate the corresponding Y or Z
Close
8) EDIT ATTRIBUTES
Select Ball Roll / Select Toe Roll
Select Minimum
9) SET POLE VECTOR
Select Box
Shift select IK (Ankle)
Constrain > Pole Vector
Select main foot control, select the attribute, middle mouse drag on the screen to test.
1) SETUP
Create Joints and Label: Hip / Knee / Ankle / Ball / Toe
Create Reverse Foot: HeelCntrl / ToeCntrl / BallCntrl / AnkleCntrl
Create Curve Box: Create Poloygon Cube > EP Curve Tool > Resize and name this controller
2) SETUP IK's
Create an IK set (select ikRPsolver) hip > ankle / ankle > ball / ball > toe
Set center pivot main foot control to be around HeelCntrl
3) FREEZE TRANSFORMATIONS
Modify > Freeze Transformations
4) PARENT IK'S TO REVERSE FOOT
In Outliner (shift +) to see children > select ik's in outliner and middle mouse drag to corrensponding foot control found on reverse foot.
5) PARENT HEEL CONTROL on REV. Foot to FOOT CNTRL
6) ADD ATTRIBUTES to Main Foot CNTRL
Modify > Add Attribute "Heel_Spin, Heel_Roll, Toe_Roll, Toe_Spin, Ball_spin". Z=roll, y=spin
7) SET ATTRIBUTES
Window > General Editors > Connection Editor
Select Main Foot Cntrl > Load Left > and scroll down to the bottom > select attribute
Select Joint > Load Right > Under Rotate the corresponding Y or Z
Close
8) EDIT ATTRIBUTES
Select Ball Roll / Select Toe Roll
Select Minimum
9) SET POLE VECTOR
Select Box
Shift select IK (Ankle)
Constrain > Pole Vector
Select main foot control, select the attribute, middle mouse drag on the screen to test.
Making the model - Notes/transcript/process
Skinning was done using photoshop. The grill of the old radio was taken from google images. Went for the oily grey, almost matt finish. Kept simple as to not waste time and fits the theme and background of the character.
Tuesday, 1 February 2011
Modelling
Due to illness, my work on maya has been sporadic at best. For the modelling process i looked at all the tutorial videos on moodle. These were very useful. I also hit the library and got 2 books (Mastering Maya, Eric Keller) (The art of Maya, Alias/wavefront) and purchased another (Official learning Autodesk Maya). So between the different sources of information, and doing tens of tutorials, i have managed to model and rig my character. Im not sure of the process really and i have fumbled through trying the best i can with it. Hopefully the character has ended up somewhere there abouts. I have had to do numerous re designs, realizing early on that an ambitious character would have caused more problems than it solved. So the character that i made in Maya has little correlation to the thought processes involved in the planning as i had to just dive straight into maya to realize these pitfalls. But its getting there. I will be re doing my character sheet to fall inline with the character. I have context for it in my head but needs putting down onto paper.
Character in Maya environment
This is my character. All the controls are just abut finished. Has taken a few more weeks than expected.
Just a few more bits and pieces to do before animating.
Blade Runner Text Summary 1
Review: Science-Fiction Film Criticism and the Debris of Postmodernism
Author(s): Peter Ohlin Reviewed work(s): Alien Zone: Cultural Theory and Contemporary Science Fiction Cinema by Annette Kuhn Close Encounters: Film, Feminism, and Science Fiction by Constance Penley ; Elizabeth Lyon ; Lynn Spigel ; Janet Bergstrom Source: Science Fiction Studies, Vol. 18, No. 3, Science Fiction and Postmodernism (Nov., 1991), pp. 411-419 Published by: SF-TH Inc
This text is more generalized than the others investigated and is a critique of the science fiction genre in general through a postmodern filter, as opposed to detailed critique of Blade Runner itself. It talks about science fiction films remaining obdurately, more interesting and more complex that the theories being developed in response to them. Therefore while much of the current work has interesting things to say about Science Fiction films, it is a long way from creating the crucial bond between genre and criticism we have come to accept in other fields.
It also delves into repressed, ego-centered attitudes and threads through Science Fiction as a genre in terms of sexuality and duality. (Feminist Reflections)
The text generally offers the opinion that Blade Runner is used so frequently for so many different purposes, before emerging finally as an icon of the postmodern condition. It cannot be all things to all theories. Furthermore, as its academic interest increases, it ceases to become as important as a genre film.
It uses references from Blade Runner, Alien (both Ridley Scott), King Kong, ET, among others.
Vivian Sobchac believes that ‘sex and the science fiction film….. is a negative topic.’
‘Where as the semiotic link between biological sexuality and women has been repressed or broken by the genre, the semiotic link between biological asexuality and men has been forged by it and allowed a full range of representation. ...
