Thursday, 20 February 2014

Progress

This post is just to show the progress I have made since my Presentation until now. As I mentioned earlier I have been focusing the majority of my time on my other modules as the submission where before this submission.



I have focused mainly on improving from where I left off and neatened and tidied the geometry and shape of the chest.





I Know it doesn't look like I have done that much to it but it is a lot trickier than it looks. I want to make sure that the shape I make is correct as I go along so I don't have to go back and make corrections. This is why I have been using turbosmooth throughout to check how the geometry looks and flows.

I am now at a difficult pat of the suit where the schematic I'm following doesn't cover the part I'm modelling (Under the arm pit). As well as this I am also at the point where I am moving from the front of the model to the back and I need to ensure that I match the front and back perfectly, as well as not editing both sides at the same time. That is another reason why it looks like less work has been done as I was accidentally moving the front of the model out of place when I was modelling the back and had to delete it and start from the beginning again.


This is just a small update, hope you like it

Work Update / Presentation Feedback / Poly Count Research

Hello all,

It has been a while since I have posted and that is due to prioritising my time on my other modules as they were due to be handed in. Now they are handed in I am going to be devoting a lot more of my time to this project.

I have been recently looking up the poly count for main character poly counts as I was unsure on how low.high detail i should make my first model in Max to adhere to industry standards.

Through this site http://www.polycount.com/forum/showthread.php?t=96804 I found the answer to my questions. I am going to make my model around 50000 polys or slightly more as I am only doing a bust, as according to this site this is the rough industry standard for main character models. After this I will then be exporting into Mudbox and applying more detail and creating my Normal map from this model.

Also since my last post I have been working on my Model in Max and I also presented my work to my tutors.The general feedback I received from them was that my model is on track and my plans look achievable which I am very happy about. Following my presentation I have now added these following things onto my research to do list, from my tutors and class mates as I have been informed that these could help me greatly :

-Xnormals
-Ocular Occlusion
- How I plan to unwrap the UVW's

I will be posting a comparison of my first attempt and my current attempt at modelling Iron Man soon when I have got my low poly to a standard I am happy with.

Dan




Bibliography:
http://www.polycount.com/forum/showthread.php?t=96804

Wednesday, 18 December 2013

retopologized version of a high resolution mesh

From all of my research I have discovered that there are a lot of different names and methods of doing what I want to do for my final project (Hence the title of this post).

I have also found that there are a lot of different names for the same thing but here is, just to clarify in the simplest terms possible, what I will be doing over the next few months:

Firstly I will be/am experimenting with 3ds Max and Mudbox to find which techniques best suit me and to learn how to use Mudbox correctly as well as learning new techniques within the Mudbox software as well.

Once I have decided on my technique that I wish to model my suit with, I will then start modelling it. I have decided that I am going to model different segments of the suit separately, which will help me greatly with the normal mapping and UVW Unwrapping process as well as giving me options on what part I can work on encase I get stuck on a certain part of the geometry for example, and I can then carry on modelling on other sections.

After this, when my low poly model is complete in Max, I will Unwrap the UVW's of the model ready for Mapping. Then, once the unwrap is complete I will export the model into Mudbox and add further, high quality details to it, damage, scuffs, edges etc.

Then I will move back into Max and Bake the High Poly UV's from Mudbox onto the Low Poly model from 3ds Max using Normal Maps to give the illusion of a higher quality model, thus adhering to industry practises when modelling in game characters and speeding up rendering time.

Lastly, while I am modelling if I encounter a problem or start to have great difficulty with completing the full suit I may decide, as a last resort, to change my model from a full suit to a Bust of the suit if my time frame starts to rapidly deplete. As I say this is a last resort and want to complete the full suit as it will be a very challenging and rewarding model for me to complete.





Normal Mapping

As I have been looking through my research I have found that I have forgotten a few techniques which will be useful, if not a necessity, for my dissertation project to be completed.

The main technique that I need to brush my skills up on is Normal Mapping/Projection Mapping.

This is just a short and sweet post to show my memory recap research that I have found to jog my memory on how to do Normal Mapping/Projection Mapping.

