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.
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