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Unit 8 final major project

Andriod Paladin  

 

My final major project is going to be a product visualisation of a robot/cyborg, which will be realistic in style and seamlessly composited into real life image 

 

 

This is a mood board for my robot armor concept, I idea I had was the base my armor medieval night armor,  

 

the reason I have used medieval knights armor is because I wanted to incorporate the  commanding stature that the armor is associated with, Full suits of armor were worn by generals and princely commanders right up to the second decade of the "18th century"  this researched supports the reason why the armor is associated with royalty and high ranking stature  

 

 I have found images for reference on how it looks and researched about medieval armor to learn aspects to incorporate into my design, (according to medieveilwarfare.info)  full suits of plate armor, were believed to be invented and used in Europe around BC, the use of full plated armor was used up until 1800 century when the age of knights ended but aspects of armor were still used until then, during this timespan there have been different variations of armor parts such as helms (helmets) from different time periods and country, to distinct types are the 'great helm' "1220 AD" and 'Armet' "15 century". the two differences are the shape of the helmets, one is bowl shaped, the other like a pot, this variety of  armor gives me more options on what I could use for reference and how I want my armor to look.  

 

 

Another aspects is the that the material of the armor plates were made with iron, and later steel, By the late 16 century full plated armor weighted up to 25 kg. this information gives me a idea of the look of the texture for the armor, I could manipulated steel textures to get that metal scratched look, this I could have my armor have the heavy weighted look by increasing the thickness of the armor or having heavy looking details to give that realistic aspect of the weight.  

Concept Idea 

Reference list 

 

 Medieval Armour. [ONLINE] Available at:http://www.medievalwarfare.info/armour.htm. [Accessed 01 April 2015].

 

fantasy Concept Art Featuring Jang Keun-chul| Fantasy Inspiration. [ONLINE] Available at: http://fantasyinspiration.com/concept-art/fantasy-concept-art-featuring-keun-chul/. [Accessed 05 April 2015].

 

Jang Keun-chul, (2008), Dragon Knight [ONLINE]. Available at: http://ironbrush.cgsociety.org/art/dragon-photoshop-knight-woman-sad-warm-2d-702313 [Accessed 05 April 15].

 

Square Enix , (2011), Dark Knight [ONLINE]. Available at:http://finalfantasy.wikia.com/wiki/File:FFXIV_Dark_Knight_Gear_Concept.jpg [Accessed 05 April 15]

 

 Destiny Character Development and Concept Art. [ONLINE] Available at: http://conceptartworld.com/?p=21524. [Accessed 08 April 2015].

 

Activision. (2014) Destiny [disc/download] PlayStation 4/ Xbox One. Washington: Bungie.

 

Digital Extremes. (2012) Warframe [download] PlayStation 4/ Xbox One. Canada: Digital Extremes

 

Ridley Scott: ‘Blade Runner’ – Los Angeles Times. [ONLINE] Available at:http://herocomplex.latimes.com/uncategorized/ridley-scott-blade-runner/. [Accessed 11 April 2015]. 

 

STAR WARS: EPISODE 7 to Balance Practical and CG Effects, Says Kathleen Kennedy. 2015. STAR WARS: EPISODE 7 to Balance Practical and CG Effects, Says Kathleen Kennedy. [ONLINE] Available at:http://collider.com/star-wars-episode-7-practical-effects/. [Accessed 11 April 2015]. 

 

The Cinema Behind Star Wars: Seven Samurai | StarWars.com. 2015. The Cinema Behind Star Wars: Seven Samurai | StarWars.com. [ONLINE] Available at: http://www.starwars.com/news/the-cinema-behind-star-wars-seven-samurai. [Accessed 11 April 2015]. 

 

Sarah Simblet, 2001. Anatomy for the Artist. 1 Edition. DK Publishing.

 

How to Train Your Dragon, 2010. [DVD] chris sanders, USA: DreamWorks.

 

Creature Modeling & Sculpting Techniques with Autodesk® Mudbox® - YouTube. [ONLINE] Available at:https://www.youtube.com/watch?v=yWldS1Jzq0U. [Accessed 14 April 2015].

 

Maya 2015 bodybuilder CHARACTER MODELING tutorial - YouTube. [ONLINE] Available at: https://www.youtube.com/watch?

v=spi4lGxnMZg. [Accessed 28 April 2015].

 

VECTOR DISPLACEMENT MAPS are awesome tools you need to use! - YouTube. [ONLINE] Available at:https://www.youtube.com/watch?v=yHWbOVYNoKw. [Accessed 11 May 2015]. 

 

 2015. UV MAPPING MADE EASY! UV Unwrapping in Maya 2015 / Maya LT 2016 tutorial - YouTube. [ONLINE] Available at:https://www.youtube.com/watch?v=HLhazEa8wmw. [Accessed 18 May 2015].

 

Easy Specular Maps on Vimeo. 2015. Easy Specular Maps on Vimeo. [ONLINE] Available at: https://vimeo.com/90507404. [Accessed 18 May 2015].

 

IMAGE BASED LIGHTING tutorial - do it the quick and easy way! | a Maya 2015 lighting tutorial - YouTube. [ONLINE] Available at: https://www.youtube.com/watch?v=VKmJt3VzrtA. [Accessed 26 May

2015].

 

Unlock the Secret to the Lens Flare in Photoshop - YouTube. [ONLINE] Available at: https://www.youtube.com/watch?v=aVGxwlqpG5E. [Accessed 26 May 2015].

 

 

This is mood board  of fantasy knight armor concept art, fantasy concept art takes a concept or influence like knights armor and exaggerates a lot of the features to get a more exciting look to the art, this is the same feeling and look I want my designs to capture.

 

I have focused on particular a South Korean concept artist 'Jang Keun-chul' and his concept art piece 'Dragon knight' (2008). I'm interested in how he incorporated knights armor with a fantasy dragons features in order to get this more exaggerated fearsome look,  its a good example of how I could incorporate to different concepts together successfully. what I can use form this as a influenced is how designed the armor and helmet in particular, its interesting how he designed the different parts to fit together on the helmet, making it look almost heavy metal robotic look, which you can see in other designs of his. 

