3D Modelling

What is a 3D Model?

A object which immerses a player to think the object is in front of them as a three-dimensional image.

Orthographic drawing is a sketch of a three dimensional drawing but using two dimensional drawing,

This picture is a orthographic drawing, it includes three or four accurate views of the object including one 3D view , side view, front and right side views. Using this type of sketch matches the right style to plan a shape and it is also easy to make. For the audience who could see this drawing they will also understand the plan also and it will be easy to follow for them.

History of 3D Modelling

First 3D model made by University of Utah students, Edwin Catmull and Fred Parke. The students made an animated 3D hand in 1972.

The making of the is hand is very important as it has impacted the industry of not just 3D modelling but all of media massively, the students decided to make a hand, because they know all the functions of a moving hand and it has many different joints which would then make it easier to use to make the hand move when animating the 3D object. It was very popular to the audience because it was the first 3D animated object online. We can only imagine how the industry would be different if the students didn't create the animated hand, there's a lot of questions about how it could be different, although its obvious the creation is massive to the industry and changed it dramatically. Causing many other artists to jump on the trend and to also try to make 3D animations and different 3D models.

First 3D Game- Wolfenstein 3D

Wolfenstein 3D is the first ever 3D game made. The game was developed by id Software, Raven Software, Interplay Entertainment,Nerve Software, Atari, Stalker Entertainment and was released on 5th May 1992. Wolfenstein 3D was renowned as the game which changed video games forever. The King of FPS. The game had a lot of assets which other game developers decided to copy and many blueprints of 'Wolfenstein 3D' was being copied. The game set standards so high that no other game developers could create a game like it for a decade.In many games now, you control one character and manage to kill over 50 enemies alone, that idea all came from Wolfenstein 3D. You were only one character and managed to kill many enemies who were all trying to hunt you down. So its clear and obvious to say that Wolfenstein 3D changed the gaming industry for ever.

How 3D Models are used in a game and structured

3D models are used in almost every game nowadays. Either to be used as a weapon, to pick up, to look at ,or even just be there, something to add to the look of the game. 3D models help the game look more realistic and also set the scene the game is most likely going to be into. The 3D models are usually structured either to be used or just as background objects. Structured in a way the player will not always notice them although it helps the overall look of the game. 3D models are good because for the audience it makes them understand the game better and even respect it more. The audience understand the game more with the assets input.

Presentation about two 3D artists

Reflection on case studies

The case studies above I think prove a lot about the talent and about the two famous 3D artists. They both worked on different 3D animations and it revealed alot about the industry. Making the case studies makes it easy for the audience to read through and understand more about the artists and gives them useful information they might want to use or read about. There is a slide saying on how the artists impacted the industry which is very important because it shows that without the artists and the 3D models they created how the industry would be different without them.


Reflection on the Case Studies by Peers.

Name: Lee Howarth 

Age: 18

 

Level of Understanding the powerpoint: -HIGH/

WWW: I like the layout of the presentations, It's easy to understand and gives out good information of each person

EBI: I would of liked to read more about them, and have a bit more information.

Name: James Clark

Age: 17

 

Level of Understanding the powerpoint: -HIGH

WWW: The powerpoint is very simple and easy to understand, the slides give a good amount of information about each artist as well, which is very important. Also talked about the main and less mainstream points about them.

EBI: Abit more complex, too simple for me.


Vertex Colour Information

All the games below use vertex colour information.

-Games on Old Consoles:

-Muppets race mania

-Crash Bandicoot

-Fifa 1999

-NFS

-Space Invaders

The main feature of using vertex colours is a simple reason in 3D models, to have different colours or shade of colours on one shape and different colours/shade on different angles. Using a lightbulb in the game, portrays light onto one side of the shape. Doing this makes it more realistic for the gamers and more immersive and therefore makes the performance better for the gamers.


Geometric Structures

A geometric structure is the wireframe of the shape, so a simple outline of the shape, using only simplified shapes. Most geometric structures use squares, rectangles and triangles, but some others will use different shaped polygons. The reason behind using geometric structures is that it's easy for the artist to edit the shape seeing the outline and then can pull one individual side or corner of the shape individually and that way they can also see the outcome of the outline of the whole shape. Big companies will use this type of structures because it lets them create more detail and give more customization to the shape they are creating. Although smaller companies use this method also. It is not hard to do or edit with and it's a much easier way to use and edit. Some big companies will even 3D print the geometric structure just to see the shape in person and have a natural feel for if that's the shape they are trying to create. Only larger companies tend to do this though, because the amount of money they use.

