Diegetic sound & non Diegetic sound.

Diegetic sound is something which is seen inside the scene of a film/TV show. It is seen on the screen. Examples of this are

  • voices of characters 
  • sounds made by objects in the story 
  • music represented as coming from instruments in the story space ( = source music)

Non diegetic sound is not seen on the screen and the effects are not shown on screen.

Examples of this are

  • narrator’s commentary
  • sound effects which is added for the dramatic effect
  • mood music

Joe Strummer & The mescaleros reminds me of lilo and stitch.

Texel Density

Textures are represented by texels, like pictures and pixels. A texel is a part of a textures mesh. Therefore texel density is the amount of texture resolution on a mesh.

If you use the wrong texel density it will cover only a quarter of UV space.

In this lesson with Matt I continued on with my C&T and imagined world project model. The Ferris wheel has changed a bit since the last time that I updated the blog. I have changed the cart design since the last time. I will update the blog tomorrow once the cart is near enough done and just needs texturing.

Topology and Retopology

What does topology mean?

Topology is the layout of a model, how the vertices and edges are placed to create the mesh surface.

What is retopology?

Retopology is the act of recreating an existing surface with more optimal geometry.

This lesson I have made a start on the Ferris wheel for my C&T model. I got pretty far on getting the main structure of the Ferris wheel and adding in the spokes and getting a cart modeled which I can then duplicate in the game engine.

This is what the main frame looks like;Ferris Wheel model for themepark pictureFerris Wheel model for themepark picture2.PNG

As you can see the framework is looking pretty good. The cart design I was inspired by a whole bunch of images from my moodboard and I decided to go for a mixture of them all. The design may change along the way as the cart is quite small so I might have to re model it and make it bigger. This will mean it will look better overall as it wont look out of proportion.

I am still thinking of a design for the spindle in the middle as I don’t want to just leave it as an ordinary cylinder.

Currently I haven’t used any topology in my model.

 

Creative and Technical modelling.

In today’s lesson I started to collect images to put on a moodboard. The moodboard is for the new project which I am going to be doing which involves making a scene. I am creating this scene with 2 other people and we have decided to create a theme park, and the idea I went for was to create a Ferris wheel.

So far in the lesson I have created a moodboard and took the top 3 images and explained why I am going to use each image for a reference.

Annotated image for C&T

This is the annotated version of my pictures.

Below is the moodboard.

MoodBoard

High to low poly workflow.

What is the high to low poly workflow?

The high to low poly workflow is when we model something as a high poly object and then make the object low poly.

To do that, you first need to make the high poly model which. Then you would make the low poly model which you would do by keeping the geometry to keep the shape.

After you have went from high poly to low poly, you would unwrap what you have on your low poly model and then bake the object. After this, your low poly object is ready to be textured.

We use this for optimization.

What I have done today following writing this.

After I wrote the post about High to low poly workflow I opened Maya and made a low poly and a high poly model. I made the low poly model first and got the basic detail which I want on both models. I then made sure the UV was unwrapped before duplicating my model. I then added all of the little details which would be harder to optimize.

As of right now I cant bake the texture as substance painter isn’t installed right now.

Job Roles

3D ART

A 3D Artist is a person who creates 3D models/ images using programs.

Daily responsibilities

For a 3D artists are to create 3D models such as key visuals, graphics, modelling high quality characters, humanoids, monsters etc. A 3D artist will also have to work on asset modelling such as weapons, vehicles, logos and much more. A 3D artist would need knowledge of a texture software such as substance painter to complete models with full textures for key visuals. They will work closely with artists, the art teams and an art director.

Required Skills & Experience 

3D Artists should have around 3 years of experience in creating quality 3D models. Modelling and texturing skills in a diverse visual range of characters and creatures. Ability to communicate in English (depending on company).

Programs 

  • Substance Painter
  • Maya
  • Photoshop
  • Max

Expected salary:

  • £30,000 – £60,000

https://www.payscale.com/research/US/Job=3D_Modeler/Salary

http://en.cdprojektred.com/jobs/3d-artist-mkt/

3D CGI Artist

A 3D CG modeller must be able to build three-dimensional computer models of everything that is needed for a CGI project.

