Friday 25 November 2016

Litter

I also made assets that can be littered around the city to create pollution to complete the setting of the game.



I also made assets for the junkie room. 

Final Boss

Here's a screenshot of the final boss of the game which I modeled, textured and rigged. Sam did the animations for this character. I based it off Jonathan's colour tests, particularly the purple one but I changed some of the colours particularly the jacket and made it brown.

Texturing

From the videos before, the textures that I made can be seen. I made 3-4 textures for each build: Caucasian, African, Asian and Latin. I also made brown eyes, blue eyes and robot eyes. I also made 4 types of hair for the NPCs that can be skinned to the mesh. I was planning to model more pieces that can be interchanged but wasn't bale to due to time constraints. I was planning to make shoulder pads, robot arms, robot legs and different jackets. The variations I made can be seen on the final game. Here's some of the ones I made.





Idle Loops

I rigged all of the NPC models and made looping idle animations for each of the NPC builds. I made at least 3 for each. Unfortunately I can't post all of them here as I forgot to backup some of the ones that I did. But here's what I have.


























Sunday 20 November 2016

Sunday 13 November 2016

Variant NPCs

Here are the variant NPCs that I modeled including both varied male and female builds.





I've already rigged them as well. I used a really simple rig with FK controls because they are just going to be background characters with loop animations. I'll animate different loops for these characters and get some of my teammates to help out as well. After that I'll do different textures for each build.


Wednesday 2 November 2016

NPC Modelling

I've modelled a basic base model for the NPCs that are going to populate the game. The presence of these NPCs would help flesh out the dystopian aspect of the society that the game is set in. I'm going to use this basic model as a base and tweak it to make different variations such as big ones and female ones. I've already UV mapped the basic model so any tweaking should be easy to adjust. After I've modelled all of varied NPCs, I'll have to rig and animate some of them.


Tuesday 1 November 2016

NPC Modelling

I also modeled the final boss for this level. Here's a screen capture.

I simplified the character to fit the aesthetic that we have for our game so that it would be consistent. The objective is to make it resemble retro action game characters. I haven't coloured him yet but Jonathan's working on colour testing the character. Below is also my concept drawing for the character.


The group had a unanimous decision to go with the purple one. Jonathan's going to develop it further. 

Monday 31 October 2016

Character Modelling

I modeled the main character for our game. Here is a screenshot of him.


I combined both Sam's and Jonathan's concept designs while also sticking to the brief. The story involves a stern police detective so I wanted to integrate that into the design by making him look stiff and sturdy. I made the character's techy bits look like analog computers which is the 80s vision of the future. I also made the lights colourful because it's neon. Neon is colourful and is a big part of the 80s tech brief. I designed it to look similar to Daft Punk. The visor is also made to look like police lights. I think it suits the game even though it's colourful. It's a good contrast from the purple scene of the game while still also mixing with the whole 80s vibe. There would be a purple overlay anyways and that would give a purple tint to the colours. Even though he's wearing dark clothing, I don't think it clashes with it. It's just a uniform and also he doesn't need to be very stealthy because he is a police officer. For the hand bits, I designed in a way that the neon lights can be shown to measure how much neon/noir the character has when he extends his arms to collect/project energy. 

Here's a turnaround for the main character. 


Tuesday 4 October 2016

Modelling and Texturing




I modeled both of the environment assets that I drew. The door just opens to the side. For the generator, I made two spinning turbines. One is big, one is made up of smaller pieces. They rotate on different directions and the bigger one rotates slowly. 




I UV mapped both of them and applied texture to them to make them look hand drawn. I wanted to make it look like they're from a gritty graphic novel which fits the genre of the game. But I realized that this is too work extensive to do in the time allotted for us to complete the game. It was still fun to try it out though. 



So I just did solid colours on them and they still look cool. It stiill fits the genre and fits the 80s and art deco aspect of our game.

Design Process


These are the thumbnails I started with. I circled the ones I really liked. My objective for the environment assets is to make them with basic shapes because we wanted the assets to be low poly to fit the aesthetic we're going for. Clear silhouettes and edged shapes to reflect art deco. 


