Friday, 12 April 2013

Task Two - Research and Experimentation

Arseniy Korablev
Korablev is a Russian based 3D artist, notorious for mechanical Steampunk themed still images. His main applications used are 3DS MAX, Photoshop and VRay.

His piece 'Rusty Sky' uses musky colours, possibly to symbolise the pollution from the industrial landscape in which this building sits it. Browns, greens and yellows are the three main colours used to form his work - all of which can be related to pollution and something acidic.

Korablev has gone into heavy detail in his building, it appears to be formed by thousands of pipes, valves and cogs; I find this interesting as it gives the eye allot to see and discover. The building is sitting on what looks like a floating surface suggesting it's in a futuristic era. All the edges are mangled and a majority of the scene is destroyed, going into great detail to show the complex network of wires exposed to the air.

The gradual fall off of the building into the polluted sky is a harsh warning to reality what the earth could be facing in the future unless things change and we stabilize the amount of pollution being pumped into the atmosphere.

Korablev has produced a complex Steam-Punk themed piece of art, composing it in a very effective way and draws you in to discover more in the picture, yet at the same time I believe he's added a message to the world in it and what the earth could become.

Experimentation Normal Mapping - 1
Aresnity Korablev made use of normal maps to bring out the details of objects in his scene, I did an experiment using the same 3D techniques to see if I could achieve something similar. Below you can see my experimentation, the normal map has made the surface appear to have bumps and crevices when it is just one single polygon plane. 

Above you can see the normal maps I used for my normal map experimentation. The RGB values are what gives the information to your 3D package on how to create the illusion of depth. 

Nikita Veprikov
Nikita is a Ukraine based 2D digital artists, mainly producing her work with Adobe Photoshop. She actually occasionally implments 3D modelled objects into her scene, which can be a time saver. She specialises in fantasy characters and is known for capturing life in her pictures.

This particular image draws attention to me because of the strong use of lighting. the volumetric effects in this really create and atmospheric scene and gives you a good impression of the sky outside.I personally love, the dust particles floating around him - it gives it a rustic appearance. The characters disproportionate figure gives the image a humorous appearance and a cartoon influence style. I find it interesting that the face doesn't have a great deal of detail, just some soft shading. However, the armour and scene around him has a decent amount of detail. Such as the armour has intricate scratches and a weathered appearance to it.

This surreal CG image straight away got my attention. It's composition gives it a subtle atmosphere and neutral impact by using a green colour scheme. The character is very unique and intriguing and gets you to look deeper into the image to understand it's origins and what it's about. I like the way nature has been implemented into the image, the organic forms and use of vegetation adds to its subtlety. Furthermore, the use of wooden furniture follows the theme of nature & earth.


Experimentation Lighting - 2
Experimentation - 2Veprikovs work often has strong emphasis on lighting, the lights are often powerful and eye catching. In the piece above the volumetric lights really help build on the atmosphere and set the mood for this character. I decided to go ahead and play around with lighting in Maya as I will have to light and render my final project, I used some models I previously models as examples to light.

In the image above you can see the lighting setup I used for my scene, it is simply just one skydome light and one area light and the results are very pleasing, this gives me confidence when it comes to lighting to final project and tells me it is achievable. 

Experimentation Photoshop - 3
For this experimentation I did some practice is post production which was evident in all the work I looked at. This process involves tweaking the colours and overall look of the image in post production software such as Photoshop, which I would be using for my final image. 

You can see the comparison between the raw render and the final composited image, simplistic tweaks to colours can make a huge difference in terms of realism and the impact of the image, this is something I have always been interested in and will concentrate a lot on in my FMP.

Alessandro Baldasseroni
Alessandro is a 3D artist, specialising in character creation usually to realistic standard. This particular image is a stylized character and an artist’s interpretation of a soldier. The objective of this image appears to be experimenting with posture and realism in a render.

There is a humorous mood to the photo, due his facial expression and his body shape is not typical for a soldier, facial expressions play a role in the overall atmosphere for image and the impression it’s giving to the audience and in this case it’s humour. Detailed texturing and shading has been used on this image for realism even though it is a fictional cartoon character, adding realism can usually expresses a concept more easily for the audience to interrupt.

Lighting has played a key role in achieving the realism; you can see that he is being lit from multiple sources which is usually the case when you’re in an indoor environment. The soft shadows create a calm feel about the image and along with the position he is in, there is no aggressive aspects to the image, which is not what you would expect off a soldier. Specular lighting on his boots and pouches gives you a better idea of where the light sources are coming from and on top of that it creates more a more accurate interaction with light.

The impact this image has on its audience is most definitely humorous, and drawing attention to detail is another objective Alessandro wants to achieve. Cartoon characters generally aren't too detailed, but it is different in this case and I believe the added realism gives image more life as a character.

Experimentation Posing - 4
This experimentation is based on Alessandro's work, you can see in his 'soldier' image the pose of the character is vital to giving the impression he wants to give. I did my own experimentation on a preset character in ZBrush, the idea was to see if I would easily be able to pose a character as this is what I would like to do for my final image, you can see the results below. 

Experimentation Detailed Modeling - 5
Many of the artists I research had a strong emphasis on detail and this is something I would like to achieve in my final image. To experiment this I decided to create a simple pickaxe in ZBrush and add extra fine details such as the crevices on the wood of the pickaxe. In my personal opinion this experimentation was successful and showed that I was capable of going into the amount of detail as planned. 

