Wednesday, April 23, 2008
Intro: Key topology areas
Shoulder/Chest Area.(2mins 58 sec)
(Very rough pass video cuts of modeling for deformation- feedback welcomed)
The first vid is an intro to areas to be covered in the full tut series, the second video is a run down on "traditional modeling" techniques for the chest/shoulder area-(to be updated with a more conceptual topology flow video of the funnel crossed with a cape concept).
First pass concept vid of the "Funnel" flow concept in action.
Monday, March 17, 2008
MODELLING FOR ANIMATION OR TOPOLOGY FOR DEFORMATION: SCRIPT
What we will be covering in this chapter - where the important topology lies on the upper body of a person. Specifically the key area of deformation around the shoulder: (Fade in Skeleton+ High res mesh)
What we would like to introduce is the concept of key edges or cuts for deformation which run from under the under the pectoral muscles (label), up over the top of the arm bicep/triceps area (+label as red edge loop appears) and around to the back/scapula area (label). (Camera moves around high level geometry over skeleton, as labels of muscle groups appear….pop…pop)
Why is topology for this area so important? (high level geometry fades out)
The shoulder area has the most extreme movement in both rotation and translation - (fade in Skeleton animation of movement extremes).
The Scapula (label) and Humerus (label) act as a ball and socket joint with 180 degree rotation along the z axis. [FEEDBACK NEEDEDHERE] The scapula (label) which supports the arm can also translate around from the back around the rib cage (Skeleton animation: rolls the scapula to drop the shoulders slumping the chest)
Key concept: A popular solution is to think of a poncho (or cape) dropped
over the shoulders of your mesh. (Camera moves around high level geometry as mid resolution poncho drops over shoulders)
With medium resolution example shown here you can see how the key loops shown in red (T- shirt version of the upper torso now starts to animate to same extremes- camera circles the mesh for +- three extremes of movement).
With careful skinning and no additional bones, this same concept can be applied to lower resolution meshes, which could be used in game. (T- shirt version of the upper torso now starts to animate to same extremes- camera circles the mesh for +- three extremes of movement).
Here the upper torso of the model is simplified to 3 rows only for shoulder
Write up new proposal including ACID work – roadmap to exegesis
How do I access my impact on the field through these video tutorials- is it robust practice based research
What is innovative about my practice of doing the videos?
- Simplification
- Key principles
- Non software specific.
- Short time period 1 minute to 5 minutes.
I also need to look into education theory-how do I incorporate them into video tutorials/teaching practice and Guerilla CG.
Saturday, February 2, 2008
Monday, October 15, 2007
Meeting Notes: 14.10.07
What are my eventual aims and outcomes of the M.A. ?
Is it the process or artifact/artwork that is my aim?
>If it is the process---> Then is this process then going to be a working practice specific for games - as a research question developing a working model for getting sign off on 3D sculpts -iteratively reworking and getting additional feedback from the client-art director- i.e. similar sign off procedure as Lucas arts uses for is 2D concept artists. Where George Lucas will draw or write feedback on the actual prints of the works. Then the concept artists will then implement the feedback and print it out. George will again review and comment - this cycle will continue until George is satisfied.
This sort of process of using Maquettes is used in Film but have yet be used as standard working process in games.
Can I make this a part of my working practice as a games artist?
>If it is the artifact---> Then I need to steer my research into the unknowns of "Fine Arts" (prejudicial) and then the question is why?Then how?
Sharing skills: Video tuts as an offshoot of practice/as practice?
I have started recording my digital learning process using Camtasia (screen grabbing software).
This is part process of sharing work also in part because I am now teaching full time and need to improve my teaching and ergo work flow process and documentation.- also the people that are really well respected and skilled are people that share their knowledge. Since I have come here to Oz I have been sharing what I know through giving talks though organizations such as IGDA . I am going to continue doing that by documenting my process. (thats one of the plans anyway).
Also went to the library yesterday evening and got out some great books on electronic/digital art/science art - One of which I am reading is from the Ars Electronica group (in the list of links) - I will post up any conclusions as and when. (Plus links to books and ISBN numbers).
SILO: Demo play
Friday, October 12, 2007
Virtual_Kas(Update)
Sunday, September 30, 2007
Virtual_Kas(Update)
Analog/Actual -Finished
Saturday afternoon 29_09_07 _ Yes!!!!I have finished the clay bust- it is now drying in its cupboard. It was successful as an experiment on the analysis of the medium of clay - successful since I had never sculpted a bust in clay before.
Really liked working with the paper based clay (its a very forgiving clay for noobs)- Even though in the end the sculpt is no longer a portrait image of David- as I rushed the working in of his eyes and lost his key features and proportions in the process.
Doing this exercise has certainly given me a better understanding of working with clay- and I really enjoy working with it- except for the fact there is no Crtl+Z in the physical world and that have to keep the clay wet. though next time I will work a little more loosely and to larger scale -which to me is the more fun aspect of clay.

I had a great time making a mess- I will be making more soon.
Though I will be looking into using sculpty or some other equivalent in the next physical(From now on I will be using the term actual) sculpt.
Tuesday, September 25, 2007
Update_Analog_KAS