This is a coloured concept for the access door. I wanted to make it look 80s. I made a retro sci fi access panel to make it look so. The door would also slide on the side when it opens. The lights are there to indicate that it uses neon energy. 


This the coloured concept for the generator that my teammates picked. I wanted to make it look like a turbine kind of generator wherein the energy circulates kinda like an arc reactor.

Thursday 15 September 2016

Synthesis

This is what I think society at its best looks like. I used abstraction and modelling to visualize it as a character. This character is the vision of a Utopia. A divine machine; a divine system working in unity. It can only be achieved if everyone builds towards it. It will take time but if everyone is united, it is possible. 


Friday 9 September 2016

Transdisciplinary Animation

Bonding

Atoms need stability. They do so by bonding with other atoms either of the same element or from different elements. Stability can be achieved by completing the outer shells of atoms. That involves either, giving, sharing or stealing electrons from other atoms. Certain elements act in a certain way when it comes to bonding. When a metal and a non metal bond, an ionic bonds is formed. When two non metals bond, a covalent bond is formed. When two metals bond, a metallic bond is formed.

I will mainly look at ionic and covalent bonding.

Ionic Bonds

Ionic bonding involves both sharing and stealing electrons. An atom shares an electron thus making it positively charged (cation)  and the other atom accepts the electron and this atom becomes negatively charged (anion). Electrostatic attraction occurs and an ionic bond forms. Electrostatic forces hold the atoms together. The resulting products are called salts.

Metals are the ones that give the electrons and non metals are the ones that receive electrons. Metals act this way because they have delocalized electrons in their outer shells which is an important feature in metallic bonding.

Columbo's Law states that the higher ions are charged, the stronger the bond. This could be measured through the number of valence electrons. Refer to the chart below.

The number of incomplete outer shells (one dot) determines the charge of non metals. 

Covalent Bonds

In covalent bonding, electrons are shared. No ions are involved because neither loses or gains an electron. This type of bonding can be found mostly between non metals. Covalent bonding stabilizes incomplete outer shells by sharing valence electrons to complete them (two dots). Depending on the number of free valence electrons, there could be single, double or triple bonds. 

Here is an example

Covalent bonds can be either polar or non polar. 

Non Polar covalent bonds occur when a covalent bond forms between two atoms that have the same electronegativity. 

Here is a chart for electronegativity

Polar covalent bonds occur when a covalent bond forms between two atoms that don't have the same electronegativity. Atoms with a higher amount of electronegativity pull the valence electrons of other atoms towards them. The resulting molecule is a dipole. This affects the shape of the resulting molecule. It also affects the polarity of the molecule. Water for example is a polar molecule because it has a slightly negative oxygen end and slightly positive hydrogen ends. This is so because oxygen is more electronegative than hydrogen which means the valence electrons pull towards it. Water being a polar molecule makes it a perfect solvent. The slightly positive poles attract negatively charged ions and the slightly negative pole attract positively charged ions. 

eg. NaCl (Table salt) dissolves in water because the anion part of it (Cl) is attracted to the positive ends of the water molecule (H) while the cation part of it (Na) is attracted to the negative end of water (O)

From this research, I think I've pin-pointed the key element for my transdisciplinary animation project; Valence electrons. Valence electrons can be transferred or shared, thus, it could represent the common elements between different genres. I could also use my previous research to show the different energy produced based on the union of two genres as an exothermic reaction; the resulting mood/tone shown visually through colours. Next step is to research about different genres and look at colour theory. 

References
http://www.shmoop.com/bonds-orbitals/bonding.html
http://www.shmoop.com/organic-chemistry/bonding.html
http://drjuanamendenhall.pbworks.com/f/Valence%2BElectron_0001.jpg
http://chem.libretexts.org/Core/Organic_Chemistry/Fundamentals/Ionic_and_Covalent_Bonds
http://www.chemguide.co.uk/atoms/bonding/ch4nh3h2o.GIF
http://users.stlcc.edu/gkrishnan/polar.html
http://chemed.chem.purdue.edu/genchem/topicreview/bp/ch8/graphics/fig8_8.gif
Level 2 Chemistry Learning Workbook - Alex Eames and Dorothy Kane Published by ESA


Tuesday 6 September 2016

Loop

I made a loop from my segment of the class exquisite corpse animation.