They have rejected her biology and sexuality-pushed it from their minds and bodies to concentrate on the technology required to penetrate and impregnate not a woman but the universe.
The virginal astronauts of the science fiction film are a sign of penetration and impregnation without biology, without sex, and without the opposite, different, sex.’
This, to her mind, is the basic structure informing the genre, a kind of push-pull configuration in which what is repressed will return in disguise to become overtly articulated; and while historical and cultural changes may be marked, this structure remains constant.
"Displacement and condensation will occur or the genre will not exist-in the same way that metonymy and metaphor exist or there can be no language."
The Science Fiction film, she continues, is
"that genre which most visibly figures the grandest illusions of a capitalist and patriarchal cinema, and which spatially liberates powerful born-again male 'children' from social, political, and economic responsibility for the past and to the present"
In other words, in relation to other genres, Science Fiction cinema is clearly a privileged site for the expression of a number of current concerns with ideology and gender, though that privilege is here pretty clearly limited to the last decade-suggesting that the genre has somehow acquired its privilege in a gradual process which is not explained in more detail.
It sums up by asking the question… for all the accuracy of the observation, which is not whether SF cinema may or may not at times document the postmodernist aesthetic dilemmas, but whether there is any necessary reason for why this is occurring, why it is occurring now, and specifically, why it is occurring in these works at the present time.
Author(s): Peter Ohlin Reviewed work(s): Alien Zone: Cultural Theory and Contemporary Science Fiction Cinema by Annette Kuhn Close Encounters: Film, Feminism, and Science Fiction by Constance Penley ; Elizabeth Lyon ; Lynn Spigel ; Janet Bergstrom Source: Science Fiction Studies, Vol. 18, No. 3, Science Fiction and Postmodernism (Nov., 1991), pp. 411-419 Published by: SF-TH Inc
This text is more generalized than the others investigated and is a critique of the science fiction genre in general through a postmodern filter, as opposed to detailed critique of Blade Runner itself. It talks about science fiction films remaining obdurately, more interesting and more complex that the theories being developed in response to them. Therefore while much of the current work has interesting things to say about Science Fiction films, it is a long way from creating the crucial bond between genre and criticism we have come to accept in other fields.
It also delves into repressed, ego-centered attitudes and threads through Science Fiction as a genre in terms of sexuality and duality. (Feminist Reflections)
The text generally offers the opinion that Blade Runner is used so frequently for so many different purposes, before emerging finally as an icon of the postmodern condition. It cannot be all things to all theories. Furthermore, as its academic interest increases, it ceases to become as important as a genre film.
It uses references from Blade Runner, Alien (both Ridley Scott), King Kong, ET, among others.
Vivian Sobchac believes that ‘sex and the science fiction film….. is a negative topic.’
‘Where as the semiotic link between biological sexuality and women has been repressed or broken by the genre, the semiotic link between biological asexuality and men has been forged by it and allowed a full range of representation. ...
They have rejected her biology and sexuality-pushed it from their minds and bodies to concentrate on the technology required to penetrate and impregnate not a woman but the universe.
The virginal astronauts of the science fiction film are a sign of penetration and impregnation without biology, without sex, and without the opposite, different, sex.’
This, to her mind, is the basic structure informing the genre, a kind of push-pull configuration in which what is repressed will return in disguise to become overtly articulated; and while historical and cultural changes may be marked, this structure remains constant.
"Displacement and condensation will occur or the genre will not exist-in the same way that metonymy and metaphor exist or there can be no language."
The Science Fiction film, she continues, is
"that genre which most visibly figures the grandest illusions of a capitalist and patriarchal cinema, and which spatially liberates powerful born-again male 'children' from social, political, and economic responsibility for the past and to the present"
In other words, in relation to other genres, Science Fiction cinema is clearly a privileged site for the expression of a number of current concerns with ideology and gender, though that privilege is here pretty clearly limited to the last decade-suggesting that the genre has somehow acquired its privilege in a gradual process which is not explained in more detail.
It sums up by asking the question… for all the accuracy of the observation, which is not whether SF cinema may or may not at times document the postmodernist aesthetic dilemmas, but whether there is any necessary reason for why this is occurring, why it is occurring now, and specifically, why it is occurring in these works at the present time.
New New Re design - New Deadline due to Illness - 11th Feb
Finally a character that works.. Same Character sheet applies to this model...
Had real difficulties with maya, but finally have this character made up, and set up, handles and all.
Still no Uv Mapping or texturing, but i feel too much time has been wasted already so im going to start on with the animation and hopefully throw some texture and skin on late next week as i finish the Maya Part of the module off.
Next post will be screen grabs of Model in Maya environment.
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