 

 I like how he shows  texturing of the dirt marks and scratches on armor, showing that used in battle look adding to the fearsome look, For this piece he  used digital medium of Photoshop sc3 to create this piece, giving me a idea, of how to go about creating my own concept art  

 

Other influences I have used as reference I some of the final fantasy 14 realm reborn concept art ( 2011) which is similar to the dragon knight concept art.  

 

 

 These concept arts influences me because it give me a sense of how to incorporate to different  concept such as knight armor and a dragons features together,  the also give a reference on how I would like some of my robots armor to look. 

Fantasy Concept influences

 

This is a moodbaord of character concept art and finished models from both games Destiny (2014) and warframe ( 2012), the reason I chose these too games is because both games themes and heavily sci-fi robotic based, also they give different types/styles of armors which I could use form reference in my own work. Destiny character designs have this very heavy like robot armor which looks like is being worn as a suit of armor, it looks similar to the company,

bungies previous game titles 'Halo' which has this suite of armor which looks to be separate from the character, it also had a very mechanical sharp look to it. While warframe armor looks to be integrated with the character itself, it looks to be lot more organic and even looks like muscles and different types of skin, like is was a part of the characters body itself, the armor seems top be inspired by alien theme concept like "Alien vs predetor". 

what I could take from both of these games is style of the character armors, I was thinking of taken aspects from both, and integrated both organic looking and robotic looking armors for my own design, a lot of the destiny character armor looks to be Medieval knight inspired, you can see this by the similarities in the shape of the helmets and have the same aspects within the armor such a breast plate, pauldrons and helm. I could use this as reference because I am also using Knights armor as a influence in my own work. 

Game influences

 

This is a mood board of movie influences of my concept of a sci-fi/ fantasy themed cyborg robot.

 

The three main movie influences are star wars (1977) star trek  (2009) and blade runner ( 2001) the reason these are my influences is because unlike other sci fi themed ideas, where its was all very clean and new looking world, movies like star wars have shown a different vision of what the future what may look like, I concept of a damaged, grimy look of the of these future.

 

I think that this damaged look to futuristic machines really add a sense of realism to the machines, it also make it believable, an example like star wars, the storm troopers have damage and wear and tear on their armor , making it believable that they were at war  my ideas idea to to use these images as a reference to how to add  the damaged and deterioration on the mechanical parts on my robot as a texture. Another aspect I could use is that that latest upcoming movie star wars episode VII is balancing the use of cg and practical effects. they will have a mixture of cgi which is a essential tool in modern day movie making and more real life sets and props. I could use when I am compositing why 3d model, I will use an image with real objects so the that the real life setting and cgi model will blend together seamlessly making it look realistic.  

 

 

other search I have done is the influences of the movies. one of the influences of  star wars is the Akira Kurosawa’s film 'Seven Samurai ( 1954) , example is the story of how luke skywalker is interest in princess Leya, is influenced by the love aspects of one of the samurais fallen in love with a peasant in  seven samurais, you can also see the resemblance of samurai armor in the armor of darth vadar and the storm trooper, giving more evidence of its influences.  

 

as for the movie blade runner, a lot of the scenery have a mix of urban Latino and Asian cultural influences, i can use this as an influences when deciding my HDR background, I want to use a urbanised area, that has detiorated in order to match the damaged look of my model.

Movie influences

 

These are my sketch designs fir my robots body, I have used a mixture of my influences as references or as a idea for the look of my armors design, example of this is the use of Fantasy concept art by Jang Keun-chul , as a reference for how I designed the helmet, also the research on medieval knights armor to help incorporate the theme of knights armor into my designs. 

 

I have shown this by using the similar armor parts that medieval armor usually have such as chest plate helmet and gauntlets. 

 

I have also incorporated some of the western style decorative patterns taken from medieval knights armor into my design. Other influences I have used as reference is my game character references from games such as war frame and destiny to help designs the futuristic organic and mechanical aspect to my armor.  

 

I have also done an anatomical study were I studied how the muscles of the female anatomy are stretched and a flexed in a certain position.  i have used anatomy for the artist (2001) as a reference for this. I have created these designs with a range of h and b pencils, this medium was used to create the basic sketch, final lines and shading of the designs. 

I think I have achieved the basic look and shape of the robots body and have used shading to give a sense of different aspects to the armor such as organic and mechanical. 

 

I could of improved my work by cleaning up the design to make look more professional. I could also created a more designs with color to show my idea for color scheme, lastly I think I could added more intricate details into my designs, but because I was working on a a4 piece, a full body image may not have sufficient space to add in the details let alone see it .  

 

Design Sketches 

This is my experiment of using displacement and normal maps, this is a technique where it gives the illusion of detail on a fairly low Polly base model, I have created I head of a dragon like creature. And have used the Disney film how to train your dragon (2010) as a reference for the general shape of the head. Useful information when learning this process was said in the YouTube video “maya, mudbox workflow” by Autodesk, the advice was to have good topology of the model so you wont have many complication when using displacing maps when rendering.  Other useful advice was to work toward a model suitable for a workflow (easy to rig and animate) because its good practise to creating good models.

 

I think that the model shows a to successfully use displacement and normal maps, to a low poly model. But I could of improved the base models topologies, as you can see in the horns, it also lead to some difficulties when rendering with the displacement maps. By improving my topology I will be able to add a displacement map to my final model without complications when rendering 

 Anatomy Research studies

 

Along with using my anatomy books as a reference for the body of my robot, I have taken some photos of a female in a certain pose as primary research for my anatomy studies, also as reference as for the female figure.

 

For confidentiality reasons I have not shown the models face

What I have taken from this research is how the female body is formed naturally, how there is well defined muscular features around the legs and arms, while there are softer more curvier aspect to the female body such as around the hips.

This is because the human body is constructed for mainly bones muscle and fat. A bony  area of the body such as the wrist have a more sharper edged look to it, while area with a lot of muscle has a more smoother sculpted look to it.

 

With this information I can model/sculpt a believable human figure, although I am modelling a robot, It will have a human form with some organic human like body parts.

 

I think it’s good to study anatomy from life rather from just a book, because, it will be a better reference to use, the only problem with the photos taken is that she is wearing clothes that cover alot of the anatomical features of the body, but I was generally more focused on getting the posture and form of the body more. This will Also it will allow you to develop your own Interpretation of a how the female body looks.  

