Friday, 29 January 2010
UVW Unwrapping
this is a Quick attempt that we as a class did for UVW Unwrapping, we already had the car layed out for us. however we all had to create our own texture in photoshop using the unwrapped outline. i decided that seeing as how it is just a quick attempt, i made it into a spoof Doctor Who car, with David Tennant trapped in the boot.
Tuesday, 12 January 2010
Identifying the Roles of the Team
Chris - Researcher.
Shaun - Architectual Designer, a good architectual designer who can stick to a topic when it matters the most.
Matthew - assistant producer, contributing to the work, and helping me correct my mistakes, also a great visual creator, and a good all round animator.
Me - Producer, acording to the rest of my team, i am aparently a bit of a control freak. however i get the job done on time with little amounts of screw ups. i also am a good leader (as people say) and can organise the most impossible things.
Shaun - Architectual Designer, a good architectual designer who can stick to a topic when it matters the most.
Matthew - assistant producer, contributing to the work, and helping me correct my mistakes, also a great visual creator, and a good all round animator.
Me - Producer, acording to the rest of my team, i am aparently a bit of a control freak. however i get the job done on time with little amounts of screw ups. i also am a good leader (as people say) and can organise the most impossible things.
Negative One - Group Analysis
Matthew Clancy - constructive critisism, help with original game story line, assisted character design. his weakness is that he gets too into an idea and tries to make it 100%, even if it is useless.
Shaun White - main researcher, slight contribution. his weakness is that he is too quiet and does not contribute much to the team.
Chris Ingelson - constructive critisism, assisted designs, assisted character biographies, researcher. his weakness is that he doesnt give it his all, he show up either late or not at all on most days
Me - i am the leader of the group due to my creative ideas and the knowledge of past leadership skills. i am the main source of ideas of the work, due to me and with help from Matthew, creating a strong idea from a previous year. i am the main photoshop designer, the main illustrator, and knowing my luck, i will be the main 3D modeller aswell. my most aparent weakness is the fact that i take charge and manage to somehow manipulate other people to choose my option when a vote is cast.
votes -
Team Leader - Me

Team Name Winner - Matthew
Environment Design Winner - Me
Character Design Winner - Matthew (2 characters) Chris (1 charater) me (one character)
Game Name and Concept winner - Me
Shaun White - main researcher, slight contribution. his weakness is that he is too quiet and does not contribute much to the team.
Chris Ingelson - constructive critisism, assisted designs, assisted character biographies, researcher. his weakness is that he doesnt give it his all, he show up either late or not at all on most days
Me - i am the leader of the group due to my creative ideas and the knowledge of past leadership skills. i am the main source of ideas of the work, due to me and with help from Matthew, creating a strong idea from a previous year. i am the main photoshop designer, the main illustrator, and knowing my luck, i will be the main 3D modeller aswell. my most aparent weakness is the fact that i take charge and manage to somehow manipulate other people to choose my option when a vote is cast.
votes -
Team Leader - Me

Team Name Winner - Matthew
Environment Design Winner - Me
Character Design Winner - Matthew (2 characters) Chris (1 charater) me (one character)
Game Name and Concept winner - Me
Friday, 19 June 2009
Unit 64-65 Evaluation
In this evaluation a shall be discussing about all the work and productions i have created for Units 64 and 65, this will cover my research, my ideas, my development and my final piece. My Research the first thing i decided to do before i went into my work was to look into past storyboards and the history of animation, how it was first created and developed and how it has progressed through out the years including the large corperation of Disney and newer animation companys like Pixar. Along with this i also wrote down which Animations have inspired me into doing this work, i believed this could have helped me decide a storyline or a design for my animation. for a recomended part of my research i had a look at the Client (Target Audience) for my animation, seeing as how the Animation will be going into the Student Show Reel i decided that the Client should be Shipley College itself.
