Monday, October 20, 2008
week two project
i have yet to gain anything other than refrance for ideas on this project. but the refrance i have gained has given me a clear idea of who and what i want to create. he will be a trrench warfair soldier, most likly geared up for gas attacks and partially wounded. but i have yet to draw any concept scetches of him as i need photo refrance of somone to base him off. ive wanted to design and model a ww1 character for some time now but never had the chance.
project two : vehicle
the mesh is fully completed on the outside and almost all unwrapped but the inside is a problem as non of the schematics have inside layouts and i have yet to find the actual van. putting that aside i have decided to turn the van into the style of "bellville ronde vou". which is an amazing french silent animation. after i have finished unwrapping ill leave texturing to later on in the week.
project three : landscape
modelled most of the smaller assets. no more than 2 or 3 left to do. todays task is to get them all modelled and hopfully unwrapped as this is the only project i have photo refrance already taken from a park not far from where i live.
week two finnish unwrapping of both project two and three. then texture assets from project three
week one project
project two: vehiclemany of the vehicles listed are not as common place as i was expecting. there is a bubble car in i beleive lincolnshire but as for the citron van. texture refrance is not going to be easy. i will focus on the citroen van as i can get teh refrance to atleast begin this vehicle but texturing wont be easy if i cant find the van to photograph.
project three: landscapefirst of all i chose to doa scrap yard but recently going on a photographic trip to the various leicester scrap yards it became increasingly difficult to get in as they seemed a little less than above board and wouldnt allow me on site thus i have decided to begin the childs inner city play area. its going to be fairly easy to find and not at all difficult to make a texture library.
week one gain refrance and textures for all three projects. saturday 11th of october. childs play area texture/refrancesunday 12th october. citroen h van refrance(textures if possible)monday 13th october. ww1 soldier refrance(textures if possible)
Sunday, April 20, 2008
with a big padded coat and head scalf she waddled down the street at a surprisingly slow pace however i decided to make a character based on this person and with influences from an artist called Keith Thompson, specifically his undead. he draws the most magnificent characters with close attention to muscular form and indepth ideas that are clearly based off something hes seen or read. before i say anything else, this character isnt another zombie. she is actually just plain dead. sort of like a living birdhouse. that is completly controlled by birds that over time have gathered objects to make this woman look liflike from a distance, which brings me to my next point. while searching for some ideas on what she would look like i came across a site that made me laugh at just how intelligent birds can be thus if you think about it the birds are the character and the woman is just a prop they hold.
http://www.snopes.com/photos/animals/carwash.asp
as far as i can tell this site is real but ive only skimmed over it so i could easily have missed somthing, but heres the character i innished earlier in the weak. she still needs a bit more color however you can see what i was aiming for.

birds are just so awsome!
Friday, April 18, 2008
http://www.sciencentral.com/articles/view.php3?article_id=218392647
the game industry is far from a land of freedom and equality its a complete free for all or each man for himself kind of world. i cant help but wonder that some of the people that develop slowly over a period of time will be shot down by the people that were either born with talent and/or the people that jump leaps and bounds every now and again. these two groups of people have different methodologies in which they take on tasks and challenges thus do the group of people that have just as much creativity get put on the bench because they don't quite have the visual language to show there potential. this is where id say that creativity is absolute and is the be all and end all of arts in general but that isn't the true case unless you have the tools to express it to another person effectively. going a little bit off the subject but i was lead to believe that different people had different forms of creativity and no 2 people were ever the same, thus why and how would someones ability to convey a pretty idea to another person denote his or her place in the world. could there be other ways in which people convey ideas to one another, well yes there is! salvation. back to the group as a general miss match of talent and creativity, some people are great at modeling while another a good at drawing what they see but another group could be good at writing what they are thinking in words reachable by others, these are just a few ways in which people differ in the projection of ideas and creativity which hopefully means the people that are good at one or maybe two things will never have to meat someone that is brilliant at every thing. you can admire all you want but jealousy always gets the better of people. tis what some people call human nature.
