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Research Practice - Web Diagram

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Robert Dyke

on 18 February 2011

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Transcript of Research Practice - Web Diagram

3D
MODELING Initial
Research &
Development Initial backround research
and reading Conference Paper
Kizamu: A System For
Sculpting Digital Characters An interesting discussion on the benefits of digital sculpting in its early phase of existence. This paper details the disadvantages of conventional modelling, the benefits of digital sculpting in its early developments and also lists industry demands and requirements of modeling software.
http://portal.acm.org/citation.cfm?id=383264 (Perry & Frisken, 2001) TUTORIAL
RESOURCES Practical, Personal
Development Resources Artist and Industry Modeling Research CASE STUDIES & INTERVIEWS 3ds Max
9 Essentials 3Ds Max 9 Essentials is a book, which has come in handy when during my early development. It is tutorial driven, with many visual aids. Knowledge gained from this includes: software interface, manipulation of verts and other elements in virtual space as well as animation and modifiers. by Autodesk (Autodesk, 2007) 3ds Max Modeling for Games http://www.focalpress.com/books/animation_and_3d/3ds_max_9_essentials.aspx?cat=146&sub=148 Another useful resource written by Scott Spencer. This book focuses on creating an anatomically accurate character. Each chapter is typically devoted to one part of the body i.e. arm, or skull. These elements are then built up, creating layers of bone, muscle and surface materials. Extremely in depth and accompanied by step by step images to follow. Great reference source. ZBrush Digital Sculpting Human Anatomy (Spencer, 2010) by Scott Spencer http://www.sybex.com/WileyCDA/SybexTitle/ZBrush-Digital-Sculpting-Human-Anatomy.productCd-0470450266.html ZBrush Essentials 'Bookazine' Future Publishing Ltd, 2010) A Great 'bookazine' (large magazine) published as a special publication by 3D World magazine, with collaboration from 3D Total .com. In includes Up to date techniques and boasts a range of tutorials for many artists. These are both in the magazine and on the DVD which came with it. http://www.3dworldmag.com/2010/10/21/zbrush-essentials/ Aspects covered range from speed sculpting and basic use of tools, layers and masking properties to texturing, poly-painting, detailing and many other tips. Includes 24 tutorials and many useful images. This website provides a huge range of tutorials; not just for Pixologic, but for many other publishers as Autodesk, Adobe, Blender, UDK and Maxon.

Many tips and tricks, ranging from general walkthroughs such as how to export / import successfully from programs and Zspheres to detailed and task specific tutorials such as modeling a monster, or explaining normal mapping. Frequently updated with new content and is part of an Education Network. A regularly updated and maintained webpage, which acts as a hub from which the viewer may navigate to a wide selection of video tutorials and walkthroughs to forums and artists specific segments.

Video tutorials are split up into categories, such as plugins, artist work and beginner specific videos. Very clear method of educating. http://cg.tutsplus.com/articles/web-roundups/tutorial-roundup-82-earth-shattering-zbrush-tutorials/ Aimed at artists with a basic grasp of 3D modeling, this DVD acts as a visual tutorial aid. By providing a work load in a logical order, the DVD covers aspects such as creating model concepts, creating a poly meshes, modeling accessories and clothing. Pixologic: ZClassroom online http://www.thegnomonworkshop.com/store/product/523/Character-Modeling-for-Next-Gen-Games (The Gnomon Workshop, 2009) Tutorial resources from the creators of ZBrush Part of the Plus Education Network (Pixologic Inc, 2010) 3rd Party
Training online:
CG Tutsplus.com (CG Tuts Plus, 2010) http://www.pixologic.com/zclassroom/ DVD Source:
Character Modeling for Next-Gen Games DVD Instructor: Richard Smith A collection of video interviews and examples of software specific modeling in the games industry. Modeling in the Games Industry: Actuation Bioware & Autodesk's 3Ds Max A video interview with the staff of Bioware's and their use of Autodesk's 3Ds Max on the games. Examples include Baldur's Gate 2 and Star Wars: Knights of the Old Republic. A very useful resource for several game companies using ZBrush (digital sculpting technology) Examples of Companies include, Epic Games and Digic Pictures. (Ubisoft and Naughty Dog links provide detailed videos on the making of Assassin’s Creed 2 and Uncharted. Pixologic Game Industry Hub Game Developer Interview - Army of Two Also from the Pixologic website, is this in depth interview with the art and direction staff of Army of Two (EA Games). It includes concept to completion strategies and advice on the use of ZBrush). Modeling
