Tuesday, 26 October 2010

Post 04 - 3D Tech research


I have been recently looking at a couple of books for tutorials in order to understand the various techniques and methods for modelling. This research will mainly feed into my 3D Technology and 3D Animation modules (tasks one and two, due in on weeks 7 and 8).

I have been looking into both Autodesk Mudbox and 3Ds Max tutorials from the following books:




  • de la Flor, M. & B. Mongeon (2010) Digital Sculpting with Mudbox: Essential Tools and Techniques for Artists, Amsterdam; London: Focal Press.
  • Autodesk Inc. (2006) 3ds Max Essentials 9, Amsterdam; London: Focal Press. 
  • Gahan, A. (2009) 3ds Max Modeling for Games, Amsterdam; London :Focal Press/Elsevier.

I have also been looking at some journals surrounding this field and has been used in this section of a 10 minute presentation I am researching for my 3D technology module. The subject up for discussion is the comparison between two types of modeling. This is box, or polygonal modelling and sculpting.

Aspect One - Ease of Use

The ease of use and learning curve of modelling technologies is very important; not only for the artist, but also for work-flow and industry needs. In their discussion of early digital sculpting systems, Ronald N & Sarah F suggest that:

“There is no consideration of user interfaces for digital sculpting, no method for conversion to standard representations, no method for correcting distance values away from the surface, no hardware acceleration, and only discrete steps are supported during editing.”

Ronald N. Perry & Sarah F. Frisken, ‘Kizamu: A System For Sculpting Digital Characters’, Proceedings of the 28th annual conference on Computer graphics and interactive techniques, (2001), 47-56, 49.

Initial sculpting systems were difficult to use, with extremely complex interfaces and tools often alien to the user. Although these systems were available, they were generally exclusive to the commercial animators. It has only been in the last few years that software such as Mudbox and ZBrush have developed the interface, tools and editing capabilities, which closely simulate the art of sculpting, enabling the software to reach a wider audience. In comparison, box / poly modelling has been around for much longer, and functions on a mathematically dependent platform. As it is one of the most long-standing methods for creating 3D objects, there seems to be a ‘what you see is what you get’ approach, and it has a firm position in the industry. Essentially, once you’ve picked up the basic skills needed to create shapes - to edit vertices, edges and so on - it is quite feasible to create more complex objects and models in 3D space, picking up extras tools as the user goes along.

In terms of hardware, software and performance demands, sculpting technologies have rapidly caught up with conventional methods of modelling with the use of several algorithms to compensate for the amount of visual information being shown. In this respect, sculpting and box / poly modelling are of more or less equal standing in the industry. However, where sculpting falls down is when it comes to flexible and versatile content. Items made in programs such as Mudbox are usually extremely complex with a high poly count.  As a result, directly exporting such items into other mediums which use low poly characters and assets can create complications. These models would have to be scaled down, or a low resolution version would need to be mocked up. By comparison, the ‘ground up’ box/poly modelling approach is ideal for creating low poly assets, as it uses direct vertex manipulation giving the user complete control over the file size of the model, thus making box/poly modelling more versatile. However, this is likely to change in the near future, with the demand for realism and the advancements into algorithms and gaming engines.

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This is an interesting comparison and has allowed me to begin to understand a couple of approaches to modelling. The only downside to this however, is that the comparison is not exactly 'up vs down', but more one method of moving points in space vs another, so any conclusions have the risk of not being truly critical. This is something that I will need to keep in mind. I feel that the finished presentation would benefit from a variety of sourced references, and images to back up key points. This research has so far enabled me to use my own experience from tutorials and am beginning to gain an insight into two of the most common modelling approaches.

The next stage is to complete this presentation and use the research gained, along with research on animation technologies and continue to critique them accordingly.

Wednesday, 20 October 2010

Post 03 - The Beginning


Thinking Tech

This entry is essentially to jot down a couple of areas that I think would be wise to research. My course is Computer Animation Technology. The two main areas that I wish to gain information on are:

3D Modelling and Animation

In my 3D Technologies Module, I am about to research into the differences between 'Poly' and Sculpting modelling for a presentation and in my 3D Animation module, I am starting to look into full figure animation (this may expand into curve sculpting and motion capture, in order to look at the forefront of the industry).