once i completed this, i decided to look into the different aspects and controls of the program i am going to be using, and because this would have been my first time using 3D Studio Max, this was a decent idea. Many of these aspects and controls include simple and difficult tools to use so i had to find enough research into them to understand fully how they work, these Controls include; Applications of 3D Displaying 3D polygon models Geometric theory Mesh construction 3D development software and Constraints all of these six each have sub genres within them for example, Mesh Construction has; extrusion modelling Cubes and Spheres
Ideas and Development before i went sraight into designing and developing a storyboard, i decided to have a few quick attempts at 3D Studio Max just to see what may be my limitations, i did not want to challenge myself to the extent of a nervous breakdown by designing a gymnast and only being able to animate a few bone movements let alone flailing body parts. the first few attempts i had in 3DSM was a pityful attempt at using the shapes tool, i stuck with the sphere shape mainly but i also attempted at extrusion and small animations like squash and stretch. 
as a second attempt on 3DSM i had a go at doing time rendering and a more "loose" movement, i added in a lighting effect and a camera for practice for the final idea.
once i had finished all of these i had finally decided to start progress on my Ideas and Development for my Animation, first of all i had to decide which style of animation it would be, a games trailer, a youtube video or anything else. i eventually decided to make a new Computer Game trailer, this then led to me designing what type of game it would be, it could be a fighting game, an RPG or even a Puzzle game. i decided to leave this for later on and i decided to jump into character design and development, this was quite a simple thing to do because i based each character on a member of this classroom, although i had developed them multipul times and i had the help of the classmates to help design their own character.
Once each of the main characters were fully designed, developed and up to standards, i decided that by the appearance of the characters concept designs, that they would be most suitable in a Fighting game. and then i thought to myself, why not design most of the games itself rather than just the trailer. so i wrote down a list of; College Friends College Tutors Work Friends Work Management Friends from outside of College Some Close Family and Some Famous Manga/Anime Characters.
After i got the final list of characters, i still decided to stick with the ones that i originally illustrated. it was then time to do a storyboard, this was a quite simple part to the task because i already had character designs, backing history for characters (given to me by the students of which the character is based upon) and what genre of game it is going to be. i designed aproximatly 3 different storyboards and eventually stuck with the Plot line show below;
When the Storyboard was finally finished i had to write down, scene by scene, all the details, Camera Angles, Audio, Objects and Colouring. each individual scene had a completly different atmosphere. each character had to have their own unique colour co-ordination, and in total thier were two completely different backgrounds so each scene had to have its own seperate lighting and camera angles. once finished with the Scene discriptions, i decided to do some research on textures of the different objects in the scenes, these included; The Night Sky Lamp Posts Dark Alleys and Broken Paths. here is an example of the research i have done for the texturing.
Designing Optional Work the reason i started to develop and design pieces of work which were not even required for the main work was because i find that it makes things much more easyer knowing what the end target will be, having to design the logo and box art for the game only took one lesson so it did not waiste that much of my vital time. the fact that i knew i had a glimps of what style and what the minimum goal would have to be.
all of the Logo and Box art was made on Photoshop, all the type and ink splatters were made by myself, the only thing which i needed to take off another source was the Barcode, the Dolby sound Logo, and the Mature Content Box, all of these could not be hand made by me beacause i wanted it to look more proffessional, plus the fact that it is illigal to Forge another companies Logo. in addition to the Photoshop Documents i created, i also created a piece of work on 3DSM, this piece was create from a single Box shape and was extruded continuously to make the form of a Futuristic Motor Bike. after highlighting the Model, i smoothed it down by two levels, making it less jagged and more "comfy". i didnt realise it at first but it turns out that the bike i made for a part of a background, would become much more usefull in my animation other than a piece of scrap in the background.
Creating The Final Piece to create to model of a full grown man, i had the start off with a front and side image of the mans outlines. i got this by illustrating the outline of a male figure (supplied by Sundesh) and creating my own additional things onto it including clothing, hair and colours. once i got the images onto 3DSM i started to "trace" over them using Polygon Shapes and extending the edges and corners to fit on the end of the mans outline perfectly. once all of the individual Polygons are in a perfect shape, i had to texture them before linking them together otherwise it would cover the whole body in one texture, this was quite a simple challenge once i knew what to actually do (it took me 4 attempts the first time). eventually once i got all of the different Polygon Shapes to become the correct size, Texture and shape, i had to Weld them together to form into one whole Shape, this made up the human figure, with clothing, skin, and Hair (i was unable to learn how to use the hair and fur tool so i had to resort to polygon Shaped hair).