Retopology Research http://forums.cgsociety.org/archive/index.php/t-434136.html A forum where artists and other software users participate in sharing information. (CG Society of Digital Artists, 2000-2010) Modeling
Retopology Research http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13611306 http://www.pixologic.com/zbrush/industry/video-games/ http://www.pixologic.com/interview/ArmyOfTwo40thDay/1/ by Mike de la Flor and Bridgette Mongeon Digital
Sculpting with
Mudbox This book covers some of the fundamentals of digital sculpting, using Autodesk's Mudbox digital sculpting software. It walks the reader through the comparisons between real worlds clay and digital clay. It also provides several tutorials on how to recreate a face from photo references, sculpting a full figured character and various texturing and retopologising strategies. (de la Flor & Mongeon, 2010) http://www.focalpress.com/books/animation_and_3d/digital_sculpting_with_mudbox.aspx?cat=146&sub=164 ZBrush Character Creation: Advanced Digital Sculpting http://www.sybex.com/WileyCDA/SybexTitle/ZBrush-Character-Creation-Advanced-Digital-Sculpting.productCd-047024996X.html (Spencer, 2008) by Scott Spencer Written by Scott Spencer, this book includes tutorials and techniques for sculpting in digital clay. A variety of 'fantasy characters' are used to illustrate certain fundamentals and includes a good look at the ZBrush interface, tools and plug-ins for creating UV maps, displacement textures and custom Alpha stamps. http://www.thegnomonworkshop.com/store/product/5/Character-Modeling-in-Maya-and-ZBrush DVD Source:
Character Modeling in Maya and ZBrush The first of two DVD's covering many of the areas as the previous DVD. This DVD however spans over two volumes and concentrates in much more depth from concept to completion the creation of a 'fantasy, morphed science fiction' figure. (The Gnomon Workshop, 2009) The Making of Jester, Volume One DVD Instructor: Alex Alvarez Lighting, composition and modeling are covered in this volume and adopts an observational overview of Alex's workflow. This series of educational DVD's are also referred to as a 'making of demonstration and lecture medium' but can be used as tutorial reference. DVD Source:
Character Texturing and Rendering Volume two of 'The Making of Jester' series continues where the first left off. Using the same strategies and teaching methods as the previous instalment, this one focuses on everything after modeling (such as advanced texturing, shading and rendering). DVD Instructor Alex Alvarez http://store.cgsociety.org/product/000421/ (The Gnomon Workshop, 2009) The Making of Jester, Volume Two Overall, both volume one and two provide a refreshing and engaging way of progressing through the interface of the various packages involved through observation and explanations of actions as they are actuated. A lot of depth and information, but can handily be skipped as chapters are split into tracks on the DVD/s. CONTINUAL
& CORE RESOURCES (Autodesk Inc, 2004) (Pixologic Inc, 2010) (Pixologic Inc, 2010) A collection of Resources which have been identified for continual / personal development and learning. 3d World Magazine http://www.3dworldmag.com/ A publication, which is available as a printed magazine and online. Regularly updated with articles, interviews and information on various work and projects in 3d industries including games and animation. (Future Publishings Ltd, 2010) (Intent Media, 2010) Develop Magazine An additional magazine, which is printed and available online. A great resource as past issues can be accessed and downloaded for free. Covering similar industries as 3D World, but with a leaning towards the gaming and art sectors. The publication also has a blog, job advertisements and regular advice panels http://www.develop-online.net/ Interview
