Wednesday, 10 April 2013

High Poly Character - Project 1 B

BUILDING IN MAYA FROM LOW POLY

Initially I used my original low poly model to begin creating a high poly mesh for texturing, but almost straight away I found a better way to model my character so it look more like the isometric and concept drawings from the beginning. 


I messed around for countless hours trying to get a dynamic grass fur looking good but it was reasonably unresponsive and by the end of painting ever face that needed grass it was incredibly processor dependent so I decided to go for a normalized grass texture on blinn, the colouring was done with a PSN connection.





RENDERS



HIGH QUALITY RENDERS



HD BABY 



By the end of the texturing and animation process I feel I have developed this character well from my original concept drawings and a great deal since my first low poly mesh.






Sunday, 7 April 2013

Early Concepts for Duck, Death and the Tulip

Re imagining  Duck, Death and the Tulip has some very open ended possibilities. Most of the illustrations do not have any depth of field. I want to redesign the book to include animated and interestingly creative backgrounds. Grass, leaves and wind can all be animated easily and are very effective at engaging the audience.


I want the interactions to be as hands on as possible, in the above image the viewer would literally turn Death's head to look at the Duck, the sentences are merely ques for user interaction. So the viewer will rotate Death's head, and once in position the rest of the senses prompts and story line will be revealed. 

The crow could also be used as a story driver and cool piece of interaction, although not entirely important in the paper back version it is still a significant item to include. Perhaps the crow is flying around the heads of the Duck and Death as they are in the tree tops and the user has to push the crow to have it animate and perch on the tree top next to Death in order to continue the animation. 

Shaking the screen to change the weather as the narrator indicates the changing of weather from summer to winter would be interesting too. 



When death sends Duck on her way down the river the user has to blow the iPad to initiate the animation of the Duck travelling off into the distance, eventually triggering the last scene in the story. 

When Duck gets frozen in place when she realizes its Death standing opposite her, the user has can shake the iPad to continue the story. 

When Death places the tulip Duck the user has to press and drag the tulip into Ducks chest to continue the story.


Having the tree top shake and sway from the left to right as the accelerometer reacts to the movement of the ipad could be an interesting touch. Leaves and such could float down off the screen or accumulate on the grass below.

Text boxes that do not need a certain interaction in order to progress the story can be simple text boxes that the user can swipe off the screen to go to the next part of the story text.

When Duck says she can see the pond from atop the tree the user can tilt the iPad forward to change the angle of a seemingly two dimensional scene to reveal the pond below. 

Remaking the environments and layout of each scene will be of huge importance when remaking this story, I want to populate the scenes with the existing artwork but change it in a way to create more of a mood for the story. I envision a sort of Tim Burton / Nightmare before Christmas art style so a lot of items and visual elements will need to be made to create this style whilst also staying true to the feel and simplicity of the original. 


Sunday, 24 March 2013

Website Development

When creating the style of my website I wanted it to be slick and fluent. The site is an architecture portfolio of sorts. Showcasing some of the most influential architects of the last century. This site of course is highly image based showcasing the designs and final products of these acclaimed architects.

The navigation of the sight was a main design concern for me. I wanted the website to be based on a single page as this kind of website is aesthetically popular these days and I wanted to encompass some skills in jquery and java scripting. I chose to display everything within a fixed loop light box gallery. This way the person can press on any of the designers and flick through their personal gallery of images, but by integrating the other architects to fluently pass onto the next and combine galleries I aimed to make a polished and free flowing gallery based image site. 

The aesthetic choices are obvious, black and white colour schemes are used to link back to the architects themselves, half of which were born in the late 1800's. Also architectural buildings often have a unique aesthetic value when seen in black and white. 

Some initial layout designs:


Image above shows some consideration of the way in which the multiple light boxes will control the flow of the galleries


Some initial designs, layout of images is experimented.


The final layout was a kind of mix of most of my concepts. When getting down to the coding of the layout the current layout worked better than the rest in terms of user interaction and simplicity stylistically also. 

The logo was of course important too, the header fits across the entire body of the screen. I used the 960 grid for considering how the site will look on ipad and iphone, the 960 grid is perfect for such scaling issues and image stacking. The light boxes work perfectly on any device and this was another choice I made when designing the site. 


Just some basic geometrical concepts for an architecture logo.


Final logo


Footer used for the bottom of the site. 



A screen shot showing the layout of the galleries in the background and the light box image in the foreground. 

A few problems with host registration so I'm using  a non-permanent url address for the mean time and will update it shortly..

http://nickyhoffmandesign.com/marty/

Monday, 18 March 2013

Project 1 a - Character Creation

For early concepts for my character I always wanted to do an earthy organic kind of creature, something that is a part of the environment it lives in, I thought this would tie in nicely with the theme of evolutionary development in character creation.

My concept for my character started off as a kind of small lizard that lived around rocks or in caves, then it was a turtle with a shell made of stone and rock covered in moss and mushrooms. I settled on a cave/rock turtle for my concept. I wanted him to be covered in grass and mushrooms and moss and dead logs and all those things that one would find out in the wilderness.

The characteristics of my creature are self evident in its appearance, it is a slow moving, lethargic, old boulder. Moving so slowly that mushrooms can grow on it! 

But for project part 1 I didn't have enough time to do everything I wanted to with the character, in fact for the most part the character is more about its texturing and skinning then it is about its shape of polygon complexity. However, I'm still happy with my start and will definitely take this character further. 