Creating the bone structure was the next step, this was possibly the most difficult part of the modelling due to incorrectly placing too many bones, not fixing the bones to the Geometry correctly, and many other mistakes involving bones and Geometry. the bone structure possible took me 2 to 3 weeks to create, although i am please with the bone structure i finally made, i dont believe that it is 100% excelance.
Creating a background designing a background was a fun part of the task because it was much more easyer and more enjoyable than creating a human model, this is my own opinion though, other people may find the human model simpler. the background is a representation of a rough street at the middle of the night, many of which are a usual spot for a Fight (seeing as how its a fighting game trailer). all what was needed was a few almost flat cube shapes, and a extrusion on another cube shape which then became a billboard. texturing the surfaces was simple enough aswell, all it required was the texure files to be in the same folder as the model (i forgot this a few times). all this the created the work shown below.
The Final Piece to make the final video was alot quicker than i originally thought, all it required was to import the character and the bike into the street Scenery, then all what was required to do was to place the characters bone structure into the correct position on the bike. also moving the character, the wheels on the bike, and the flashing street lamps, were pretty simple once i knew what to do, also the practice earlyer on in the course with the squash and stretch came in useful.
in all i am pleased with all of my work, i belive that the research is up to its full standards, i have included all the which was recomended and i have also added aditional work which was not nesessary but believed to be useful. i am quite satisfied with the production of the animations and scenerys, i believe i have a better animation skill in the Backgrounds and the Textures, however the 3D Model i created is an amazing triumph for me.
once i completed this, i decided to look into the different aspects and controls of the program i am going to be using, and because this would have been my first time using 3D Studio Max, this was a decent idea. Many of these aspects and controls include simple and difficult tools to use so i had to find enough research into them to understand fully how they work, these Controls include; Applications of 3D Displaying 3D polygon models Geometric theory Mesh construction 3D development software and Constraints all of these six each have sub genres within them for example, Mesh Construction has; extrusion modelling Cubes and Spheres
Ideas and Development before i went sraight into designing and developing a storyboard, i decided to have a few quick attempts at 3D Studio Max just to see what may be my limitations, i did not want to challenge myself to the extent of a nervous breakdown by designing a gymnast and only being able to animate a few bone movements let alone flailing body parts. the first few attempts i had in 3DSM was a pityful attempt at using the shapes tool, i stuck with the sphere shape mainly but i also attempted at extrusion and small animations like squash and stretch. 
as a second attempt on 3DSM i had a go at doing time rendering and a more "loose" movement, i added in a lighting effect and a camera for practice for the final idea.
once i had finished all of these i had finally decided to start progress on my Ideas and Development for my Animation, first of all i had to decide which style of animation it would be, a games trailer, a youtube video or anything else. i eventually decided to make a new Computer Game trailer, this then led to me designing what type of game it would be, it could be a fighting game, an RPG or even a Puzzle game. i decided to leave this for later on and i decided to jump into character design and development, this was quite a simple thing to do because i based each character on a member of this classroom, although i had developed them multipul times and i had the help of the classmates to help design their own character.
Once each of the main characters were fully designed, developed and up to standards, i decided that by the appearance of the characters concept designs, that they would be most suitable in a Fighting game. and then i thought to myself, why not design most of the games itself rather than just the trailer. so i wrote down a list of; College Friends College Tutors Work Friends Work Management Friends from outside of College Some Close Family and Some Famous Manga/Anime Characters.
