Saturday, 18 May 2013

Final Project Unit 15 Evaluation


At first I had to think what would I base my brief upon then it hit me I started to do a mech as a personal project some time ago and I left it at the legs and it would be great to continue it. I think I started off well designing my conceptual art pieces designing the mech arms, legs and body. I got my inspiration of an game on the PlayStation 3 called ‘StarHawk’ in which you can obtain a vehicle called a ‘Grizzly’ as part of downloadable content. This was a vehicle which runs at a fast pace and uses a weapon called a Gauss Cannon the shoots a beam that can take down air and ground vehicles it also has a EMP blast to disable structures and vehicles and a stomp attack.

I started to design my conceptual art of the Grizzly and for the right arm I wanted it to be a high powered weapon and the left arm to be a secondary weapon.

I drew some design ideas for the right arm. Thinking of ideas form a high powered weapon as a mini gun or a machine gun but I wanted it to be a bit fictional or advance rather and think of and develop a weapon similar to the gauss cannon the use beams. This is where I took a little inspiration of the game series ‘Metal Gear Solid’ where there is a weapon in the series called a ‘rail gun’ these also do exist in real life but not at the power and proportion of how they are depicted in games.

The rail gun for the right arm became my final design.

For the left arm again I want something similar to how it is used in the ‘Starhawk’ for it left arm artist referenced of high powered industry drills. They are used in game as an EPB blast attack you will strike the ground with your left arm. I started to look at different designs for my mechs left arm and for some reason I choose a tesla coil design. I think I choose the design because it stuck to the idea of the EPM blast with electricity.

Designing the body again I wanted to take my reference from the ‘StarHawk’ game and do a body the starts of small from the hips and gradually become bigger and bulkier.

I also looked at designs for the inner part of my mech the ‘cockpit’ seeing how I could design monitors and joystick for the pilot’s movement.

I came up with the idea myself of having a hover bike on the back of the mech as an escape eject pod. My theory is that in game when your mech receives a lot of damage you can have the time to quickly escape. I did conceptual art of the hover bike being folded on the mechs back and become a ‘whole’ once you eject onto the bike.

Also the mechs feet took inspiration from the game series ‘Metal Gear Solid’ I looks at another mech in the game series MGS called the Metal Gear Rex which has let’s call them ‘pegs’ on its feet and uses them as breaks to stop. I liked the idea and applied them to my mech design.
I began working on my model while refining parts I already did earlier like the legs the mesh for the legs was really screwed up because it was the first true attempt at modelling something fairly complicated. First I refined and finished the legs and copied one of the legs over as they are both identical. Then I started to work on and model the lower half of the mechs body starting from the hips all the way to the shoulders. Modelling the cockpit for the mechs body was a really hard job and found out that I had a lot of really odd faces. I then started on the upper arms making left arm different from the other arm by adding three valve tubes.

Now onto working the right ‘rail gun’ arm. I stuck with the design of it having scope and a barrel three spouts and three rails. I think the model came out really well.

Construction of the left arm I used the helix mesh to make the tesla coil twist along with three tubes connected with the arm.

I then begin looking a uv mapping tutorials and how to manually unwrap an models uv texture. From the tutorials I was looking at there were unwrapping very basic models like a cubes mesh that has been manipulated slightly. This then lead me to the very quick but also very bad decision of automatically unwrapping which is ok for very basic model faces but is an absolutely mess on very ‘advance’ models. I eventually just stuck with it saving the uv snapshot at 8192x8192 resolution (higher than standard hd) actually classed as 8K Ultra High definition resolution.

I worked on texture maps one by one eventual got to a point where I found and fast process to complete whatever texture I wanted on my uv map. Let’s say if I wanted to texture a certain part of my mech a certain colour I would highlight the certain part in Maya uv editor and save the uv map and magic wand the black space in Photoshop delete it and you will be left with only the outline of the mesh map then I would get the texture colour I want to apply to that part layer it over the map select pixels of the uv map background and select the texture and delete the texture left in the background leaving me with the part I wanted covered in the texture. Then past it into my full uv map.

Yes you probably didn’t really get any of that I just said but it’s just Photoshop knowledge that make thing less time consuming. In total I have 17 uvs and there all named appropriately I will list them.

·         Back leg amour uv
·         Bike bottom half uv
·         Bike top half uv
·         Body uv
·         Gear uv
·         Left tesla coil arm uv
·         Left upper arm uv
·         Leg hip amour uv
·         Leg knee amour
·         Leg lower amour uv
·         Leg struts uv
·         Leg tubes uv
·         Leg valve uv
·         Lower leg uv
·         Right gun arm uv
·         Right upper arm uv
·         Upper leg uv

After this I took many high resolution renders of my model which I was very pleased with this lead to the end of my project. I produce some fantastic renders that I’m sure would look brilliant mounted.

It’s unfortunate a lot of things I internally wanted to do did not get included as time continued because it got a bit strenuous. I was aware of this though and was determined to get it to at least get it finished to a professional standard. I am pleased with the final outcome and learn a lot about conceptual art work, modelling and uv’ing. It was a long but pleasant learning process

Thursday, 16 May 2013

More high resolution image

Bike view #1

Bike view #2

Rail gun #2

Testla coil arm

Changes in brief time constraints and productive criticism


I have learnt a lot on this project like any other project and it is coming to an end. I appreciated all the productive criticism from one of my tutor Simon. I must change some things to keep in line with what I have produced.