 

Evidence that this image used the camera obscura  or optical aid, is the strong lighting and over exaggerated highlights in the clothing, its evidence because, in order to use the optical  aid, there needs to be a strong lighting reflecting of the target in order to project on a canvas. 

 

By researching this I was able to recognize when a painting may be optical aids by how strong the lighting and contrast is, the idea of strong lighting gives a dramatic look to the painting, and a feeling of tension, I want to incorporate strong lighting when rendering my model, creating the tense and dramatic feeling.What I think added to the feeling of tension was the stories that the painting were trying to get across, such as saint Michael triumph over the devil, a story about a defeating a part reptile part rat demon. The message that this painting hold is quite tense and thrilling adding to the effect. I will try to incorporate a sort of backstory through the setting and the deterioration of my robot showing that it been through a lot of damage, and maybe adding rubble and debris in the background, in order to add effect to my own rendered images. 

 

Other aspects I took from other painting were an idea for color scheme, an example of this are from paintings ‘conversion of saint Paul’ (1662) and ‘the archangel Michael. These painting have suits of armor, and they all have similar color schemes, (dark grey, to silver). This is because the must be recording it from a real life reference. I will also use this Idea of using a real reference for color scheme to make my model look more realistic. Which I was aiming for . 

 

And lastly ‘the closing of the silver age' (1530), which have female posing in feminine poses, I could use as reference of an idea for the pose of my model. 

 

Day trip to the national galleries 

 

For my primary research I decided to take images of portraits of 1400-1600 portraits at the national galleries at Trafalgar Square. Paintings of highborn noble’s and knights were the fashion in this time period. The relates to my concepts because a lot of my aspects to my model is medieval knight influenced, the same kind as in these portraits

 

I wanted to use portraits in this time frame because of previous research on the hokney Falco thesis, this was a theory that famous artist such as Michelangelo Caravaggio

Used a device (camera obvscura) as an optical aid to create more intricate and accurate paintings. 

 

A lot of the aspects that the theory uses as evidence to support their case may help me by giving me an idea of colour scheme or a way to approach texturing and rendering my model, an example of this is in the painting ‘Cardinal de Richelie’ (1633-40) by Philippe de champaigne. You can see the main focus of the painting is the chief minister of France.  He was quite important figure, and in order to emphasise this feeling of significance he was posed in a strong commanding pose and was painted wearing red silk clothing which was only worn by wealthy people, the was also in front in the middle of the portrait making him a strong point.  I want to recreate that feeling of significance by modelling my character in an assertive position and having it right in front of the rendered image making the main focal point drawing the viewer’s attention to the model adding to the feeling of importance.

 

 

I have started off modelling by creating a low Polly base model, I shaped it to match my reference, using box-modelling technique to create it. Which had good uniform topology and edge flow

 

The tutorial video I have used as inspiration and learn how to create a human base modelling was  “Maya Character modelling tutorial” (04/29014) by James Taylor What I took from this tutorial was that I should focus on capturing the basic silhouette and overall shape of the model, because you will later add the detail in further modelling sculpting packages.  When moving the model to another programme, topology is crucial for the model to subdivide properly enabling you to add finer details.  

 

Some other useful advice I go from this video was to focused first on the topology of the model, making sure you have uniform quads all around the mesh and making sure that the amount of vertz so you connects the distal pieces like the arm to the main body. After you can then go back to fixing up the anatomy, fixing the shape of the model to match the reference.

The tutorial also mentions that the edge flow should sought of be a representation of human muscular anatomy, this helps when subdividing the model

 

In my own model I could improved the topology as they are some triangular polygons in some areas, if I was rigging and animating the model I would have problems with deformation because of this. I could make the quads a bit more uniform size, because I’m trying to keep the model quite low poly, some of the quads a little stretched to suite the reference shape.

 

After modelling the base model Maya, I took the model into Mudbox to test weather the model subdivided properly, and sculpted to extra human anatomy as to practise some of the muscular features I want to have for the final model.

 

Finally I imported back to Maya, with a displacement map to see if I details from the map shows up on the low poly model when rendering.

 

Section 1: Review 

 

This past academic year, I have learned the basic tools used by professionals in the animation and VFX industry.  In this year I have created a portfolio of a range of computer based imagery, from 2d animation using flash to rooftop levels created in Maya and unity. A­­­­­­­ turning point in one of my projects ‘product visualisation’ was the modelling and texturing techniques I used to achieve a greater sense of realism with my model using techniques such as UV mapping, texturing, I feel that this was my most successful project because by using these skills I had positive results in creating a product which is realistic in style. There are still techniques I could have used to increase quality such as specular mapping. 

 

Section 2: Project Concept & Proposed Artist Statement

 

The title of my final is called ‘robot visualisation’ later named 'andriod paladin' it is going to be a product visualisation; the concept of my visualisation is a full body robot, which has some smooth organic human features while still having rigid and mechanical robotic features as well. I will be using an anatomy book ‘Anatomy for the artist’ (2001) to capture this realistic organic form. Also be using character designs from Destiny (2014) as reference for the robotic armour. I wish to engage my audience, by achieving a sense of realism with my visualisation, though the visualisation the audience will discover how my fictional based concept is brought to life and see how my robot convincingly blends in with a real life setting. The theme of my robot will be science fiction theme where it has the overall wear and tear look. Inspiration for my concept is from famous sci – fi franchises, such as Star wars (1977) and Blade runner (1982). I have chosen these influences because of the way these movies capture a realistic sense by adding this damaged look to the objects instead of having a clean look which in my opinion makes it look unrealistic because of the lack of detail. I wanted to capture that same futuristic wear and tear look seen in these movies. I am also aiming to achieve that feeling of excitement and amazement, similar feeling you get with movies that are visually stunning, and how movies make objects that aren’t real look realistic. I will be working towards a fully modelled, textured and rendered robot in Maya, My aim is to improve and specialise my modelling and texturing skills and try to achieve a higher quality model, which is closer to professional standard.  