Jaemus Wurzbach Lead Character Artist - Bioware (Pixologic Inc, 2010) http://www.pixologic.com/interview/mass-effect2/1/ The interview has a question and answer structure, with the majority of responses provided by Jaemus Wurzbach; with some input from Derek Watts (Art Director) and Rion Swanson (Character Artist). The interview was made whilst looking at their work on Mass Effect 2 and revolves around the digital sculpting software ZBrush. Senior Digital Sculptor Case Study Cedric Seaut Below is a link to an interview from the website 3DTotal.com. This is a two page interview, which focuses on asking his opinions on techniques, inspiration and advice to other for budding artists This is Cedric Seaut's own website. This website includes his personal development work, as well as work for companies such as Ubisoft. This is organised chronologically. http://www.khalys.net/BOOK_2007/index.htm http://www.3dtotal.com/pages/interviews/cedric_seaut/cedric_seaut_01.php 01: CG Society website forum In this particular message board, Various methods of retopology and efficient modeling are discussed. http://www.arildwiro.com/tutorials/modelling/body/body01.html A Very Useful resource for modeling and putting topology research into practice by learning how to create a figure by manipulating poly verts and edges. Website by Arild Wiro Anfinnsen. (Second Reality, 2010) 02: 'Second Reality' website Modeling
Retopology Research http://www.3d-coat.com/tutorial/free-tutorial/retopology/ (3D-Coat, 2010) informative Website, which was used for initial research into a presentation / project proposal on various modeling methods. Provided useful information on retopology and techniques through videos and images. 03: 3D-Coat.com Modeling
'Retopology' Personal Development Report From the initial topology research, I made an ISSUU/pdf document, compromising my individual
technical progress. This was created for a
presentation and as a project proposal. Links to
resoucres mentioned in this personal development
web diagram are also in this report. http://issuu.com/rob_dyke/docs/3d_tech_task_two Personal Development Map http://www.autodesk.co.uk/adsk/servlet/index?siteID=452932&id=12389575 Autodesk's uk Website is a huge resource. It includes information on all their software packages, plus interviews with leading companies who use Autodesk software. This ranges from industries such as games, film and television. Autodesk (Autodesk Inc, 2010) Media & Entertainment Many video interviews and show reels, promoting Autodesk can also be found and provide information of their product's actuation. http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=10247603 Media & Entertainment Autodesk This webage is from the US website and includes many show reels. These are split up into the year that the products shown were made. Gaming & Animation http://usa.autodesk.com/industries/media-entertainment Looking back at the Uk Media and Entertainment link, here is the US version of the same page. This includes more videos examples and industry developments on a much more international scale. The link provided offers a variety of resources, demonstrating work which has been created in the games, film and television industry. These are updated regularly. Autodesk Media & Entertainment All videos from this section are specific to the gaming and animation industries and have all been created using software made by Autodesk. This ranges from 3Ds Max and Maya, to Motionbuilder and Mudbox. Industry Overview Both the UK and US Autodesk websites are a large resource and provide a huge range of information, news and articles. (Cedric Seaut, 2010) (3D Total, 2010) (Gahan, 2009) Focusing on how to create character/s, vehicles and environments for use in a game. As it is 3ds Max, it mainly uses 'blueprint modeling' and creating shapes from primitive shapes such as boxes and cylinders. It also covers texturing, lighting and rendering. http://www.focalpress.com/Book.aspx?id=3100 by Andrew Gahan This is done with a mixture of videos and images to illustrate points and aid in the progression of the content. A 3D World Publication BLOG LIST 3D Animation http://robertdyke3danimationmodule2010.blogspot.com/ http://robertdyke3dcomputertechnologies.blogspot.com/ 3D Computer Technologies http://robertdykeresearchpractice2010-11.blogspot.com/ Research Practice BY ROBERT DYKE Another online database Accessed through the Leeds Metropolitan University 'XStream' Website, the ACM (Association for Computing Machinery) digital library is another source of up to date information, which covers anything which the ACM have published. Texts include journals, proceedings, ebook access, training materials and articles on a variety of subject matters. additional publishers include SYBEX Inc. and SIGGRAPH. http://portal.acm.org/ (student/academic password required for some full text services) (ACM Inc, 2010) ACM Digital Library Most relevant to myself include computer animation / gaming and modeling technologies, as well as advancements in the industries and the type of companies, which use these technologies. 3D