Although this is not actual research, I feel that it is good to get information like this down in order to refer back to and keep in mind.

My main concern at the moment is to concentrate on gaining the practical skills and experience in order to get a better idea of what I have to research into. However, the research practice is a good opportunity to investigate my interests and apply this research into other modules.

Sunday, 17 October 2010

Post 02 - Session activity

Eadweard Muybridge
Since the last post, I attended the second session of this module. During this, we were split into groups of three and given a topic to research between us. I was with Jon and Chris, who are also in my Collaborative Practice group. We were tasked with trying to construct a 100 word piece of research, summing up and elaborating on the area of 'Motion Graphics'. The following is what we ended up writing:

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Motion Graphics can be best described as:

“The practice of graphic design for film and television. Now the boundaries of this practice are expanding due to rapid changes in technology, meaning that new paradigms of production and dissemination are constantly evolving.”

Chelsea Arts LINK




The term 'Motion Graphics' is changing and incorporating a variety of skills, methods and products. It is about creating the illusion of movement. Its origins stem from the 19th century, with records of motion graphics being introduced by the British photographer Eadweard Muybridge (1830-1904), who invented viewing apparatus called a zoopraxiscope, which enabled a sequence of images to be viewed in quick succession. This created the illusion of motion. There is a noticeable transition from the physical, manual side, to the modern computer and digital side and with good reason. As traditional methods such as hand drawn frames are time consuming and costly, it is easy to see the appeal and focus on technology to allow for motion to be created in a variety of mediums. It offers flexibility and originality for both artist and the viewer.

Zoopraxiscope
With regards to predicting what motion graphics will go from here, in 2003, Matt Frantz et al wrote the following as the introduction to his paper titled 'Changing Over Time: The Future of Motion Graphics'

"Motion graphic design has been considered a speciality skill, usually handled by artists that concentrate on designing for television broadcast or films. Within the next 10 years, not only will the majority of graphic designers work with time-based media, but the general population will associate graphic design more with moving imagery on television screens or computer monitors. The current association of graphic design as images and text printed on paper, clothing, or billboards will remain, but the commonly held belief that graphic design refers just to static imagery will disappear completely"

Frantz, M. 2003

This prediction is seven years in, however it can be clearly seen as accurate. With the increase of animated full length films, computer games and so on, motion graphics has certainly moved into and fully embraced the digital realm, whilst continuing to grow and incorporate many other practices.
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The point of this exercise was to demonstrate that it is important to reference correctly, using the Harvard style. It was also pointed out that all areas needing references also includes images, concepts, notions, web sites and any other forms of media. Plagiarism was a key area that was covered.

Within the next few days, I intend to add some information and research with regards to what area I am going to research. At this stage, it may be a case of complying my research from both my 3D Animation and 3D Computer Technologies modules, to create a well rounded research area (modelling and animation). From the task one hand in, I aim to understand the area I am studying and be able to identify which of the two areas I wish to pursue more.

Zoopraxiscope - LINK

Friday, 8 October 2010

Post 01 - Research Practice

This is the first of many posts aimed at showing and communicating research into my chosen academic route. My chosen field is Computer Animation Technology and I will be looking into the specifics of this field which are of interest to me.

Since the first session I had on Thursday the 7th of October, I have taken notes of what was discussed and downloaded the Open Source software, Prezi. This is a free on-line based presentation software, which is very interesting, easy to use and allows for information to be supplied in a variety of ways, such as text, image and links. I have also briefly looked into the phenomenon which is 'Mind Mapping' which allows for research, web links and other forms of information to be linked together in an interactive and intuitive way. This creates much more interesting work flows and is a less linear approach. I have yet to decide on what specific area I wish to focus on in computer animation, but this should become more apparent as the weeks go by. This blog will be updated with my thoughts and areas of research I come across.

Prezi homepage LINK