 

Section 3: Methods 

 

I will be using 3d modelling software Autodesk Maya, in order to model texture and render my final model other software I will be using is Photoshop for texturing, I will also be using digital camera to capture textures of wear and tear in real life object, these texture will be used to help add details to my texture when I create them in Photoshop. I will also be using different media of such as pencils and watercolours for sketching and experiment with colours to help develop a colour scheme when creating concept art, When in Maya I intend to use ‘box modelling’ (using basic shapes to create your object) technique to model the body of the robot, in order to have more control in terms of texturing I will create a UV map (a coordinates map for how textures are placed on the model), In Photoshop I will be creating the texture by using the UV map as a template for the shape of the textures, I will also be using images of wear taken with the digital camera to add detail and enhance the realism of the texture, I then will be using the image based  lighting with a HDRI   image which could be created with a digital camera and Photoshop, I will render my textured model with the lighting to blend my model with HDRI image. 

 

Section 4: Evaluation 

 

The way I will critically review and analyse my work is by evaluating my influences, my processes when creating my robot, also to evaluate if the techniques I used have worked or not, also what are the differences and similarities I had my own work and influences. I will my compare how close my final outcome is to my initial concept idea. One way I will help judge the quality of work is with external criticism, in the form of a questionnaire, asking questions of the feeling and emotions the audience had when seeing my visualisation, weather if it looks realistic and if it blends in with the background.  With this feedback I will decide weather I have met my target of realism and weather if the feeling and emotion I attended to across to the audience worked. 

 

Proposed Research Sources and Bibliography 

 

Influences concept idea are from movies such as

Star wars George Lucas, (1977), star trek J.J. Abram’s (2009) and Blade runner Ridley Scott (1982)

These influences are relevant because they give me an example of how the creators envisioned there futuristic look and atmosphere, such as how they have incorporate this damaged look with there futuristic machines.

 

I will developing my understanding of human anatomy, using the book ‘anatomy for the artist’ Simblet .s (2001) this will help me create a convincing human structure for my robot, also give me an understanding on how the human body poses and is positioned

 

Other contextual research will be on historical warriors such as samurai's, the reason why I research on them is because I want to capture the same intimidating look you get when you see these warriors, also researching images will be useful references when create concept art I will research reasons for why they have certain aspects like there armour to have a better understanding for there purpose and help me create more convincing concept for my character

 

I will also be looking at concept game art, specific games will be Destiny Bungie (2014) and Warframe Digital Extremes 2012), the reason why I look at there concept art because it gives good example of the artist incorporates robotic armour with the human form. it also gives me a reference on how to layout 

 

day trip to the British museum  

 

for Primary research I visited the british museum, I intended to find some sculptures shows the female anatomy, hoping to find it the "defining beauty, the body in ancient Greek art" exhibit. in the exhibit the many sculptures showing the male human form, these sculptures  were a good example for human form reference but because they mostly focus on the male anatomy, I couldn’t really use this for reference. instead I found sculptures from different cultures as a great example for reference. sculptures of bhudist and Hindu deities and famous bhudist.  what I have learnt that many of these sculptures are of female dietes from the hindu  and bhudist religion, these dietes are usually maternal figures and represent different beliefs (Buddhist diatie bodhisattva tara represents the virtues of success in work and achievements) 

 

The female sculpture and slightly exaggerated aspects to their female body, things such as the breast and the hips, this is to enhance there godly status and maternal feeling of the statue. you can these in statues such as " bodhisattva tara" (8th century AD) and "mother godess or matrika" (900 AD) . what I can take from this is the idea to exaggerate some of my  models womanly features to enhance  that god like status, giving the feeling of importance to it.  

 

 

I have also learnt that different aspects and gestures made by the statue represent different virtues of the religions. example of this the statue of the Hindu deities "shiva nataja (AD 1100)"  which has multiple arms which represent the different aspect of eternal energies.  also the statue of ( bodhisattva tara) hand gesture represent charity and the gift of giving. this show the importance of the how the body is placed and the message then been giving by gestures. I've used this idea to put my model body into a positions which represents the strength and feminism of the character. 

This is my modelling progression for my robots armour,  I have  used my design sketch as a reference to create the armour on my model, I have used my influenced that I have researched to incoprarate into the style and parts of armour my models has, for example I have incorporated my knights influences into my armour by have the same type of armour such as breast plates, gauntlets and helm.  I have also used other influences from games such as warframe for more ideas for details for my character. 

I have used videos tutorials such as Maya character modelling by James Taylor (2015), and creature work flow by Autodesk (2015) to learn how to create a well topologized model that subdivides properly and can be exported into sculpting packages. What I took from these tutorials is how to create a well topologized base mesh ready to sculpt details. Also to learn techniques such as displacement maps in order to bring my sculpted detail from mudbox onto my low res mesh, so I can render in Maya. 

Other useful tips I took was a techniques to change triangulated topology into quads which will subdivide properly. Another tip was that I could use programme mudbox not only sculpting package, but as a tool to check topology as it give notification of topology errors.  The only I have approached differently was by adding more details in Maya, instead of sculpting all details in from the base mesh is mudbox.  I did this to create those sharp bevelled edges what was would be a lot to do get in Maya than sculpting in mudbox, the only problem with this is the bevelled egedes disrupts the uniform topology giving me problems while sculpting. I addressed this by using the retopologize tool in Maya, to create uniform topology while keeping the sharp edges from maya.

What I could improve with this model was the sculpted detail of the model; I could have created a flatter smoother hard edged look when sculpting. Also I could have improved the shape of the armour pieces, which is closer to my design sketch reference 

 

here I show the use of stamps to add in extra detail to my sculpted mesh, I created these stamps  by sculpting the detail onto a plane and exporting them as a vector displacement map and using it as a custom stamp tool in Mudbox. The reason I have used this technique is because it increases the speed of my workflow, enabling me too add intricate detail that would take much longer if done by hand , also I can keep reusing these stamps on whatever model I want. the two drawbacks are that the displacement map only works on the model or mesh you created it from and the mesh has to be high Polly in order for any of the stamps detail to  come through.

 

A video  tutorial 'VECTOR DISPLACEMENT MAPS are awesome tools you need to use' by James Taylor (2015) helped me by giving me  a way of fixing one of the drawbacks with the technique, by created the vector displacement maps base target a normal plane and high Polly target the sculpted detail, it enables you to use the mesh not only on the original model but on any given that the subdivision level is high enough.  