After i got the final list of characters, i still decided to stick with the ones that i originally illustrated. it was then time to do a storyboard, this was a quite simple part to the task because i already had character designs, backing history for characters (given to me by the students of which the character is based upon) and what genre of game it is going to be. i designed aproximatly 3 different storyboards and eventually stuck with the Plot line show below;
When the Storyboard was finally finished i had to write down, scene by scene, all the details, Camera Angles, Audio, Objects and Colouring. each individual scene had a completly different atmosphere. each character had to have their own unique colour co-ordination, and in total thier were two completely different backgrounds so each scene had to have its own seperate lighting and camera angles. once finished with the Scene discriptions, i decided to do some research on textures of the different objects in the scenes, these included; The Night Sky Lamp Posts Dark Alleys and Broken Paths. here is an example of the research i have done for the texturing.
Designing Optional Work the reason i started to develop and design pieces of work which were not even required for the main work was because i find that it makes things much more easyer knowing what the end target will be, having to design the logo and box art for the game only took one lesson so it did not waiste that much of my vital time. the fact that i knew i had a glimps of what style and what the minimum goal would have to be.
all of the Logo and Box art was made on Photoshop, all the type and ink splatters were made by myself, the only thing which i needed to take off another source was the Barcode, the Dolby sound Logo, and the Mature Content Box, all of these could not be hand made by me beacause i wanted it to look more proffessional, plus the fact that it is illigal to Forge another companies Logo. in addition to the Photoshop Documents i created, i also created a piece of work on 3DSM, this piece was create from a single Box shape and was extruded continuously to make the form of a Futuristic Motor Bike. after highlighting the Model, i smoothed it down by two levels, making it less jagged and more "comfy". i didnt realise it at first but it turns out that the bike i made for a part of a background, would become much more usefull in my animation other than a piece of scrap in the background.
Creating The Final Piece to create to model of a full grown man, i had the start off with a front and side image of the mans outlines. i got this by illustrating the outline of a male figure (supplied by Sundesh) and creating my own additional things onto it including clothing, hair and colours. once i got the images onto 3DSM i started to "trace" over them using Polygon Shapes and extending the edges and corners to fit on the end of the mans outline perfectly. once all of the individual Polygons are in a perfect shape, i had to texture them before linking them together otherwise it would cover the whole body in one texture, this was quite a simple challenge once i knew what to actually do (it took me 4 attempts the first time). eventually once i got all of the different Polygon Shapes to become the correct size, Texture and shape, i had to Weld them together to form into one whole Shape, this made up the human figure, with clothing, skin, and Hair (i was unable to learn how to use the hair and fur tool so i had to resort to polygon Shaped hair).
Creating the bone structure was the next step, this was possibly the most difficult part of the modelling due to incorrectly placing too many bones, not fixing the bones to the Geometry correctly, and many other mistakes involving bones and Geometry. the bone structure possible took me 2 to 3 weeks to create, although i am please with the bone structure i finally made, i dont believe that it is 100% excelance.
Creating a background designing a background was a fun part of the task because it was much more easyer and more enjoyable than creating a human model, this is my own opinion though, other people may find the human model simpler. the background is a representation of a rough street at the middle of the night, many of which are a usual spot for a Fight (seeing as how its a fighting game trailer). all what was needed was a few almost flat cube shapes, and a extrusion on another cube shape which then became a billboard. texturing the surfaces was simple enough aswell, all it required was the texure files to be in the same folder as the model (i forgot this a few times). all this the created the work shown below.
The Final Piece to make the final video was alot quicker than i originally thought, all it required was to import the character and the bike into the street Scenery, then all what was required to do was to place the characters bone structure into the correct position on the bike. also moving the character, the wheels on the bike, and the flashing street lamps, were pretty simple once i knew what to do, also the practice earlyer on in the course with the squash and stretch came in useful.in all i am pleased with all of my work, i belive that the research is up to its full standards, i have included all the which was recomended and i have also added aditional work which was not nesessary but believed to be useful. i am quite satisfied with the production of the animations and scenerys, i believe i have a better animation skill in the Backgrounds and the Textures, however the 3D Model i created is an amazing triumph for me.
Tuesday, 16 June 2009
iPhone Icons and Evaluation

Evaluation
I have researched and analysed many different varieties of file formats, icons and the history of apple and its iPhone. First of all I started to research the depths of symbols and icons, of how it originated and how it has been developed over the years. This took me from looking at cave paintings from before the ice age, to Hieroglyphics from the Egyptian Era of Mummification.