The first place I looked for help was YouTube as there are hundreds of different help guides and tutorials on there to help me re learn what I need. Below are two very helpful short videos which helped me rekindle my knowledge of the very basics of Normal Mapping/Projection Mapping and Baking.

http://www.youtube.com/watch?v=ybiHIUWPZnc - (3ds Max) Normal Map Baking Tutorial, Akiraa20

http://www.youtube.com/watch?v=A6CtYSw63aE - Simple normal mapping tutorial in 3Ds Max, Dries

Once I watched these videos and a few others I then moved on to '3ds Max 2008' by Kelly L. Murdock. This book and others has been a key reference and font of knowledge when I come across modelling difficulties. Within this book there is a whole chapter devoted to Normal Mapping and Baking High Poly models onto Low Poly Models. Encase you do not know what Normal Mapping and Baking is below is an extract that explains this technique or 'efficiency trick' as they put it.

"Normal maps calculate the lighting results used to light small details that stick out from the surface of an object. These details are then recreated using a normal map that is applied back onto a simplified version of the object. The normal map allows these details to be simulated without the extra polygons used to create them. By allowing simple base objects to have details such as bolts and rivets without the extra polygons, the objects can be redrawn quickly without losing visual quality."

There is a lot of information within this book that explains in great detail on how to complete a Normal Map from start to finish, which I have found very helpful. 

Thanks to the sources above I believe that I have started to rekindle my knowledge and more of Normal Mapping and Baking. 

Thursday, 21 November 2013

Deformation Research

As I mentioned previously I am going to be conducting some further research into the aspects of 3D Modelling that I find quite difficult and that was suggested to me by my tutor to look into due to my under estimation of how long it would take to do in my proposal. 

Upon my research into Deformation I came across a very useful website that helped me understand a lot more about my modelling and future models that I wish to make through a simple, 5 points of common pitfalls of beginning modellers. This also helped me understand the basics of deformation and has given me a lot more information to carry on researching into.

Here is some useful information on the five most common pitfalls for beginner Modellers or Modellers trying something different and new techniques:

1. Too Ambitious, Too Soon

It's tempting to aim for the stars right out of the gate, but there's a reason you see dozens of variations on the following quote so often on popular CG forums: “This is an image I've had in my head for years, but I've been waiting for my technical skills to catch up.”
CG is hard, it's technical and complex. When you're planning your projects ask yourself, “what are the technical hurdles I might run into, and can I realistically solve them at this time?” If the answer is yes, go for it! However, if a prospective project will require you to try hair, fluid, global illumination, and render passes for the first time ever, it's probably smarter to study each of those concepts individually before you try to combine them in an image. Challenge yourself, but try to know when your ambition is getting the better of you.
Uncertainty, more than anything else, is what leads to abandoned projects, and in my opinion a bad image is still better than an unfinished one.”
2. Ignoring Topology
“Topology and edge flow are incredibly important for character models that are meant for animation. For static game-meshes, and environment models, edge flow is less important, but that doesn't mean it should be ignored entirely.
Model in quads (four sided polygons) as often as possible, especially if you plan on taking a model into Zbrush or Mudbox for sculpting later on. Quads are ideal because they can be subdivided (for sculpting) or triangulated (for game-engines) very smoothly and and easily.
Topology is a vast topic, and going into detail here would be impossible. Just keep some of the basics in mind while you work:
·         Avoid N-gons (5-sided polygons or greater).
·         Keep triangles to a relative minimum.
·         Try to have evenly spaced subdivisions, and avoid elongated faces. Your polygons don't have to be perfectly square, but keep them as close as you can within reason.
·         For an animated mesh, add extra edge loops wherever there will be deformation (elbows, knees, lips, etc.).
·         Remember to clean up a topology artefacts after using Maya's bevel tool (which often creates triangles and occasionally n-gons.
·         If you smooth your model and notice “pinching” try to think about how you can re-route edges so that your mesh smooths more favourably.
·         If you notice non-manifold geometry, stop what you're doing and fix it immediately.”

 If you're not sure what non-manifold geometry is, I will be researching and posting about this shortly.

3. Too Many Subdivisions
“Subdividing your mesh too early in the modelling process will only cause pain and regret, and often contributes to the “lumpy” or irregular quality seen in a lot of novice work.
As a rule of thumb, don't add resolution until you're sure you've nailed the shape and silhouette with the polygons you already have.
4. Always Modelling Seamless Meshes
“It's a common misconception among beginning modellers that a finished model needs to be a single seamless mesh. This isn't the case at all, and trying to model things that way will only make your life more difficult.
I remember watching a 3DMotive training series awhile back and the instructor offered a good way to think about the question of whether an element of your model should be seamless, or separate geometry; think about the way the model you're building would be constructed in the real world, and model it as close to that as possible.
Designers always say that form follows function, and that statement holds some weight here—if you run into a situation where you think it'll be easier to model something in two pieces, do it.
Now having said that, there are two exceptions to this—3d printing, and game art.
With game art, it's often preferable for the final asset to be a seamless mesh; however the final game model is usually a retopologized version of a high resolution mesh.” This is what I will be doing with my model.