 

I used this technique to create and alien futuristic like brain pattern on the back of the helmet and spinal vertebrae's on the back of the body. influences I have used was from  games war frame, a lot of the details on Warframe (2012) characters have this alien like futuristic details

which I have would have help break up a lot of the smoot armor adding more of a damaged look to my model . what I think I could improved was by having a more variety of stamps making the model look more detailed and interesting also by making the stamps more exaggerated to increase the futuristic look

Helm proggression 

 

With the helmets I experimented with two different ways of approaching the modeling aspect, but first I started off by creating the base mesh face.  

 

I used the  CHARACTER MODELING tutorial  by James Taylor (2015) to help me create a well topologized base mesh. what I took from this tutorial was that instead of using normal cylinder primitive shapes, shaping them to reference and attach them together, like how I created the body, with the head I started with faces to shape the facial features (eyes, nose and mouth) and then extruded from the faces to create of the shapes.   

 

after I created the base shape I started my first approach to creating the helmet armor which was creating the shape of the armor to my reference and merging them to the base mesh, I felt that this approach did not work because, the mesh had weird topology making the UV not uniform shapes and creating problem when subdividing and sculpting in mudbox. Also the look of the helmet looks more like a monster (goblin, gremlin) which was not the look I was going for. 

 

my second approach was to  extruded from the base mesh, with this approach  I was able to keep good topology and able to created the armored human look that I want.  I then started to bevel the edge  to create that sharp edges when subdivided, I then sculpted the detail in to mudbox worrying about the look and not the topology  

 

influences I used the from the fantasy armor such  'Dragon knight' (2008) by Jang Keun-chul' I took a lot of the aspect such as the horns and helm shape.  

 

what I could of improved, was the finished hard shape, when sculpting. a lot of the helm looks like soft mesh also I could of created more complex patterns than simple grooves  

 

 

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To start off the texturing process, I began to experiment with colour scheme; the first colour scheme I chose was a simple silver/grey colour base colour, with darker silver highlights around the armour pieces.  I did this because from the knights armour influences I researched, the main colour scheme   for knights is a mixture of different shades of solver. This colour scheme looks too plain and doesn’t add to the futuristic look and feel I was going for. So I turned to my game and movie influences such as starwars (1977) and warframe (2012), what I found was that colour scheme is a mixture of white with a strong vibrant colour such as red, I believe that this colour harmony is used a lot by the sci-fi genre because the white colour add this clean futuristic look to objects (examples of the colour white being used, are the storm troopers in star wars).

The vibrant colour is used to break up the white colour so it doesn’t look to plane. Also shows different individual pieces of armour to make feel more mechanical and less organic ( an example 

 

 

When texturing there was two approaches I used in order to create coordinated fir textures to be placed onto the model, the first is UV mapping and the second is ptex texturing, I experimented with both methods to see which one give me the best results in the quickest time.

The pros for uv mapping: 

With uv mapping you have to create a flat 2d representation of your model so you can use as coordinates to texture your model. 

 The good thing about uv is that the you are able to create complex textures and have details where you want it, rather the normal planar mapping, weather it randomly projected on a axis.

According to video tutorial UV mapping made easy by James Taylor (2014) the way to create a good uv set is to create clear undistorted uv shells that placed appropriately to maximise poly density. 

The cons of uv mapping.

The problems with uv mapping is that can be a lot of faults when uv mapping such as distortions and uv seams which an break up the texture and decrease your quality of work

 

The pros of ptex:   

Ptext texturing is a newer type of texturing created by Walt Disney, instead of have a texturing coordinates for on object as a hole, every polygon had an individual texture coordinate, this is better than uv because it means there will be no faults in the texturing such as  seams.

 

The cons of ptex:  

the main problem with ptex is compatibility. This makes it hard to export your models over different packeges because they may not support uv texturing.

 

In my experience I found that its best to use both, I would use ptex texting in order to create clear undistorted textures on my model, ptex texturing improves the quality of my textures and increase the speed of my workflow because I can start texturing my model straight after modelling or sculpting without waiting for uv mapping to be completed.  With UV mapping I converted my paint layers from my ptex model onto one with uv, I have done this with mudbox transer paint tool, I then could import it into Maya without compatibility issues while keeping quality of ptex texturing 

UV vs PTEX

 

during the texturing process of my model a new aspect I experimented on is specular highlights. this is  where you can see highlights on the model when lightly shines on the area in a certain way. it is used to add certain effect and increase the realism of what it meant to be shiny objects.   

 

originally my plan was to create the specular map in Photoshop using the video tutorial easy specular maps (2014) by metric meditation, as a guide to changing the texturing images into greyscale enabling me to use It as a specular map. 

 

but I discovered that you can create a specular layer in the paint system of mudbox, I chose this method because it would be speed up my workflow by doing all the texturing in one programe and also you have more control on where you would the highlights to be placed on the object.  

 

 

I  was able to create scratch highlights on the armor pieces on the model enhancing the effect of damaged metal.  

 

What I could of improved was to create stronger more noticeable specular highlights to increase the effects also no just to have scratch highlights but also a general one to give an overall shininess to the metal.

.

Texturing progress

This is my full body model that I textured, I used the paint system to add colour and metal scratch textures to the model to enhance it futuristic look. Originally I planned on using Photoshop as my texturing package, but because of the complexity of my sculpted layer, I would be hard to guess where the textures go on a flat 2d representation (UV snapshot).  With Mudbox I am able to precisely add colours textures and different maps such as specular and bump on the sculpted layer of the 3d model.

 

Influences I have used were mainly from movie and game influences such as star wars (1997) and Warframe (2012). What I took from these influences is how they added damaged textures such as scratches and paint damage over their clean futuristic paint layer. They do this because they want to give the impression its armour is ‘battle ready’ giving that action/ thriller atmosphere.

This makes the futuristic concept more exciting by having that grim damaged effect to it instead making  

 

it look clean and pain. The damaged texture detail also add the effect s of realism as most metals in real life have some degree of scratch damageThe reason I chose this colour scheme is because I wanted to have that knights armour aspect with the gold boarder as I have scene some gold coloured decoration on some knights armour when researching,

 

I chose the purplish skin textures because I wanted to separate the skin from the armour using the colour as a way to signify this, also I think it has a completing coloury harmony with the gold boarder increasing the effect.