Friday 2 September 2016

Abstracting

The character I made for the abstracting exercise for my second discipline.


Transdisciplinary Animation

My second discipline for this project is Chemistry; chemical reactions in particular. I've been doing research about the different processes involved in chemical reactions. I'm mainly looking at the processes involved in chemical reactions.

There are 4 basic types of chemical reactions. These are synthesis, decomposition, displacement and redox.

Synthesis
- Or also known as combination reactions. Two reactants combine to form a new product. The reactants can be either elements or compounds. When two different elements combine, they form a compound. Two or more compounds can combine to form a new single compound. Bond forming is an exothermic reaction. Forming bonds takes less energy than breaking them, therefore energy is released making bond forming an exothermic reaction.

eg. A+B --> AB

Decomposition
- A compound breaks down into its component elements. A catalyst is needed in order to break the chemical bonds. Energy is absorbed when bonds break. Breaking bonds is an endothermic process. Energy is needed to break the chemical bonds holding together the component elements of the compound. Electrolysis is a method of decomposition that involves using electricity as a catalyst. Thermal decomposition involves using heat.

eg. AB --> A+B

Displacement
- There are two types of displacement reaction, single and double displacement reactions. In single displacement reactions, an element or compound is displaced and replaced by another element or compound in the single compound.  The reactivity of the elements involved determine the outcome.

eg. AB+C --> AC+B

In double displacement reactions, the elements are swapped with each other. Precipitates are often the results of this reaction.

eg. AB+CD --> AC+BD

Redox Reaction
- Reduction-Oxidation. This type of reaction involves the transfer of electrons. Oxidation is the loss of electrons while Reduction is the gain of electrons. These two take place simultaneously as one loses an electron, the other one gains it. Hence electron transfer.

Just doing this research has already given me a lot of ideas. I think that my idea is going along the lines of synthesis. Since I'm combining genres, a genre can be an element and when two or more genres combine, the resulting amalgamation will be a compound. Or maybe two genres can react like a redox reaction as a character(electron) is transferred, resulting into the character experiencing a new feeling/situation.

One thing that popped into my mind while doing this research is looking into the bonds formed in chemical reactions. Maybe two genres interlock like a covalent bond resulting into them sharing a story element kinda like a venn diagram. I'll look further into this research.

References

http://www.sparknotes.com/testprep/books/sat2/chemistry/chapter6section7.rhtml
http://www.shmoop.com/chemical-reactions/topics.html
Level 2 Chemistry Learning Workbook - Alex Eames and Dorothy Kane Published by ESA

Saturday 27 August 2016

Friday 26 August 2016

Group Project Concept

Story Genre: Dystopian Cyberpunk


The initial idea was Neon-Noir. Neon being the 80s cyberpunk dystopian world and Noir being the style of how the story is going to unfold.

The game will showcase a Cyberpunk narrative set in a dystopian future. It also features film noir elements. The noir elements will be present in the form of lighting, shots and tone to compliment the world that the game it is set in.

Cyberpunk and noir work together really well because cyberpunk narratives reflect the nuclear anxiety of the 60s-80s during the cold war. Nuclear anxiety caused social unrest during that time and this gave rise to neo noir narratives similar to how the post war and depression era gave rise to noir narratives.

Refrences include Robocop, Akira, Bladerunner, Cyber City Oedo 808, Snowpiercer

Story Theme/s: Capitalism, Greed, Corruption, Poverty, Crime, Mystery/Conspiracy, Hierarchy/Caste System, Utopia/Dystopia equilibrium

The themes that the story would be about will reflect in how the world looks rather than explicitly telling the state of the world through NPC interaction. They could exist as micro narrative elements that could tell something about the bigger world without explicitly showing/narrating the things that are going on. These could be clues in the form of posters, ads, or tv-screens.

The film Robocop (1987) did this really well through the satirical news and advertisements that provide exposition for the world that they live in. Often the news hint at the nuclear anxiety that the world is experiencing. The film itself just shows one aspect of the world which is a city in a state of unrest and plagued with crime to which the only solution was....Robocop!

Game Genre: Puzzle, Action

The game features a fictional alternative power source called "Neon" which is central to both the story and the mechanics of the game.