Thursday, April 10, 2008
value judgment: "the judgment of the rightness or wrongness of something, rearing upon a value system. a decision must be made with limited knowledge"
if someone walked up to a half finished piece of work and saw somthing was wrong he/she may not know that this piece of work is unfinished and far from looking like it is complete but judges it as he sees it with (key words) limited knowledge and makes a comment. some people find this offensive and begin to defend themselves, I've done it and so have the tutors. its not that they are judging harshly and ultimately on something unfinished but making a biased decision based on the knowledge at hand.
however judgment : "a balanced opiniong based on evidance and is usually the outcome of an evaluation of alternatives"
"The formal process of evaluation can sometimes be described as a set of conditions and criteria that must be satisfied in order for a judgment to be made. What follows is a suggestive list of some conditions that are commonly required"
therefore i find myself judging people more often on unfinished work as i now understand that when i criticize a person i am using one or the other thus there is no need to take it as a personal attack or put down.
Saturday, April 05, 2008
i came across a message on the blogger that explained things were going to be changed in something i had made without my say so and when i questioned this i got a speedy response from the person in question at face-to-face. this was a great relief as it made me realize it was all a communication error and the problem was solved swiftly and maturely but then a few people began to defend both parties involved. it was quite nice to see real peoples opinions for a change rather than back stabbing and sly comments but on the other hand it did irritate me to find that allot of peoples comments made sense only if they had third hand information and a complete bias opinion. after reading them all i just came to the conclusion that some people are quick to judge others valiantly and truthfully when it is someone they love or admire but obviously not many people are loved and admired as much as i thought as most people reply to the question "does this look good?" with "yeah yeah thats awesome!" when it clearly isn't. its a little bit reminiscence of dales circle and square theory. but someones not correcting the problems by telling him/her what they actually think because they either have no respect for that person or they just don't care.
I'm not a complete judgmental person myself but I'm also guilty of not telling a person what i think as i don't want them to feel upset or like I'm better than them because I'm sure allot of people take it that way and when they ask that question "does this look good" they really want to hear the disrespectful answer "yeah yeah thats awesome". Working in a group has made me understand that peoples opinions are most likely false or bias depending on your relationship with that person. you have just got to look at your own work and compare yourselves to someone that is undoubtedly better than you for a self criticism that you know is completely true and unbiased.
Thursday, March 20, 2008
this got me thinking about peoples abilities and how we judge them even before we (if we ever do) this left me thinking what are the chances that I've miss judged the larger proportion of my acquaintances.
not containing myself to just the group but everyone I've met during my life. i cant do anything about it for the people iv judged but for the future i plan not to judge anyones personality or abilities without actually applying myself to conversing with them just so i can base my opinion on something stable and unbiased.
somthing i must think about over the holidays is weather or not i have what it takes to judge people sensibly and according to what i see rather than just what i think on a whim.
to be perfectly honest i cant wait to get out of the group project so i can go back to not needing to criticize and judge peoples work as i don't think me or many of the people in the group has the full mind set to be able to do criticize in an unbiased and reasonable way. dot get me wrong some people probably can criticize maturely but they in my opinion are few and far between.
Wednesday, February 20, 2008
the time we took to judge others work i noticed a common theme, that was the artists at first glance (the good ones) had created something that was eye catching and noticeably correct but when closely looked at, most of them either manipulated light and sometimes completely changed it to make people think it is a nice peice of art.
The great thing is that most people would over look the technical side of the drawing and decide that it is a great piece of work due to the master artist that can manipulate a scene to the point that the untrained eye cannot notice there is anything wrong. We agreed that the sketches we saw where technically wrong but they were artistically well thought out. the artist behind the work could probebly draw a scene with photographic realism but then again a scene that looks perfect would be correct on a technical level but look altogether boring.
http://www.artisthideout.com/technical-detail-vs-artistic-license/
this blog reminded me that even though its possible to draw like a camera can take pictures it isnt necessary as..well..thats what cameras are for.
"It may be because I am lazy or it could
http://www.artisthideout.com/technical-detail-vs-artistic-license/
this artist understands how an image looks but prefers to occasionaly use a little bit of artistic liscene rather that real technical ability to make a good image great. it isn't what is a good peice of art but what makes it a good peice of art. there are some things that need to be taken into account.
i found a discussion forum that contained many opinions on good and bad art. this is one i agree with to some extent.
"There are three factors to consider--the viewer's reaction, the artist's enjoyment, and the technical correctness of the piece. A piece that fails on all three counts is, yes, a failure; it's bad art if anything is. But a piece that does well on one or more of these three fronts is successful on some level and could be called "good art" simply because it has a purpose for existing."
there are more things to take into account that a first impression. looking deeper can almost always give a different reaction that the first glance.
if someone other than me liked an image i drew then its good even if someone else dislikes it.
not to say that you ignore the bad crits and enjoy the good ones but if you accept that there are always bad drawings and good drawings due to people have different opinions on what is good and what is bad, even with technical merit. good can be bad and bad can be good depending on who is looking.