 

Other aspect I create I Photoshop were specular highlights of scratches, which increase the metal look of the armour and normal map on the skin to give a morph suite alien like surface to it.

 

What I could of improves where the paint textures, I could of made it neater by using layer masks, also I could have increased the specular highlights increasing the look of metal, finally I could of added a reflection mask to make the armour more shiny. 

Rendering and composting,

 

These are my final and composited renders.  What I started with was the lighting. Influences I used was from the 1500th century portraits, what  took from the portraits is the way they the person is standing front in a strong pose, this makes it the main focal point, I wanted this same effect in my renders.

 

I firstly added the mental ray image base lighting mode, what this does is it takes an HDRI image, and using it to create a environment around the model, using the light information from the image in order to light the model. The worked at some degree but it still did not look realistic enough. I researched a video tutorial image base lighting by James Taylor (2015) in order to learn more techniques to increase the effectiveness of the lighting. What I took from the tutorial is that that Maya ads a default light on top of the image base lighting when rendered.  A solution for this is to turn off the default, what this does is it takes out a lot of the main light in the scene.  I had to add my own light   

(Directional light), which in the tutorial he calls it, a key light. To finish I add a MIA portal lights nodes which takes the light information behind the it and projects t forward.   With this lightening information I was able to create a more realistic render.  The only problem was that to render one frame took an extremely long time. My initial idea was to have a panning camera in the scene but because of the render time of the scene I wont be able to do this due that it would take too long.

 

After I rendered the images I started to composite them in Photoshop.  What I wanted to so be to add different camera effect. I got this idea after listening to a seminar by VFX supervisor Jason Martine, where he showed us how to increase realism by adding different camera effects and even optical errors in cameras. Video tutorials I used where video tutorials such as “secret to the lens flare” by Phlearn Photoshop and Photography Tutorials. What I took from this is the techniques the help add camera effects such as depth of field and lens flairs. What I could improved was, having the damage of the armour come through more, as its less noticeable in the renders, also I could of positioned my renders better to show more aspects of the model while having it as the main focal point, past research I could refer to is the 3rd and seventh which will help with compositing.

 

 

Week

 

 

 

1w/c 13thApril

 

 

 

 

 

2 w/c 20thApril

              

 

 

 

 

 

3 w/c 27thApril

 

 

 

 

4 w/c 4thMay 

 

 

 

 

 

5 w/c 11thMay

 

 

 

 

 

 

6 w/c 18thMay

 

 

 

 

 

7 w/c 25thMay 

Monday – gather reference images, from initial concept sources such as star wars a destiny.  Tuesday – research contextual: historical warriors, features and aspects such as weapons and armours and reason why they had these features.  

Wednesday –  practice drawing anatomical studies, practice drawing how my character will be posed.

 

 

 

Monday –  create concept art, of characters deciding the design of robot and colourscheme.  

Tuesday –  model human body in it position, make sure you keep good geometry and topology when modelling  

Wednesday –  continuing with modelling, finishing basic positioned body.

 

Monday– continuingmodelling, star to model more of the robotic armour features onto the body.  

Tuesday – model the final details to geta beveland rigid look for that hard surface look   

Wednesday –  begin on modelling facial features, make sure they look robotic and not too human  looking  

 

Monday –  continuing, with modelling adding finishing aspects  

Tuesday – creating UV map , remembering to make sureuvareareundistorted and laid out correctly 

Wednesday –continue UV mapping

 

 

 

Monday – continuing UV mapping 

Tuesday –  finish UV mapping, laying the finished map out and creating a UV snapshot an ambient occlusion map to go into Photoshop  

Wednesday –  start to texture the UV map using and manipulating different  damaged material textures 

 

 

 

Monday – continue texturing adding in chosen colour scheme and extra wear and tear details  

Tuesday –  create a bump map and specular map to increase overall realism.  

Wednesday – add in image based lighting with a HDRI image and render images of model blending in with scenery 

 

 

Monday – take rendered images and create a product visualisation in video editing software such as adobe after effect.  

Tuesday – showcase visualisations and record external feedback from target audience  

Wednesday – upload work onto website 

 

 

 

Directed Self-Study / Personal Study Targets

Resources

 

Session Activities -  

(practical/timetabled lessons on adaily/weekly basis?  

Concept Art World » Destiny Concept Art by Joseph Cross. 2015. Concept Art World » Destiny Concept Art by Joseph Cross. [ONLINE] Available at:http://conceptartworld.com/?p=36048. [Accessed 10 March 2015].        

 

 

 

Maya hard surface - YouTube. 2015. [ONLINE] Available at:https://www.youtube.com/watch?v=nEO6xtHpnhw. [Accessed 10 March 2015].

 

 

Mark Simon, 2005. Facial Expressions: A Visual Reference for Artists. First Printing Edition. Watson-Guptill. 

 

 

 

UV Unwrapping in Maya 2015 tutorial - YouTube. [ONLINE] Available at:https://www.youtube.com/watch?v=HLhazEa8wmw. [Accessed 10 March 2015].

 

 Painting Hard Surfaces by Stefan Morrell. 2015. // Painting Hard Surfaces by Stefan Morrell. [ONLINE] Available at

:http://www.3dtotal.com/index_tutorial_detailed.php?id=671#.VP9xhPmsXaE. [Accessed 10 March 2015].

 

 

Easy Specular Maps on Vimeo. 2015. Easy Specular Maps on Vimeo. [ONLINE] Available at:https://vimeo.com/90507404. [Accessed 10 March 2015].

 

 

 

 

 Beginner Video Editing Tutorial! | Adobe Premiere Pro CC 2015! - YouTube. [ONLINE] Available at:https://www.youtube.com/watch?v=Bg8-83heFRM. [Accessed 10 March 2015]. 

research on different movies and games concept art, which has similar concept, see how the interpret there ideas of futuristic robots characters, see what features and aspects they have. 

 

 

 

 

research on different  modelling techniques for hard surface modellingand human body character modelling.