Why is Neon important?

After the war, people suffered the effects of nuclear fallout. But thanks to the advancement in technology, dysfunctional body parts can now be replaced by artificial ones. These artificial body parts have become a common commodity given the state of the world. But the only power source that can power these parts is Neon. Neon not only powers these parts but also reduces the rate of degeneration caused by radiation poisoning.

Neon was at first a radical solution. But the corrupt capitalists and government exploited this power source to keep themselves rich. But through the years, the effect of the fallout declined steadily. The corrupt government needed an alternative so that they could stay on top and keep on controlling the hierarchy of the society.

The level would take place in a shady storage where an alleged stolen crate of neon is being kept which turns out to be a black market den. This would be the level wherein the protagonist first encounters Noir. The protagonist will have to use Noir in order to progress and continue his investigation because some areas can only be accessed by using Noir. Neon and Noir will be used interchangeably to access different sections of this black market den.

Traps may exist in the form of traps set by the leader of the gang as he appears on the screen showing his control over the place. Or they could be environment traps animated as gang members hiding behind walls that the main character has to deactivate. Basically environment traps that are set to look like a shootout.

Setting: 80s vision of the future, New Lodz

New Lodz is a city divided into the upper and lower class. The game level will mostly feature the lower class portion of the city. It is a polluted and cramped space full of man made structures. Features of the well structured upper class areas can be seen throughout these areas to hint of what people hope to accomplish but it is but a hopeless dream in this tired world of theirs.


Aesthetic: Stylized
Music: 80s Synth

References include Kavinsky, Daft Punk, Noir Deco

Character Moodboard:



Style Moodboard:




Thursday 18 August 2016

Embodiment

I made a rough animation about Oscar's favourite childhood memory for our embodiment animation exercise. His favourite childhood memory was when his mum painted his and his brother's room as a jungle like that of Where the Wild Things Are.


Tuesday 16 August 2016

Unity Level Design Basics

Some material and lighting practice in Unity.


Cubemap Skybox


6 Sided Skybox


Procedural Skybox


Then I tried lighting the stairs I made. I made new stairs too.







Unity Level Design Basics

Another practice in Unity.

Unity Level Design Basics

I built a magical castle with a fancy staircase in Unity. I reckon this exercise is really helpful for getting familiar with the Unity program. I reckon before we get into the nitty, gritty stuff, building levels with simple shapes would be helpful to construct the actual level itself; the path that needs to be taken.


Sunday 14 August 2016

Transdisciplinary Animation Ideas

I was really struggling to come up with an idea for my transdisciplinary animation. So I started looking into history because it was my 2nd favourite subject in high school, art being my favourite of course. I thought of the different themes they tackle in historical movies. Then I thought of how these themes could be used in different stories for my animation narrative. I then thought about how the story could be told, what genre/s they can be told. Then I thought about mixing genres and how it's like a chemical reaction. At the end, I ended up going with chemistry for my discipline. I haven't decided yet about which aspect of this discipline I'm going to use for my project but I came up with ideas about what I'm going to animate. The idea so far is about colour change in chemical reactions. Mixing two genres to create another one. The idea so far is to use colour opacity to show that. Each colour would represent a genre and they would mix with each other and go through some sort of chemical reaction. My idea for this project is about genre mixing but utilizing an aspect/aspects of chemistry for the animation. I still have to research about the processes are involved in chemical reaction to expand my knowledge and also my ideas for my project but it's a start.

Narrative wise, genre mixing in itself could tell stories. I do enjoy watching Marvel movies and one thing that they've done really well is mixing genres. I like how they mixed the superhero genre with just about anything to suit the narrative they are telling. Captain America: Civil War mixed the superhero genre with the political genre. I never expected to see superheroes and geopolitics in a movie.

Using what I learned from the synesthesia exercise that we did, I wanted to show the visual feel of chemical reactions through colours and animation. In saying that, chemical reactions are visual themselves. But I want to use a certain aspect of it so I can show visually genre mixing. I reckon genres can be represented through different colours. I'm going to use Marvel movies for example cause I really like them. What's awesome about it is that they exist in one world but different aspects of this world exist. For example, the vibrant and wacky colours of space in Guardians of the Galaxy. The blue world of politics in Captain America movies. And then there's the gray area of Daredevil and Jessica Jones as street level heroes.