ANIMATION Animation Article / Sector Research A variety of informative resources related to animation and studies of motion A collection of artist and industry work in the field of animation Industry & Contemporary Research (John Wiley & Sons, Inc, 2009) (Charles River Media, 2006) (Watson, 1996-2006) (Intent Media, 2009) (Vicon, 2010) (Meta Motion, 2010) (Penton Media, Inc, 2010) The Art of Computer Animation and Effects by Issac Kerlow Key Frame website: CAD Tutor http://www.cadtutor.net/tutorials/bryce/keyframe-animation.php Professional Short Films with Autodesk 3ds Max Develop Magazine - Article Autodesk's Motionbuilder Motion Capture: Vicon http://www.vicon.com/applications/animation.html Meta Motion http://www.metamotion.com/motion-capture/motion-capture-who-1.htm Additional Motion Resource Personal study into motion: Walk Cycle Bungie's Halo Reach http://www.bungie.net/Projects/Reach/default.aspx by Gilles Cortella http://www.vimeo.com/groups/1661/videos/14269481 (Cortella, 2010) Animation: No Shi Da By BLU MUTO (Blu, 2007) Vicon in action with Vic Connors (Siggraph, 2010) Vicon:
The House of Moves Autodesk's Motionbuilder (Autodesk Inc, 2010) http://vimeo.com/993998 Interview and video Research into animation technologies; specific to the games industry Animation in the Games Industry: Actuation Roberta Browne Interview http://blog.nwjobs.com/careercenter/roberta_browne_lead_animator_bungie_studios.html (Goodman, 2007) Bungie Interview L.A. Noire (Rockstar, 2010) Rockstar game under development http://www.rockstargames.com/lanoire/ Ubisoft's Far Cry 2 (Autodesk, 2010) http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=10243279 (Channel Five Broadcasting Ltd, 2009) Ubisoft's Assassin's Creed 2 & Motion Capture http://www.develop-online.net/features/355/TOOL-FOCUS-MotionBuilder-2009 A good resource and provides an almost complete overview of the animation sector. This includes a 'timeline' break down of any significant developments (with real examples), as well as the techniques and technologies used. Acts as an animation/3d technology encyclopaedia and can be used as a good starting point for further study. A website by David Watson, providing background information on several 'key frame' animation theory. Whilst aimed at the use of Auto CAD packages, the website includes useful pages, motion and tutorials for 3Ds Max, and Photoshop, which may be applied to other packages. http://eu.wiley.com/WileyCDA/WileyTitle/productCd-0470084901.html http://www.professionalshortfilms.com/the_book.html by Chris Neuhahn & Josh Book An article on Autodesk's Motionbuilder. It Describes Motionbuilder as a 'real time animation package', allowing instant work previews and tweaking to be made. The article also describes other benefits and example companies, which use it such as Ubisoft and EA Games. Most recent uses of this software also include James Cameron's Avatar. Good companion for exploring what is needed in order to make high quality animations. It covers aspects such as rigging, story boarding, camera choice and narrative. Vicon motion Capture website, which provides information on the technology, plus examples of its usage in a variety of industries. The link provided focuses on use in the animation sector and also demonstrates this with a video. The technology used in the video includes the Vicon 'reflective marker' set up and Autodesk's Motionbuilder. A company, based in San Francisco who provide motion capture equipment for hire, as well as support and information. Although it is a marketing / commercial website, the link provided lists the various industries currently using motion capture (such as games, film/tv, and the web). It also describes how they use it. An online hub of information, relating to developments in the film and video production. Article one, written by is of an article describing Game industry specific uses of Vicon motion capture technologies. This is written With reference to Artem Digital; a UK based motion capture company. http://digitalcontentproducer.com/dcc/revfeat/video_vicon_vicon_iq/ Motion Capture