Required Skills & Experience

  • be able to think in 3D
  • be able to follow design reference accurately and work in a range of styles
  • be able to create moderate to complex and organic models
  • be able to model characters, props and environments, working to a good level of finish, if required
  • have good drawing skills, including use of light and shadow, along with a good understanding of anatomy
  • have a strong sense of scale, form, weight and volume
  • have a good understanding of modelling with either Polygons or NURBS (Non-uniform rational basis spline)
  • be able to do UV mapping
  • have good problem-solving skills
  • have good communication skills
  • have good team-working skills

This is similar to a 3D artist however, there are a few more skills required such as drawing skills, and a good sense of environments.

VFX

  • In an in-demand VFX job role, there are a lot of skills that you will need.  Some priority skills and some general skills. General skills are just things that you will learn whilst taking a VFX course or just doing VFX in general. Priority skills are things you will gain whilst being in the VFX industry over time.

Priority Skills

  • Multiskilling
  • Client Handling
  • On set experience

General Skills

  • Compositing
  • FX
  • Creative leadership
  • Production methodology
  • Management skills

There are also quite a few programs which a VFX artist will use. These programs are;

  • Photoshop
  • After Effects
  • Premiere Pro
  • Maya

Expected salary:

$30,000 – $63,300 which equates to £22,194.15 – £46,808.13

https://study.com/articles/Visual_Effects_Artist_Salary_Duties_Outlook_and_Requirements.html

VFX Matte Painter

Matte Painters are responsible for painting photo-real environments, elements and textures to match live action plates (the footage).

Required Skills

  • Experience in a VFX environment
  • Experience working in different programs such as Linux
  • Familiarity with Renderman
  • Knowledge of maya, mel, python, vue, terragen, mudbox and zbrush
  • An artistic mindset
  • communicate with colleagues and work as part of a team
  • constantly develop your skills to keep up with new technologies

Animation

2D Computer Animator

A 2D Computer animator animates scenes of animated product including plotting the camera moves, editing soundtracks and charting information onto dope sheets. They must produce a composited version of their work for comments from the director or animation director

The skills required for this role are;

  • Have good animation and acting skills, combined with a good sense of graphic design.
  • Have a good level of computer literacy.
  • Have knowledge if drawing and structure.
  • Be able to communicate clearly with colleagues
  • An eye for detail
  • Have a good working knowledge of relevant graphics and animation.

The programs that a 2D animator will use;

  • Photoshop
  • Illustrator
  • After Effects Flash
  • Cel Action

Expected Salary;

£15,401 to $£48,936. The average annual salary of a 2D animator is right around £36,632.

http://animation-school.net/2d-animation-salary-vs-3d-animation-salary/

2D Drawing Animator

2D drawing animators produce a series of static drawings which when recorded in sequence and projected, create the illusion of movement.

Required Skills 

  • Have good drawing and animation experience
  • Have a feel for movement and timing in order to produce a convincing animation
  • Have creative and artistic qualities, along with plenty of patience
  • Strong observation skills
  • Good communication skills
  • Good team-working skills
  • Pay close attention to detail
  • Organisational skills
  • Be able to take direction

Expected Salary;

£15,401 to £48,936

http://animation-school.net/2d-animation-salary-vs-3d-animation-salary/

Programming

A gameplay programmer would be given tasks along the lines of: implement the melee combat system, implement the health regeneration mechanic, or implement the player jump controls.

Required Skills

  • 5 Years experience in the gaming industry is essential.
  • Good Debugging skills
  • Experience with current AI architectures and algorithms.
  • Knowledge of #C Sharp (Unity)
  • excellent IT skills.
  • patience and attention to detail.
  • the ability to work under pressure and meet deadlines.

Expected salary;

£25,000 – £57,000

https://www.glassdoor.co.uk/Salaries/gameplay-programmer-salary-SRCH_KO0,19.htm

Engine Programmer

An engine programmer works with code such as #C Sharp and other coding softwares.