Uploadprogress onto website, write reflective comments

 

 

Researchon modelling facial features, get reference images of different facial expressions, and how 3d models from movies and games interpret these expressions onto there characters 

 

 

research different techniques to create undistorted UV shells,  

research pixeldensity and why ititimportant when UV mapping  

upload progress onto site and write reflective comment 

 

 

 

research on hard surface texturing, see how you  can manipulate and blend in damaged metal and concrete texture, and how to make that 'paint flake effect'

 

 

 

research how to create bump maps and specular maps, see how to create convincing reflections for different materials 

research how to properly set upimaged based lighting for your scene. 

 

 

 

Researchhow to composite your images into and edited video visualisation, research basics of video editing software like adobe premier pro

Project Timetable

 

This is my project time table, I have created 3 different sections for this timetable, the first is the'session activity', this is a short description of my practical activity'son a weakly basis(college schedule:Monday Tuesday, Wednesday) and the targets I want to achieve that week. The second sectionis for self study, a way to learn new technique's, findnew influences to support your practical work , example of this is, to research on modeling technique during self study to help you in the modeling aspects. the last section is the resources, this ties in with the second section giving me a resource during the self study aspect. 

 

as you can see the there is  tight timeschedule. this is because of the sheer amount of different processesI have to go through in order to achieve the final outcome. what I should of done is given myself an free week if I need extra time on certain aspect. this will be useful in situation where I need extra time on aspects such as modelingbecause the results are unsatisfactory, an extra would give me leeway to try again while still be on schedule. 

 

Reflective dairy weak 1-2  

 

During the first two weeks of my final major project I have researched a variety of different Influence for my initial idea of a futuristic robot character and have created design sketches incorporating these influence. I have found some inspiration mainly frommedieval knight armorand games characters. I found that I could use the different aspects of knights armorsuch as the helmet and chest plate as influence and incorporate it into my own design. 

 

Other research I have conducted isprimary research on painting, sculptures and human anatomy, I have used this in order to capture the form and pose I wanted my character to be in, I focused on female sculptures and anatomybecause mycharacter will be female  

 

 I think that my research went well because I was able to find different influence form history, movies and games to make a design which is does not look like generic robot. something I could improved  is that I could have more mechanical robotic aspect in my design to signify it is a robot and not a person in armor. 

 

reflective dairy weak 2-4  

 

I started my creating phase of my project by modelingthe base modelof the character, this is to capture the pose and proportions not detail,  after I finished modelingthe base model I then imported it into my sculpting package (mudbox), and added in the final details,  Iused different techniques to give my basic model detail such as stamps, and vector displacement maps.   

 

During this phase what I think that went well was the basemodelingphase, I was able to create the base shape of the body and helmet faster than expected, this gave me time to experiment with different ideas and allowed to improved the model, example of this is the helmet I had time to experiment and retry to model the helmet and improve it, I also think that that use of displacement map worked well to bring detail on  mylow poly character.  

 

what I could of improved are some of the sculpting details, l loss some of the sharp beveled edges I have create on the base mesh.  

 

reflective dairy week 5-6  

 

This was the texturing phase of the project, in this phase I added a allot of the painted details and damagedeffect which I took from my inspirations from movies like star wars and blade runner, I was inspired by there interpretation of the future and how it is all damaged and decayed, instead of clean and shiny.  

 

OriginallyI wanted to texture in the program Photoshop, painting on UV maps, but I found that itwould be too complicated to use Photoshop because I would guessing where to texture in relation of the sculpted detail. instead I usedMudboxtexturing system where I was able to pain straight into the model.  

 

I think this worked well because I was able to useMudboxpowerful texturing tools to speed up my workflow, exampleof this is the use ofptex, instead of waiting to complete my UV's which takes time, I am able to texture withptexand createuvlater which save me time.  

 

something I could improve is that a lot of the details I textures inmudboxis dulled down inmaya, this isbecauseof the way my seen is lit and creating stinger lighting inmayawill fix this. 

 

 

 

reflective dairy week 7-8  

 

This was the final stages of the project, the rendering and compositing phase,  after completing the details on the model, I had to create a scene within Maya, I used the mental ray IBL (image base lighting) nodein order to createImage environment within Maya,  after taking some rendered images in Maya I then took them into Photoshop for final composting, in Photoshop I added the finer detail such as lens flare and depth of field in order to increase realism.  

 

what I think that well is that that was able to create my own custom lighting setup for my, I had to do this because the default lighting of the IBL node didn’t look realistic enough, so I create a light set up using directional and MIA portal lights, I also think that the compositing went well, the final touches such as the dust lens flare and depth of field add to the realism.  

 

what I think I could improve are the camera angles of the images, some images are too far making the model look small and not losing a lot of it detail.  

 

Evaluation 

 

Intention: 

 

This is my final major project named ‘android paladin’. 

 

My initial idea was to create a visualization of a realistic looking, full bodied robotic character that I intended to have a mixture of rigid mechanical aspects (such as bolts and hinges that is usually seen in other interpretations of robotic characters) and organic human features, composited into a real life environment.  

 

The aim of this project was to demonstrate that I am able to use different programs and techniques that would be used in a professional workflow and to show I can effectively use these tools to bring my ideas from concept and design to a finished product. 

 

In terms of achieving the technique I intended to use an array of 3D programs (‘Maya’ and ‘Mudbox’) to model and render the character. I also wanted to use Photoshop in order to create the textures for the model and to composite and edit the final rendered images.   

 

I feel that I have achieved creating the same look of the designs I created for my character body, also I feel that I was able to use different programs and techniques, to create a sufficient workflow, enabling me to create the final product in the quality intended and timeframe given. Lastly, I was able to achieve a greater sense of realism using these techniques which was a big focus of mine  

 

One thing I could have improved on was that I could have added more robotic mechanical aspects following my initial concept. I feel that my character leans towards more that of the organic humane aspects. It looks a lot more like a female in robotic armor than an actual robot itself. Another aspect I could have improved was some of the camera angles and the actual composition of the final render. For example, some of the images could have been angled better to show more of the detail of the model and to integrate and blend it in with the background more.     

 

Research: 

 

A way that my research had influenced and inspired my projects was in different aspects of the model and how the model itself is posed in the final image.  An example of this is my knight’s armor research that influenced the different parts of my character’s armor, such as the helmet and shoulder pad, which I incorporated into my own model.  