· Mech Model Completely Built

· Mech Model Textured

Simon said it would be good to just make my mech leg to industry standard with proper mapped manual uv maps which I am possibly going to do if time constraints ant going to catch up with me also I will post some more high resolution renders.

Discussion with tutor Simon


I had a discussion with Simon about my model. Even though the final renders generally came out quiet nice there are a lot of problem we discussed. I will bullet point each problem.

 

·         Combined meshes/parts are not separate

When I started of this model I was still in the learning process of actually how to create a good looking/functional model. With my very basic knowledge in modelling I combined quite a few meshes that function (better) when separate. For example the mech knee joint and ankle joint. This wouldn’t be used at professional standard and a skeletal mesh in a game and at very least and static mesh. I like to gain information from peers and tutor. When you start to learn a craft in something you start off a novice and improve upon what you have learnt as time goes by.

 

·         Uv maps are automatically done and are very messy and random

I was looking at manually unwrapping uv maps on my model but on tutorials I couldn’t find tutorial for more (advance) complex models. Only basic models like a cube mesh with a few extra vertices to make a rock looking shape. This made me turn to automatic mapping (Which I knew was very inaccurate and messy). Also It is more strenuous to manually uv map a model and I was worried about the time constraints because manually uv unwrapping is a time consuming process. If I had more time I would have put more effort and time into learning and unwrapping and complicated uv map.

 

I think I achieved producing the uv texturing to a professional standard, but modelling and uv unwrapping was a slow and steady process. Sometimes to learn you have to make mistakes to learn upon your mistakes and correct them in the future.

 

High quality renders


These are some of the high quality renders I produced with the textures I made. I think they came out really well and the textures are beautiful. Altogether I produced 17 textures that covered different pieces of the model.

High quality renders

Bottom view (fully textured)

Cockpit view (fully textured)

Front view (fully textured)

Left side (fully textured)
Right side (fully textured)
Top down view (fully textured)

leg

Rail gun

All uv maps complete


I finished all UV maps.  There are 17 UV maps in total. They are applied to different parts of the body. For example leg, body, arms etc. I will add all the UV map photos along with description underneath them.


Back leg amour uv


Bike bottom half uv


Bike top half uv

Body uv

Gear uv

Left testla coil arm uv

Left upper arm uv

Leg hip amour uv

Leg knee amour

Leg lower amour uv

Leg struts uv

Leg tubes uv

Leg valve uv

Lower leg uv


Right gun arm uv

Right upper arm uv

Upper leg uv
 



Saturday, 11 May 2013

The fall back uv texturing



Well after having problems and technicalities with rigging in Maya I decide to start my uv texturing and may return to rigging once I finish uv texturing and export them import the model into Autodesk 3DS max to rig the model. I started the uv texturing on the body first. I aren't that experienced in manually unwrapping a model map to make uv textures so I just used the automatic unwrapping tool to save time. One I done that I started work on my model by making the textures in Photoshop which to me at least 2 days to complete.

Every part of the body is finished and textured properly. I took images of the uv map and the texture applied on the model in high quality.

Uv texture map


Front view Render with texture applied
Back view Render with texture applied

Side view Render with texture applied

Top view Render with texture applied






Wednesday, 1 May 2013

Rigging and animating


So with my Mech model to rig it I used joints and did not soft or rigid bind them but children the meshes under the parent joints. I wanted to rigid bind them but the arm movements wasn't working properly so with help from my tutor he said it would be a good idea to go with children and parents. I then made a very very basic walk sequence and hope to do many more animations and use something called Maya Trax editor to do multiple animation movements.

I upload a video to YouTube of my first ever 3D animation sequence.


Wednesday, 24 April 2013

Sometimes you just want to take time to work out straight


Well it’s been quite some time since I last posted so news and information on my progress. It’s because I just wanted to take some good time to fully concentrate on my work and get it complete and to a certain finished stage.

So I have completed and finished modelling my mech. That means the legs, arms and body is complete. I want to move onto rigging the model for animation. At the moment I'm still getting used to rigging it a difficult process. Hopefully I make a lot more progress but at the moment I leave you with a few picture of my progress.
Basic Sketch of Joint physics
Mech front render



Mech back render






Saturday, 13 April 2013

Slow but steady wins the race


What I achieved yesterday before finishing off my arms for my mech completely I wanted to build the body first. I always had the idea of having some sort of escape method onto the mech. So I came to the idea of having a “hover bike”. This hover bike will be on the back off the mech and launcher for quick escape when you mech about to be demolished.

With this though I had to sketch out first what I wanted the bike to look like and how it would transform from “mech form” to “driving form”. Then I sketched out what I imagine the front and the back off my mech body to look like.

Back of mech eject bike (Eclipse) sketches

Mech body (front concept art) sketch

Mech body (back concept art) sketch [with Eclipse attached]