Sunday, January 06, 2008
would usually expect an expensive hand made carpet to be perfectly made, however next door had a similar carpet that was machine made with perfect straight lines and identicle pattern in each corner. this got me wondering about human errors being recognised as a more organic and creative way of expression, weather it be a carpet or anything else. human errors/mistakes are still valued today even in such a technological age. perfection is fround upon but irregularity is
rewarded. Can creativity be emulated by technoloy? or is it always in the hands of a human being? perosonally, over the past few weeks i have found that creativity is almost always personal, such as the man made carpet over the machine made carpet. people take a great deal of time making things personal. van gogh also got quite locked up in himself and developed some of his most beautiful work, by himself. creativity, a personal act to break bounderies in anything imaginable and well unimaginable.
Over the last term ive thought about creativity alot and tried to come to some sort of a conclusion. Personaly creativity is very dificult to define by the person in question but can be defined by the people it effects. You have to be judged and found guilty of creativity, weather it be vangoghs paintings thought by some to be an illness and others to be perfect representation of personal art or the hand woven rug with all manner of mistakes, creativity is a personal thing that happens to effect others in different ways, people can spot a persons creative streak but find it hard to focus their own. you could say mistakes manifest creativity, similar to a subconscious act or thought process that somhow creates something that is personal and alltogether creative.
Monday, December 17, 2007
creativity without the internet
life without the internet at around day three was becoming more of a fear than an irritation as i might actually have to nip to the librery more often than i usually do just to get somthing simple as an anatomy book. well it seems that having little to no outside influence made my creativness more than bland, it got me wondering if i lived in a time when there was no internet or it was just difficult to get connected, would i be producing the same work, would i be producing any work at all? what if my entire workload was reliant on me spending 90% of my time down the librery shifting from book to book in the hopes of finding something somebody had not yet noticed just so that i could get somthing interesting on paper, would the internets absance lead me this? and if so would i be any different as a person, student, brother or friend.
back in the 1960s when packet switching was coined i.e. the baby steps of the internet. people didnt even know the potential of other people on the other side of teh clobe, did einstein have the internet? no. so in what way did people pass on their creative aspects to others? well its simple. they just didnt. the furthest your ideas went were as far as the person standing next to you could pass it on but as soon as more and more people got connected to the internet it was made easier to get information from people without even being face to face. this leads me to my point, if i cant go without internet for 3 days i dread to think what creativity meant to people just 50 or 60 years ago. Was it a myth? or twinkle in someones eye? creativity isnt easy to define but its relitivly easy to find with the masses of people connecting each and every day.
Wednesday, December 12, 2007
creativity unleashed
the major feature that will make the games industry so much more interesting is the software that will be used to work with it. dire
cxtx 10 is a windows API that supports shader model 4.0. what it can do is take the strain of working out mutiple processors and sort of collapse them into multi threaded lines, almost like a que. this speeds up processing power allowing your console (hopfully) or pc to process more things faster thus allowing for the evolution of graphics.