 I still have to do more research to expand my ideas and utilize that research to make my transdisciplinary animation work.

Tuesday 9 August 2016

Level Design Thumbnails

These are my thumbnail sketches. My idea about these sketches is that a parasitic plant has grown in a nursery and releases pores that turn humans into zombies. For some reason (probably medication) an attendant wasn't affected by it. He/she now has to battle zombie nurses, doctors and babies.


I coloured one of the sketches I did. 

The purple atmosphere is the indicator of the plant pores in the air. The flowers are the parts releasing the pores. The rattle would be an indicator that a zombie baby is present. Rattles can also be heard to further support their presence.

Comic Remix

This is the comic remix I did.


Games as Hypertext Activities

Exercise #1: Tome

This is the tome I made for a fan-fic about Transformers in a post apocalyptic Earth.
The first one is an in-game mock up of the tome. The second one is the message itself.








Exercise #2: Flavour Text

The Unholy Redemption

Forged from the depths of hell, this weapon is imbued with the most unholy hellfire. This sword was wielded by the Blood Scourge to free himself from his Demon masters, fighting fire with fire.


Exercise #3: Steampunk Item

I also made my steampunk item a cursed weapon. It isn't really steampunk, it's more like post apocalyptic diesel punk but close enough I guess.




Thursday 4 August 2016

Experimental Animation

For this experimental animation, I ate a seaweed biscuit. It tasted like corn and it was really smooth. I thought of it as being rich yellow in colour and has the spiked taste of corn. It dissolved really smoothly too.


Wednesday 22 June 2016

Final 3D Shots

We finished all of the 3D animation for Butter. I did shots 1-3 while Michelle C. did shots 4-6. For the lighting, I made sure that the shadow of butter can be seen clarly to indicate that he is indeed sitting in the plate. I did this by adding a directional light above him and on his left side.

Shot 1


We had problems with shot 2 which we dubbed the butt slap shot. The problem we had with it was that the butt slap was, although it was humorous,  kinda rudimentary. We had to give a purpose to this shot that balances both humour and character.


Shot 3





I also made sure that shots 4 and 5 are consistent regarding the position of the collar.

Shot 4


Shot 5



Shot 6




3D Animation

This is the my animation process for shots 1, 2 and 3. 

For shot 1, nothing really changed much from the block. I started experimenting with the lighting on this shot to spotlight on butter since this is when he is introduced.



Shot 2 was the most problematic shot. At first it was just a butt clench but Keat told us to make Butter slap his butt for show. It also needed more refinement to show a shift in weight. 


For shot 3, I refined the arc to make it snappier and smoother to fit the animation style we're going for. I also made his face point forward a bit in a profile rather than a side view so that his 2D face can be seen clearly. 





I also corrected the lighting for the plate to make it blend more nicely with the background. 
This is an example of it on shot 2. 




Wednesday 25 May 2016

Blocking Out

I haven't posted in a while because I've started the animation. I have blocked out every shot wherein butter appears. I just have to refine the animation. I'm also using corrective blend shapes for the wrapper. Keat also suggested for me to customize the weight painting for each shot. I'm going to do that to make everything look smoother and also to make the silhouette of butter clear in his actions. Then after I'm done with that, I'm going to do lighting. Because I saved them as different shots, I can customize the lighting for each shot to give it an effect. But I have to be careful to keep it looking consistent.

From testing the blocking, I've noticed that I have to provide some padding for each shot so that they don't end abruptly. Jut to ease the transition for each shot.




Sunday 8 May 2016

Rigging



I rigged our character during the term break. Butter is mostly just a spine skeleton extending up to the hair with extra joints for the collar and the butt.


For the controls, it's mostly just a spine control with aim controls for the butt and the collar. 





I weight painted the butter to have cream folds. During our research with the butter, we realized that when bent, the butter tends to have big chunks of folds both solid and mushy. This is because butter is made of butterfat but it is solid when frozen.


I used corrective blend shapes for the wrapper because it messes up whenever I bend the butter which it bends with. Here's an example for when the butter bends right.