Collision Hull

A collision hull is the logic behind player movement and special actions to collide the actions between it determines where a player can be hit, used to make sure you can't walk through an object. 

Collision happens when to hit boxes collide with each others hitbox and this causes the objects not be able to get past/go into each other. Hit boxes can be edited to many different shapes and sizes also. In shooter games its very important to make the hitboxes the perfect fitting shape around a character or certain objects because the game could become unfair if the game doesn't allow the player to be shot if the hit box isn't correctly placed on the opponent. In this case if hitboxes wasn't a real thing then gaming wouldn't be as popular or wouldn't attract the audience in the same way it does with them.


Materials in 3D Models

 

Most of the customization in materials depends on what shader you chose.

Textures

Textures are flat images which then get displayed onto a 3D image/object to make it look like it is real or look more rough, soft or whatever asset the object needs to look like. Textures are put onto a 3D object by wrapping around it like a net for example. Cutting out a piece of paper and then wrapping it around a 3D cube would then make the paper fit to the cube, which is the same way a texture works. If textures was not on a object, the object wouldn't look as realistic and would then look more plain bland and boring, which is why textures make a games look to be and end up more successful.

Shaders

Shaders are what is drawn onto the 3D shape. It allows textures/colours to be placed in certain positions and not in others, creating a more original design or helps to create the correct look for a more complex design.

Shaders decide what assets and textures a material can have. 

Bin Edit: Here above is an edit I made on Blender, I decided to make a bin, this will be on my map and will I edit it more and another picture will be below of a more advanced picture of the 3D model, I decided to do a curved bin and tried to make it look like it had a metal effect for the reason that these were very popular in the 1960's in America, I found this out by doing my research of North America in the 1960's.


3D Coordinate system

Definition of a 3D Coordinate system.

A 3D coordinate system is the axis in the game where the model is, it is used to know the location of the player on a 3D map.

 

3 different types:

Cartesian system. (Left handed system)

Cylindrical

Spherical (Perpendicular plane)

Cartesian 3D graph

This graph uses different angles and is placed on a 2d form, with an x axis line to represent the 3d line. This graph uses 3 different points of angle, top to bottom, left to right and then inwards and outwards. Using graphs like this help determine the size of a 3d shape using this graph. This graph isn't very hard to learn of for an audience using this. Each line on each axis displays a size measurement which then helps to break down and determine more of the size of the shape. 

Cylindrical Graph

This graph is the easiest graph to use, it looks simple and is. Each cylinder grows vertically, with progression of the amount of 'x' adds up. The more the object gets more of the cylinder on the graph grows. There are only two axis on this graph, x and y. Y goes vertically. The amount of something goes on the left and vertically, and then each bar goes underneath the bar which is placed on the graph.

Spherical Graph 3D

The most difficult graph to understand, the different colours are used to split up the most used sides of the object, the lighter shades are where the it used more and the darker purple/blue colours are where it is least used. The audience can then use this to see the amount of weight on each asset/object.


Definition of a 3D Model.

A 3D model is any computer based object, whether living or not a three dimensional object is what a 3D model is. The audience can come across a 3D model in almost every single computer game, except from games which are built from one view or a 2D game. A 3D model can be a car, bike, stone, tree etc.

Different types

Shell/Boundary- Represent models and the surface. represents the model and not the volume. Hollow on the inside, usually used on the less obvious and smaller 3D objects. If the model was cut into there would be nothing inside. For example an easter egg, solid on the outside shell but inside it's empty and not full of mass.

Solid- 3D designs are mostly solid and full of mass, used for engineering and medical simulators, used on the bigger objects and models, an example of a solid 3d model would be a tree because on the inside its full of mass and solid.

Digital Modelling

Usually made using CAD (computer aided design) 

4 different types - model surface, mesh, solid and wireframe.

Model Surface- This shows each different model and each face on that model. This is a simple way to show each face and is also very easy to edit the shape by extruding each shape. 

Mesh- Mesh shows a more in-depth model, show all the polygons and the 3D view but the shape is transparent.

Solid- This is just the model, with no edit lines or no face lines. This is mostly just used just to look at the shape as what it would look like when its finished.

UV Mapping

Universal mapping is putting a 2d image onto a 3d terrain and it projecting onto a 3d world.

 

Planar mapping

Dragging and dropping images onto a terrain. It shows UV on towards a mesh by going through a plane. The best outcome is when the objects are flat or completely visible.