Experimentation Evaluation
Research played a strong role in my experimentation it showed myself what is possible in terms of software packages. Furthermore, I can gather research on problems that previous people encountered doing similar style imagery to myself. Alessandro Baldasseroni encountered some problems with normal mapping in his military character as an example. The research gave my inspiration for my idea in terms of composition, lighting, atmosphere and intricate details on 3D models, I plan to implement aspects of my artist research in my final image.

The experimentation process was to show and learn if what I planned to do was achievable. It was beneficial to myself, it showed me that a majority of the technical side of my experimentation is possible to do. I started off by looking at normal mapping, a process used to simulate rough/bumpy surfaces through illusion of light. This went successfully, you can see the images above demonstrating the outcome for this.

Wednesday, 10 April 2013

Task One - Outline Ideas

During my time on the course I've figured out that 3D modelling and using 3D as a media to create art is a route I plan to go down. On the basis of this, I would like to use 3D modelling to create a realistic illustration for my final project. The images below demonstrate some aspects, like composition & lighting I would like to introduce to my final image. A common theme found in the images below is the detail and realism achieved in them all. This is something I would like to attempt on my own using the knowledge I have gained in 3D packages over the duration of the course. 

Reasons for choosing 3D modelling in illustration:
  • The high attention to detail and accuracy in the models.
  • More freedom and control than other digital art areas.
  • Always had a strong appeal for this specialism, throughout and before college.
  • Very versatile and flexible in the tools used.
  • I plan to go into the 3D/VFX industry in later life.
The images below have acted as inspiration for the outline of my ideas, allowing me to get an initial idea for what I want my idea to be and look like.

In Strazlkowskis' work he has immpressively used ZBrush and Photshop together to create a visually pleasing structure. The intense attention to detail and clever conjunction with Photoshop caught my eye in this particular image.

This is a portrait of Clint Eastwood created entirley in Maya, ZBrush, Vray & Photoshop, which ironically is the same toolset I plan to use. Obviously I won't be able to achieve the same realism in the space of time, but it shows what is possible.

Here Guang Shi has modelled a Steampunk character which is the same theme that I would like to have for my image. I like the attention to detail and use of metals, not to mention the outstanding lighting and rendering skills. 

In the image by Francesc Camos, I payed attention to the cliffs, rocks and the organic forms of the environment as opposed to the actual characters in the scene. I chose this image because I plan to include organic sculpts in my scene, like the rocks we see above.

20130327_mining_img02
The image above by Herzog is a 2D concept piece of art. Here I was looking at the lighting of the scene and not so much the content of the image. I felt the image had an intense and dramatic atmosphere, something I would like to implement in my final image. 
By Marius Herzog (http://www.scriblab.de/?p=1498)


Presentation & Ideas Feedback
After a short 10 minute presentation, explaining the basis of my ideas and how I plan to approach it. I gathered some feedback and suggestions from our tutors and peers. A number of issues were raised including the following points:
  • They said it was an ambitious project and may have to concentrate on one area of it, like a character, instead of including both a character and environment. 
  • He suggested doing tutorials on my own behalf to get the technical skills required.
  • To keep an organised workflow in order to manage my time well. 
  • Keep my work original & unique.
  • Recommended looking at similar artists who specialise in character modelling. 

Tuesday, 9 April 2013

Journal

Wednesday 10th April 2013
Researched different artists to give myself inspiration for my own piece, the artists included Alessandro Baldasseroni, one of my favorite 3D artists, I analysed their art work and wrote about them.

Thursday 11th
Presented my ideas and got feedback one what to change. As a result of this I decided to take out the idea of texturing my character.

Friday 12th
Researched further into different games and films.

Wednesday 17th
Played around with normal maps and experimented with displacement mapping, a technique I plan to use.

Thursday 18th
During this stage I did my mind map to gather ideas for my final project.

Friday 19th
At this point I made some development sheets for my character

Wednesday 24th
Here I did a development sheet for my environment.

Thursday 25th
I did a rough sketch for my character concept.

Friday 26th
Finished development sheet and character sketches.

Wednesday 1st May
Produced a presentation in Prezi.

Thursday 2nd
Wrote up my project proposal to be presented.

Friday 3rd
Carried on project presentation plan

Wednesday 8th
Presented to the whole class and got helpful feedback.

Thursday 9th
Started a time plan for myself

Friday 10th
Continued with the time plan for my final project.

Wednesday 15th
Began blocking out the base mesh.

Thursday 16th
Started doing an anatomy sculpt of the chest

Friday 17th
Finished anatomy sculpt and began looking at the head.

Wednesday 22nd
Started the base proportions of the head.

Friday 24th
Finished the head and modeled the shoe completely.

Thursday 30th
Modeled the pants in Maya and ZBrush

Firday 31st
Modeled the belt in ZBrush

Saturday 1st
Modeled the shirt in Maya and ZBrush

Sunday 2nd
Continued work on shirt and modeled the chest rig.

Wednesday 5th June
Detailed the chest rig.

Thursday 6th
Modeled the forearms.

Friday 7th
Modeled the scarf and sculpted it around the body.

Wednesday 12th
Modeled the Knee pads from start to finish.

Thursday 13th
Began to export and UV the whole mesh to Maya from ZBrush

Friday 14th
Setup up the basics of lighting.

Monday 17th
Tweaked render settings and overall cleaning up of scene.

Tuesday 18th
Began to render it out after many draft renders.

Wednesday 19th
Composited the image and printed it out the next day.

Comments

Max Johnson says: "Your proposal is clear and straight away I understood what you're trying to do and how you plan to make it with the large amount of content in your proposal. I would reference things from other media such as films & books as opposed to just games. Furthermore, I would suggest going into to further detail in your time plan because the project is very technical based, you're going to need to keep organised."