shader model 4.0 comparison:
| PS_2_0 | PS_2_a | PS_2_b | PS_3_0[2] | PS_4_0[3] | |
|---|---|---|---|---|---|
| Dependent texture limit | 4 | No Limit | 4 | No Limit | No Limit |
| Texture instruction limit | 32 | Unlimited | Unlimited | Unlimited | Unlimited |
| Position register | No | No | No | Yes | Yes |
| Instruction slots | 32 + 64 | 512 | 512 | ≥ 512 | ≥ 65536 |
| Executed instructions | 32 + 64 | 512 | 512 | 65536 | Unlimited |
| Texture indirections | 4 | No limit | 4 | No Limit | No Limit |
| Interpolated registers | 2 + 8 | 2 + 8 | 2 + 8 | 10 | 32 |
| Instruction predication | No | Yes | No | Yes | No |
| Index input registers | No | No | No | Yes | Yes |
| Temp registers | 12 | 22 | 32 | 32 | 4096 |
| Constant registers | 32 | 32 | 32 | 224 | 16x4096 |
| Arbitrary swizzling | No | Yes | No | Yes | Yes |
| Gradient instructions | No | Yes | No | Yes | Yes |
| Loop count register | No | No | No | Yes | Yes |
| Face register (2-sided lighting) | No | No | No | Yes | Yes |
| Dynamic flow control | No | No | No | 24 | Yes |
| Bitwise Operators | No | No | No | No | Yes |
| Native Integers | No | No | No | No | Yes |
Vertex shader comparison
| VS_2_0 | VS_2_a | VS_3_0[2] | VS_4_0[3] | |
|---|---|---|---|---|
| # of instruction slots | 256 | 256 | ≥ 512 | 4096 |
| Max # of instructions executed | 65536 | 65536 | 65536 | 65536 |
| Instruction Predication | No | Yes | Yes | Yes |
| Temp Registers | 12 | 13 | 32 | 4096 |
| # constant registers | ≥ 256 | ≥ 256 | ≥ 256 | 16x4096 |
| Static Flow Control | Yes | Yes | Yes | Yes |
| Dynamic Flow Control | No | Yes | Yes | Yes |
| Dynamic Flow Control Depth | No | 24 | 24 | Yes |
| Vertex Texture Fetch | No | No | Yes | Yes |
| # of texture samplers | N/A | N/A | 4 | 128 |
| Geometry instancing support | No | No | Yes | Yes |
| Bitwise Operators | No | No | No | Yes |
| Native Integers | No | No | No | Yes |
i knew that shader model 4.0 enhanced 3d applications and games possibilities in quality but not to the extent that the charts show. it basically runs the same amount of processes in terms of rendering all the effects on screen but at a blinding speed with almost no limit.
an example of the evolution in 3d, direct x10 hardware can borrow ram from your computer if it needs to. basically it upgrades itself. no need to care about a graphics cards on board ram any more as long as you have them expansion slots filled.
to get to the point direct x applications will allow the games industry to go that 1 extra leap forward and create more life-like games with more AI running at once (qued processors). enhanced for multi core processors as well.
if its to much information at once, the simplest way to put it is direct x 10 will allow game artists to be more creative with their tools and with much higher texture sizes and poly budgets, freedom!
Saturday, December 08, 2007

well finally finnished myself as a fool. no normal or spec yet and about 180 polys over budget but overall i enjoyed doing this project. it realy helped me build up my skills in max and my judgment skills.
i think i look really unhappy in this model but i guess i would be if i had to wear something like that.
the major increase in poly cound came at the higher amounts of curves in this model but i kind of used the polys for the prop to make it so im closer to 500 polys over.
Friday, November 09, 2007


this is me so far. I'm just under triangle count and will probably fill it up with my glasses but until then i think i look pretty close.
i found modeling myself one of the hardest things i have ever had to do in max. it was like starting all over again. my reference was off and because of this it took about 4 attempts at my head to get something i was satisfied with.
please feel free to comment on anything.
Friday, October 26, 2007

sorry ive been buisy with drawing work :D
thanks for teh praise dude and as requested the low poly mesh. still not had time to finish the final tho D:
its only a jpg atm because blogger is a bit you know...naff! :x
i could defiantly take a few polys out but to be honest i couldn't be bothered. i just wanted to texture normal and specular it :D
prolly will finnish it soon once i get some free time. untill then...back on teh shelf it goes :O

Thursday, October 11, 2007
breaking boundaries
(creativity part1)creativity? what is it? where is it and how can i get more of it?
creativity. highlighting the last video about Ken Robinson's views on creativity in schools being over looked and treated as second class subjects, granted creativity is defiantly being overlooked but there are still creative people out there that struggle against adversity to allow their views to be expressed, which is one of the many definitions for creativity "poiein" or "to make", in ancient greek times. this was the word that was used in place of somthing they didnt have "creativity" muses were thought to be the source of all poiein. in a place and a time where the word didnt even exist, the meaning and practice was still apparent everywhere.
creativity is boundaries that are broken and new ideas that are expressed. in schools today creativity is not entirely as wide spread as it should be but creativity can not be taught, a tutor can only give a pupil the space to be creative, not the tools.