5. Not Using Image Planes
“I know this one well, because I used to try to eyeball stuff all the time, or jump directly into Maya without considering design and composition, thinking “oh I'll design it as I model it.”
I've gradually developed a habit of carrying around a little 5 by 7 pad of grid paper, and when I'm not doing anything I'll pull out a page and sketch out orthographic ideas for buildings and environment assets. I throw away twice as many as I save, but if I like one I'll stick it up on some cork board above my monitor so that it's there if I ever need it. If I decide one of them fits into a project, I'll make a scan and pull it into Maya as an image plane.
Not only does it allow me to work faster, it allows me to work more accurately, and accuracy is one of the keys to efficiency. I now use image planes for every major asset that I model, especially characters or complex architectural pieces, and my work is much better for it.
And this counts double (or even triple) if you're shooting for photorealism!



I believe that all of the above are extremely relevant for me as I have never taken on a model of this scale or difficulty before. I have also never used Mudbox before so the research here has helped me to ensure that I do not make simple mistakes when creating my model.
A key point I have learned here is about adding extra edge loops wherever there will be deformation as I have never been shown how to take deformation into account when modelling before, so this has aided me greatly. Even though my model won’t be animated at this time, I would still have to take animation into account while modelling, as if I was working in the industry, character modelling would be split into different sections of the production i.e. modellers and animators. This is a good practise to get into as when working in a group it is essential that the team works well together and understands wheat needs doing on each model and group to save each other time fixing un needed modelling and animation issues.  

Bibliography:
http://3d.about.com/od/Career-Resources/tp/5-Common-Pitfalls-Of-Beginning-Modelers.htm

Proposal Assessment


Overall I am happy with the response and grade that I received for my Proposal and I am now on my way to start the creation of my Iron Man model. 

The only issue that was raised was that I may have sightly underestimated the time it will take to accurately unwrap the UV's for this model in preparation for normal mapping, and also to prepare the mesh for clean deformation. 

I will be looking into these areas more specifically before I start modelling. I will also look further into this when it is nearer the time of completing these stages of the project.

Below you can see my adjusted timeline taking the above into account.



If need be I will be making adjustments again as I progress in making my model but I will be conducting more research into this area as well as discussing with my tutors beforehand. This is also my weaker aspect of the modelling process so I will be learning a lot upon completing my Dissertation Module.

Thursday, 31 October 2013

Useful website for 3D Modellers

Within my research for learning new techniques, skills and practices within the 3D Modelling industry I came across a website called www.digitaltutors.com. I believe this website could potentially be very useful as it has many, many hours of different and useful modelling techniques hints and tips which are easy to understand and follow.

This will be a great help for me personally as I have never used the Mudbox software before and this will show me a lot of hints, tips and tricks that I can try out and apply to my model at the later stages of my Dissertation.

This website also has a lot of help with modelling within Max as well, so again, I can use this site for help with my modelling technique research, as well as assistance with my modelling. I am also not very efficient with my Unwrapping and Mapping skills in Max and this is where I believe I am going to have the most difficulty within this process, even compared to learning the new modelling software, as for some reason, I find it a very difficult part of the modelling process. Luckily for me however, this website is very well stocked with information and resources on this and many other aspects of 3D Modelling.

The only downside to this website is that there is a fee to use their services, but for the amount of information that is displayed and can be taught to you in such a short space of time I think this website will be a very good, investment for any 3D Modeller who needs to learn new skills within the industry and not just for myself. The pricing is $45 a month, which for me I can use this site in the last month or two of my modelling process which is where I believe I will need the most help and will potentially get the best results possible using this and the many other websites and resources I have found. 

I have specifically written about this site however because it impressed me with how much is displayed for the price you pay and the potential of how much you can learn from it. I thought that it could also be very useful for anyone else out there looking to do 3D Modelling, whether you are just starting up, need to refresh your memory and learn new techniques and tricks or even if you are experienced in Modelling already, and of course, to help the many other students out there doing there Dissertation on 3D Modelling.