Below is an assembly of images over the course of the character conception to low-poly model with basic texturing:






This image was a quick colour model of what I kind of wanted him to look like in the future:


And finally bringing it into Maya:










Wednesday, 13 March 2013

Game Proposal: Space Cadets: Virtual Simulator

My game proposal is called "Space Cadets: Virtual Simulator" and its a third-person isometric space invader style shoot'em up.




Sketches and early ideas
Proposal

INSPIRATION AND AESTHETIC CHOICES













Sunday, 10 March 2013

Website Research

http://www.chylak.com/en/start

http://www.sixpack.fr/shop/

http://www.alistairlane.com/

http://www.cappen.com/index_eng.php

http://benthebodyguard.com/index.php

http://webeffectual.com/

http://cilantro-cafe.com/

http://www.marketingprofesional.net/

Thursday, 1 November 2012

231 - Project 3

Project 3: The Experience
In the first two projects I was looking heavily into how we as humans use our eyes. I wanted to study the effects of having some part of sight taken away or altered. “Sight is without doubt our most dominant sense, yielding nine-tenths of our knowledge of the external world” (Pocock, 1981) I knew the experience of having something we rely on so much changed or altered would be an interesting one.  One of the most profound experiences I studied was the effect of having someone’s peripheral vision cut off or obscured. By taking the peripherals away the way in which we see things is completely changed, peripheral vision makes up more than 95% of what a person can see, the other 5% is our range of focus in the vision eye spectrum. By taking the use and ability of being able to see out of focus images around our area of focus is one of them most useful abilities the human eye has and it so often goes unnoticed. By limiting the sense of vision and striping back the experience of sight without peripherals I hoped to create an austere mood. By creating a pair of glasses that had small holes cut through them I wanted to create a false sense of tunnel vision. I had the participants attempt to walk around a room, sit down and use their hands to pick objects up and put them down. The use of motor skills while under the influence of limited sight was a very interesting experience that I sought to explain by studying the sensory experiences.
Our vision is taken for granted every day. Being able to see cars coming from around corners or see obstacles travelling at fast speeds passed our field of vision is one of the most important aspects of human sight. Mark Stokes explains that “our perception of the external environment is continually shaped by internal goals and expectations”(Stokes, 2009), by taking this expectation that our vision can never fail us, and by limiting the perception of a person’s vision the entire experience of sight and vision becomes austere. When our vision is refined and stripped back of key components we become aware that what we never think about, what is so ‘internally expected’ by our brains, can actually be the most important aspect to the experience. 
The object I created to make the experience of austere vision was a very simple and austere construction in itself. By painting a pair of glasses black and attaching thick sheets of black paper to the outside of the field of peripheral vision and drilling two small holes in the lenses of the glasses I could severely reduce the cone of vision for the eye. This design aided the idea of austerity in the experience by being as simple and austere as possible, “austere beauty of ruthless simplification of interaction” (Jones, 1969). The effects of the glasses were instantaneous, every participant expectations of what the experience would be like were instantly changed when they were asked to move around and pick objects up. The experience affected not only the field of view but also the sense of perception of space and distance. “it is obvious that the handicap of tunnel vision would be lessened if the item being viewed could be reduced in angular size, that of it would fall within the narrow cone of vision” (Gordon, 1984), participants would sway as they walked and had to check which direction they were travelling constantly. Depth perception was decreased as well. By cutting the peripheral vision out our brains find it harder to form three dimensional objects in close areas. I believe this effect helped create the mood and emotion of austerity by stripping back our perception of what we see even more, by only seeing objects as two dimensional shapes the experience was so refined that most participants wanted to take the glasses off before they either fell over or walked into something. This experience further emphasises the fact that our sense of sight is not only the most important sense for experiencing anything but also that it is the most utilised sense when it comes to motor skills and concentration. The experience left participants unable to carry on with physical movement leaving them idle, trapped in an aura of limited potential. Movement was near impossible and trying to perceive objects and limitations of sight was impossible. The experience was so linear and refined that “momentary awareness of a visual scene is very limited” (Huang, 2007) the only thing the participants were capable of doing was looking around their environment, studying it and planning a safe route for travelling anywhere.
I believe that the fact that the participants had to plan and double check their movement was a great example of an austere emotion. By having to check, plan and remember where obstacles were and how to best get around them the participant had to memorize the smallest of things only to achieve the most basic of movements and interactions.
Having such an important sense such as sight altered and obscured so radically with such a basic and simple interaction as looking through two tiny holes creates an experience so austere and refined it makes participants realise how important their sense of sight is and how austere the feeling of having their peripherals completely removed can be.
Creating an austere experience is not easy, the human mind and body is so complex and the senses so linked and connected that stripping away the parts that makes up the whole can be very difficult. But I believe I achieved an experience that is purely austere and totally refined and disconnected to all other senses. Sight and visual stimulus is granted the most important sense of all because without it we are stunned and disjointed from our other senses; I created the austere experience of having sight stripped of all its complexities with the most simple of tools and implementations to create not only an austere object but the most austere visual experience possible.

Bibliography:
Pocock, D.C. (1981), Sight and Knowledge Vol. 6, No.4, Transactions of the Institute of British Geographers, 385
Stokes, M. (2009), National Academy of Sciences Vol. 106, No.46, Nov. 17th, Shape Specific Preparatory Activity Mediates Attention to Targets in Human Visual Cortex
Jones, P.L. (1969), Leonardo Vol.2, No.2, April, The Failure of Basic Design
Gordon,I. (1984), Leonardo Vol.17, No.3, A Visual Aid for Artists and Others with Retinitis Pigmentosa
Huang,L.(2007), American Association for the Advancement of Science, New Series Vol. 317, No.5839, Aug 10th,  Characterizing the Limits of Human Visual Awareness