Job Requirements;

  • Mathematics/computer science degree or equivalent.
  • Experience in any of the following: open world streaming, advanced scene management techniques, multi-threaded rendering, high performance graphics, physics or low-level animation.
  • Fluency in C / C++ with multi-threaded programming familiarity.
  • Strong mathematics skills, including proficiency with trigonometry and linear algebra.
  • Knowledge of code and data optimization.
  • Experience with debugging complex stability issues.
  • Excellent verbal and written communications skills, experience working with designers, artists and fellow coders.
  • Familiarity with client-server and peer to peer networking.

Skill Requirements;

  • Cooperate with artists, designers and other coders on how to best utilize the current technology.
  • Perform research to acquire new knowledge necessary to perform tasks and continue the technological evolution of the game.
  • Develop high performance and easy to use tools and systems for streaming, world representation, rendering, and other subsystems.
  • Diagnose game performance and stability issues, and develop solutions.
  • Accurately estimate schedules and deliver high quality work products to that schedule.

Expected Salary;

£25,000 – £74,159

https://www.rockstargames.com/careers/openings/position/d0fd4a4f

 

I want to specialise in 3D Modeling in year 2 as it is most interesting to me. I would like to work towards a job in 3D modelling. To do this I could learn a new program to texture models in, or I could learn a new program to model in. For now I am using maya but there could be another program out there that I can use to widen my skillset. As of now I am not sure which job I would ideally like to work towards but I think it will be in 3D modelling and hopefully I can push myself towards a job in that area.

 

What I’m working on!

I am working on re texturing and re-doing a couple of my models. Even recreating and creating new models to improve upon to have a before and after sort of thing. It will take me a few hours to complete and I hope that it will go into my portfolio as a nice piece to up my grade.

I did manage to get a model which I made at home textured in substance painter. I think the model is pretty good and looks quite real. I modeled a wooden timber pallet. I think this model is fairly realistic and is definitely a portfolio piece. I will carry on with modelling and texturing next lesson.

Sword Model Finished!

The sword and shield project is over and I have managed to get my sword textured.

Sword Mood Board

This is the sword mood board. As you can see I have combined a bunch of different images together. The easiest part of this was obviously getting a drawing of all of the different parts of the sword together. The easier part was modelling the sword as it was just following what I already had. I did run into some problems with the handle however and had to change the design. The handle on the original looked a lot different to the handle on the finished model. It was more complex and fitted the sword nicely however the problems I ran into were too difficult to fix in the time I had.

Overall I am happy with how the sword came out. I think it looks quite good for my first real time using substance on a model that I made.

Sword Render 1

Sword Render 1

I didn’t manage to finish the shield textures, I didn’t even start as I wanted to get the sword finished. However I do have the concepts and the drawings and the actual model. It just isn’t textured.

Shield Mood Board

This is the shield mood board.

Shield Image

This is the shield concept drawn on photoshop from the mood board and the shield which I modelled in Maya from the concept shield. I think if I get this textured it would look pretty good. I might email this home to myself and then texture it at home to see how it looks and update the blog at a later date.

Game Jam Recap Game Feedback!

Feedback:

“Nice menu screen”

“Need to add some more the must features”

“Menu works, Movement works well, Levels are well designed”

“Does not meet required features, cavemen could be given a walk animation, jumps could be made easier.”

“Good character development, Good depth, Gravity Works perfectly, Good level progression”

“No timer, No collecting system.”

“Good level, Includes a reset, reloads the level, good gravity.”

“No timer, no progression, no collecting.”gif of main menu working.gif

 

gif of main menu working.gif

 

 

Talking point answers.

Ant’s lesson – Revision for exam.

What would the Class Diagram for this script look like?

Consists of three cells. Names, Variables and functions.

Why is OneTwoThreeGame written the way it is?

Because Unity doesn’t allow spaces in between script names otherwise the script wont work

What are { } used for?

They are used to open and close different parts of code, also known as code blocks.

What data type is currentTotal?

It is an integer and holds whole numbers

What does public do?

Anything can access it.

Why is totalText public?

We need to see it in unity.

Why isn’t currentTotal public?

We don’t need to see it in unity so it isn’t seen

Why is ToString() needed?

Converts a number into a piece of text.

What is amount?How does amount work?

An amount is a parameter.

What would the Class Diagram look like for the script now?

How is the total being checked?

What does != mean?

Why do we write “Game Over”?

To tell the player that the game is over and they lost.

What does else mean?

What is Random.Range doing?