(creativity part 2)
i was reading another blog recently and found that they made a comment that got me thinking. he explained that at the end of the day the science student could save lives but the dance student could only entertain. i found a link that explained there was a decision made between International Center of University for Peace and Brazilian Institute for Innovations in Public Health to create a day of urban peace in Toronto (http://www.schoolswithoutborders.com/SWB/Events/CreativityUnleashed.aspx) with the use of dance festivals, painting seminars, dancing and allot of other things that get the children out of the streets in an attempt to stop them from killing each other - the city of Toronto is one of the worst effected places for street crimes, much of which are murders - which leads me to my point, a dance student could have a part in saving lives, so could the arts student.
www.youtube.com/watch?v=D4AqFW3wbmo
Creativity is geared totally towards saving lives but it can be used to get children and adults alike to focus on something to express themselves.
(creativity part3)
as far as i can remember my start on the road to creativity began when i was about 9 or 10 and i found that i liked to break things and put them back together to make something else - mainly weapons to scare off my brother with - i once made a crossbow out of an umbrella that actually worked rather well. i really enjoyed just making things, thats sort of why i ended up doing stop motion animation as my college f.m.p. college was the biggest learning curve in creativity that i can remember as my tutor was brilliant. the way he taught was almost trickery, you didn't know he'd taught u anything until u actually got out of college and instinctively thought in a complete different way to when i entered his class on the very first day. if i didn't go to that college on that particular year (he quit his job at multimedia the next year) i wouldn't be here today and id probably be working in McDonald's right now!
(creativity part 4)
For we are God's own handiwork, (His workmanship)…that we might do those good works which God predestined (planned beforehand) for us…(Eph. 2:10).
this bible verse exposes the meaning that we are all created for a purpose and that until we find the meaning to our own existence we will always be left with the question "who am i and what am i doing with my life" in short creativity is thought to be a devine way of making people different (gods handy work) what if creativity was defined some other way by i non religious people? Would that make creativity nothing to do with got thus making us different some other way.

to the best of my knowledge world renound painter van Gogh suffered from a severe genetic disease called AIP (acute intermittent porphyria) this disease causes, psychoses, hallucinations, convulsions and paralysis. hallucinations and psychosis and the abuse of absynth wich contains a drug that causes people to see with a yellow hue (thought of as van goghs favourite color) are argued to be the cause or creation of some of van goghs "devine" paintings or creative outlets. but this is just theory. van gogh could also have been given more than his fair share of gods grace.
one day maybe creativity will be defined as an illness or gods greatness. but as far as i can tell, everyone could be very sick in their own way.
Monday, October 01, 2007
odel with another 1.5
making the total character.
this is the unfinished max version with normal. when the textures are finished the character will be more jester like than alien looking. the gray was just a base mesh color to see what the normal looked like but i may stick with it depending on how the other colors mix with it.
all in all I've had fun doing this project as it gave me chance to warm up my skills for the up coming 2nd year.
Wednesday, March 28, 2007
the games industry is such a vast area of expertise from animators to molders to artist. i would gain allot of insight into being able to do more non computer based learning such as modeling or workshops that link to our current project and with lectures that also reinforce our current projects too. doing more diverse art would be welcomes such as manipulating a landscape painting into 3d and putting it into a game engine.
looking at film and animation is a great idea as it would allow me to look more into creative story telling, as well as understanding some characterization and production workings.
i was talking to some friends and we agreed that understanding why we are doing something would help a great deal, almost as much as what and when.
Sunday, March 11, 2007
Reading a magazine a few weeks back lead me to believe that the advancement in hardware for pcs would allow the main processor of a pc to take on multi threading with new heights and generate AI that is currently unheard of in games today. what if a character ran behind a tree that had randomly fallen (possible never to fall there again) and use it for cover, or decide that a stream was to cold to cross thus they would run the bank to find an warmer place to cross. this also allows for some graphical advancement as the processor will be doing the A.I. work but the GPU would be taking on the frame rates, giving the stunning view from atop the sky's.
As far as games like crysis and far cry go. they intended to give the character a little bit of freedom but not to much (oblivions quick jump) to involve the character in gorilla warfare, actually experience what it would be like to take on a load of bad guys in a jungle but still give boundaries for a character not to walk to far away from the story. this is all part of interactive story telling. many games such as final fantasy have emotional attachments to characters and working this in can also be a part of interactive story telling. If a strong dramatic point in the game is apparent, it could over shadow any minor more subtle points in the game.
Games often support a wide verity of tricks to fool the player into attachments and believability, to make the game a memorable experience. at the current state games are beginning to make use of graphics and careful story telling to make a game seem more real and immersive to the player but as it stands to date, games in general are still only trying, cracking that perfect balance is a step - in my opinion - that has yet to be taken.