Then I designed a small mood board on Word Document about the five different subject we have to analyse, Horror, Fantasy, War, Sci-Fi and Humour. along with the mood board I also wrote down a brief description of what they are.
Once this was accomplished, we took a trip to the BAF08 at Bradford Media Museum, we looked at all the different styles of work and had several discussions with top game developer and designers. Then I created a PowerPoint document and wrote down what I thought about the exhibition and what I thought about each individual developer, we also made a group montage about BAF08.
After researching Symbols and icons I moved onto looking at different file formats including .psd, .jpeg, and .gif. this research gave me an in depth look at what different formats can do to a file and what difference in file size can occur if saved differently.
Once this was completed I created another slide to start researching the history of apple, when its first Mac computer was developed and when did it become the multi million corporations. During this time looking into Apple, I had a look at what their current icons on the iPhone are and tried to see if I could edit any of their ideas and use them as my own.
Once that was complete I had a look into a specification of the Five topics we had to research, Horror, War, Fantasy, Humour and Sci-Fi. I put down a brief description of these on a word document and put in several images of each to show a representation.
Once this was finished I was given an A3 Illustration pad to draw down ideas for icons to use as pieces of work. I illustrated and annotated my ideas and once I found out which of them I preferred more than the others, I illustrated them on Flash media Player. Once I finished drawing them on flash I coloured them in using the Paint Bucket tool and shaded them in using the Paint Brush tool.
All of the icons I created met up to the standards of what I was expecting, they all look like what my original ideas were meant to look like and what they were originally meant to do in their animation, although I have only animated one of the icons due to lack of time in development. The only thing I wish I had improved on would be the illustrations of my ideas stage, I believe this stage lacks a lot of my creative ability but due to a miss hearing of what the work should include and when the deadline was, I have had to deal with a short amount of time to finish up the work set for me.
Horror – for horror I decided to go for an obvious image, and decided to illustrate a typical zombie. The colours are slightly dark but still contain a bit of cartoony characteristics. There is a slight few cuts and bruises on the undead zombie, this illustrates that it has either decomposed or its limbs have been torn off. I quite like the horror icon because I believe that it is well designed and nicely coloured/shaded. If I have had time to animate this icon I would have had it walking or limping, keeping it simple but obvious.
Sci-Fi – a robot dancing in a woman’s pair of knickers, simple yet effective, I gave the robot a plain silver/grey colour so that the pink knickers would stand out much more than usual. I am not entirely sure why I gave the robot crab claws instead of hands; I guess it gives it more colour rather than the simple pink and grey. If I have had animated this icon, I would have had the robot do a little dance form left to right.
War – an obvious one to do, I have illustrated an army man with a random gun. This was a simple idea but with all the different shades of green it made it much more complex to colour and shade. I quite dislike the final result because I found the image to be too obvious to represent War. If I have had time to animate this icon I would have made it fire its gun with the man being forced back from the power of the bullets.
Fantasy – I have designed a recreation of a computer games character. The character is Link from the Legend of Zelda games and the reason I choose Link is because of three reasons, reason one being that he is an Elf, reason two is because he owns a Fairy, and reason three is that he is well known for being the star of a Fantasy game. If I have had any time to animate this icon, I would have had the fairy fly around Link with his eyes following it.
Humour – for humour I chose bright and contrasted colours like sky blue and yellow, these make the image stand out a lot more due to other images being darker in tone. The reason I chose to use bright colours is because of the colour clowns wear, they are usually bright red with many other bright colours. The reason I chose to have humour represented by a yellow Pikmin being assaulted by a ball of blue tack is because it is random, and due to research, random is quite funny if used in the right sense.
Flash Animation
this is the flash animation i have created for unit 32. it is a pixal animation with my own photos and my own illustrations.
Animation
.
here is an animation i created on 3D studio Max. it is mainly a texturing piece of work with a small part of animation on the door. also i edited lighting and camera work.
here is an animation i created on 3D studio Max. it is mainly a texturing piece of work with a small part of animation on the door. also i edited lighting and camera work.
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