Article Two Digital Content Producer.com Another Article from Digital Content Producer.com. This one, written by Dan Ochiva focuses on the mainstream positioning of motion capture in the marketplace. The article provides information on affordable motion capture technologies which used in the film/game industry, plus provides many links to other relevant websites. (Ochiva, 2010) http://digitalcontentproducer.com/dcc/revfeat/video_mark_in_0907/index.html Motion Capture
Article One Digital Content Producer.com Using 'theatre mode' of the first person shooting game Halo Reach, I conducted some observational research into how a walk cycle was produced. The theatre mode enables the ability to watch any previously played levels from any point in the scene at any speed. Images and videos can then be recorded and analysed. I then added white stick illustrations to the legs for a clear observation The game was made with a mixture of motion capture and key frame technologies. A very interesting French animation, which was analysed primarily for modeling inspiration, but also used as a study into animation timing and narrative. Another study into alternative techniques of animating and creating a progressive narrative. A wall painted Animation A video, demonstrating ragdoll and world physics. The video shows an animated character, which is initially key framed. Aspects covered include dynamics and physics control such as 'rigid body' and 'match force'. The use of animating layers and mass values are also demonstrated, resulting in an animation, bound by editable scripted rules and overcomes problems in other packages, such as objects passing through one another. Ragdoll Demonstration An interesting behind the scenes interview with some of the production staff of The Animation studio: House of Moves. They provide the facilities needed to create and record motion for animation and other industries. This includes facial, full figure, props and secondary/subtle motion. The House of Moves uses the latest Vicon technologies and is located in Los Angeles. Interview with Roberta Browne; Lead Animator for Bungie Studios for the game Halo 3 onwards. The interview has a question and answer format, with focus on the use of Autodesk's Maya in animation and information on a Lead Animator's responsibilities. A link to a video from the Autodesk website. This is an interview with some of the Ubisoft staff of Far Cry 2. It discusses their use of both 3Ds Max and Motionbuilder in the creation of the game, plus the benefits from using them. 3Ds Max & Motionbuilder industry example Another behind the scenes interview with Ubisoft. Shawn Baichoo, a performance capture actor discusses the Vicon 'marker' method for motion capture, plus the use of Motionbuilder for a real time visual (as can be seen in the background during the interview). The interview was conducted by the Channel Five programme: The Gadget Show. Using an evolved form of motion capture, Motion Scan allows for more specific and subtle performances to be recorded. L.A. Noire, a game currently under development by Rockstar, uses this technology. http://fwd.five.tv/profiles/Jason_Bradbury/gaming/assassins-creed-2-motion-capture (Bungie, 2010) (Digital Games Research Association, 2010) Accessed through the Leeds Metropolitan University 'XStream' Website, this database includes full conference papers and articles from debates and presentations around the subject of games and the gaming industry. A resource for understanding the developments and current research around this industry. http://www.digra.org/ DIGRA Digital Games Research Association Most recent subject matter include psychology, game communication, culture and other theory based content. (student/academic password required for some full text services) The makers of ZBrush (Pixologic Inc, 2010) Pixologic is renowned for their contribution to the artistic and creative industries by creating ZBrush. This homepage can be used to navigate to other useful resources (as shown previously). http://www.pixologic.com Pixologic Many other artist's work and updated information on the applicable industries are included along with tutorials and training information. Pixologic (Pixologic Inc, 2010) The makers of ZBrush http://www.pixologic.com/zbrush/industry/ From the main page, another useful section is called 'Industry'. This includes a huge range of company and video interviews. These are arranged into types of industry and gives a good overhead of what digital sculpting can be, and is used for. Industry Resource Hub The videos are split into distinct sections and guided by Digital Artist Richard Smith. Software used includes Autodesk's Maya and Pixologic's ZBrush.
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