 

Another piece of research I did was on how games interpreted robotic and futuristic armor. I found influence from games like ‘Destiny’ (2014) and ‘Warframe’ (2012). ‘Destiny’ gave me inspiration on how I wanted hard edged robotic armor to look on my model, while ‘Warframe’ gave me influences for how the more organic futuristic and even alien looking amour would look on my model.  

 

I researched on how famous movies interpreted their look on the futuristic theme. What I took from  movies like ‘Star Wars’ (1977) is how they give a damaged look to their robotic and futuristic armor and material, giving it the battle ready look adding to that exciting atmosphere to the object.   

 

I also did more primary research when I visited the national galleries and the British museum. In the national galleries I found how the artist rendered the look of armor which I used as a reference when I textured and choose a colour scheme for my armor.  In the British museum I was influenced by how the female Buddhist sculptures presented the female body and how they were posed. I used these sculptures as a reference because I wanted to capture the same style of poses these sculptures had into my own model.  

 

In the end I think that I research went successfully. I feel that my initial idea was just a simple concept and that I had no exact specific look in mind but with my research I was able to combine my influences and fully create the look of the model, capture how it would be posed and gain sense of color scheme and other details like damage and decay.  

 

Design development: 

 

With the research I created some design sketches of my character which had aspects of different influences such as the knights armour which show how it developed from my initial idea from a more generic mechanical robot.  

 

I did some experimentation with the techniques I was going to use such as a displacement map, when experimenting with this I found that adding human muscular anatomy worked quite well.  This experiment helped further develop my idea by adding more of a detail to the models body, which also added to organic aspect of the model. 

 

Problems I had with this is that because of my influences my design looks more like a person in robotic armour as it doesn't have enough of the mechanical aspect I wanted in my initial concept. One thing I did to fix this is using colour scheme as a way to signify the different types of armor aspects and to make sure it doesn’t look like human skin giving the impression that it is still a robot. 

 

Method of working:  

 

I decided on how I was going to create my final outcome during the researching phase of the project where I found out about new techniques such as displacement mapping and image based lighting.  These techniques gave me the tools to create a new level of realism in my work. This enabled me to fulfil one of my focuses which were to obtain a higher level of realism.   

 

Also, during the main particle phase of the project, in a seminar with VFX supervisor Jason Martine on the subject of camera effect and realism, I learned that I could use different camera affects such as depth of field and lens flare to add to the realism. Eventually, this helped me to decide how I was going to create the final outcome.   

 

I feel that these methods I have used worked because I was able to create the full body model in the timeframe that was given, which allowed me to make creative adjustments showing that the workflow I was using, (Maya - model, render scene; Mudbox - sculpt, and texture; Photoshop- composite) is sufficient and effective. 

 

One example of my strengths is that my workflow went smoothly without many complications during the projects. This may be because of the base modeling aspect, since it’s so important to get the topology correct on the base model so that the model can subdivide properly when sculpting. This is one of the stages of work which I have to get correct because it is the quality of the base model that would affect the quality of work in later stages, with examples being sculpting UV's and texturing. 

 

One of my weaknesses with the techniques I used was that a lot of the details were lost or died down when importing my model between different programs. An example of this is when I texture my model in Mudbox, I would import it back into Maya but the texture details are not as prevalent when rendering in Maya.  

 

Even though I did have some problems like the detail loss, it still would not have changed the workflow/method I was using because I feel this was the more sufficient way in order to construct my final outcome than other options. For example, my method to texture; Mudbox is better to texture than Photoshop because I can use ptex to speed up the workflow process and I can more accurately place the textures on the surface on the model.  

 

Final outcome: 

 

My final outcomes are rendered images that are realistic in nature, of a model which is composited in a real life outcome. In my statement of intent, my initial intent was to create a modeled character that was composited in a real life image. My final outcome relates to my initial statement of intent because I was able to achieve the targets I set in my statement of intent.  

 

I think I successfully achieved my goals to use different programs and techniques to use in my workflow to create my model as I was able to sufficiently move my model around  different programs so I can continue with later processes, such as sculpting and texturing. I was also able to create a certain level of realism with the lighting techniques and composting in Photoshop.  

 

The changes that occurred in my project were that I used different techniques and programs during the texturing process. Instead of using solely UV mapping with texturing in Photoshop, I used ptex texturing in Mudbox. This is because it was far easier to texture straight on to the model in mudbox than to do it on a 2D representation in Photoshop. Also, ptex allowed to texture without me having to worry about distortion from UV's.  

 

I asked my peers about my final outcome. These are responses I got:  

 

"The model looks very realistic; if it wasn’t so surreal it would look like a photo.” This shows that I achieved a level of realism I was aiming for.  

 

"I like some of the camera angle in some images but some look too far out, making it not look good and doesn't show enough detail.” This shows that some of the camera angles of the images could be improved upon and that I could have improves the overall composition of the image. 

 

I feel that my model could have sharper sculpted details and although that I have achieved a certain level of realism, I feel that I could of improved it by changing the lighting setup. Also, like my external feedback I could have done some changes with the camera angles in my renders.   

 

Project management: 

 

I mostly followed my initial project timetable during the project. I did most of the particle during the college periods and added the finishing touches and finally fulfilled reflective dairies and analysis during my own time at home.  

 

During the start of texturing phase I initially had to finish creating a UV map of my model in order to start painting because I changed the programs I used to texture I was able to start the texturing process without waiting for the UV to finish and do them later. This means I had to switch the different process around, besides this I managed to follow my schedule as I intended.  

 

My tutors helped me by advising me on how to approach the modeling aspect of the project. Also, he advised me to use new techniques such as specular mapping and I then used these techniques in order to create and enhance the quality of my final piece.  

 

Improvements: 

 

The strength of my project was that I have used the techniques that I intended to create a sufficient and effective workflow that allowed me to create my fully detailed and textured model, my lighting setup with image environment and my rendered and final composited images.  

 

The weakness of my project is that I'm missing one aspect that intended to have in my initial idea. I wished to have more mechanical aspects to my character and I also could have changed some of the look of my model like the head, because I had some external feedback about it looking more like a male head instead of female head.  

 

If I had I could rework any section, it would be the design phase as I would find some mechanical influences and design more mechanical aspects for my model. For example I could have had hinges and turn cranks for joints. I then would have been able to incorporate the mechanical aspects in my work and make my character actually look more like a robot rather than a person in armor.  

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