Keyframe Animation and Kinematics

Model Constraints

Polygon count

Constraints in 3d modelling can be keeping how many polygons you have in a certain 3D program. If you have many polygons in a program sometimes the program does not have the correct data to work with many polygons and can't handle all of them. So keeping count allows you to cut any useless ones out and replace them or keep space free so the program can handle it. There is a limit a processor on a computer can do until it gets overdriven and then the processors cannot handle it. If there is too many the program might not respond or it will take longer to complete a certain objective. So when modelling its best to keep the poly count low to allow the computer to work at quick or normal speeds.

File size

A file constraint is just how big the file with all of the information and polys is. The smaller the quicker it responds and the quicker it will load up. Although the bigger file takes longer to work with and respond to your commands and also load up longer because on the file there must be more polys and more information the file needs to carry and save. Big companies will use many small files because this way they can load up each one individually causing there time to be saved rather than waiting for one large file to load up. 

Render Time

A render constraint determines how long the finished model will take to just join together and all the materials, polys, textures to stick to their position and then to be ready to use. The big companies will use different render machines to render each model because like a file, it takes longer to render one large file when you can split it all up and then render each model one by one using many different machines. The large companies will use render programs like, 'VRAY', 'MENTAL RAY', 'MAXWELL', 'OCTANE RENDER', 'CINEMA 4D', 'MODO'. These render machines and programs are very quick and therefore are better for them. Larger companies have these privileges because of financial reasons. 

Research into Circus's

In the 1960's a lot of controversy started about whether Elephants should be in acts, and if its cruelty to them and taking away their natural life and habitat, since then Elephants have started to be abandoned out of acts and currently there are hardly any acts including Elephants. Because of this, I decided to create a elephant but mutated to show the post apocalyptic effect on the theme. The elephant will have tears in the skin revealing rib cages to show and an extra horn placed on top of the elephants head.


Deconstructing 3D models

Fifa 18: Emirates Stadium- I decided to deconstruct this 3D model because its one which has no performance enhancement and doesn't affect the way the game is played. It is made for aesthetic only. 'EA SPORTS' made alot of real life football stadiums. Doing this makes it more pleasing for the player and also helps the look of the game. If you are an Arsenal fan, then you can play in their stadium like they do in real life. Doing this adds an immense amount of immersive gaming for the players. Also 'FIFA 18' adds weather settings where you can change the weather during the different seasons, again this is more immersive for the gamers. 'EA SPORTS' from 'FIFA 17' switched game engines and used 'FROSTBITE' frostbite is known for the look of something. They have made many realistic games and using an engine like 'FROSTBITE' will make the overall outcome of the game better and more immersive for the players. It is a known fact that the more immersive the game is, the better it is for the player. 'EA SPORTS' took pictures of every angle of each stadium they have input into the game. This way it will look more realistic.

MINECRAFT- This 3D model is very simple compared to other models, there are no curves used in this model. This model is alot easier to make, the look of this model is not as impressive as the FIFA stadiums or other game models. In all of 'MINECRAFT' there are no curves used only blocks which is why it got so famous and also because its a free roam sandbox game. This game was not made for the overall look.

This game was created for younger users. Because of this the young gamers look more for fun than storyline or look of the game.

Abandoned Truck- This 3D model is a very detailed model, the different shades and colours make the truck look very realistic. The immense detail on the shapes and different textures will add to look and make the truck look better and will get a more positive reaction of the players. The rust on the truck shows us that the truck is either abandoned or old. Although we can tell the truck is abandoned as we see the truck has broken windows, flat tires, broken and the truck is out of shape, looking uneven. This will be better for the audience to set the theme and environment in the game. This 3D model will be used in a game where you are exploring an abandoned location or a warzone, trucks like these are used alot in games like 'Battlefield' and 'Call of Duty' this is because it helps tell the audience that the location is old, abandoned or a warzone.

'FORTNITE' in this image, I am going to talk about the wood crate object, in the screen, firstly, you can see the top corner of the screen you can see the map, on the map it says junk junction, this implies to the audience there is junk around. The wooden crate looks damaged and to no worth. Because of this reason this now looks like a piece of junk. The audience will react to this in a positive way because it matches the theme of the location/environment. The wooden crate is cracked and has big parts missing out of it, this way the audience can tell the piece of wooden crate is worthless.

Ideas of some assets

Development Log

This is my first popplet about the ideas about the clown. I have talked about what movements the clown may do and what this means to the attire the clown will wear and therefore the idea of what the clown will look like.

All the movements of the clown above will be included in the 3D model and therefore the clothing of the clown will do all of this. 

This is the edited popplet with more detail included about the clothing, research and more included in this one. I talked about the clowns makeup being smudged, it makes the character look slightly more eerie about the look of the clown. I was also thinking of tattoos on the face of the clown to show his past before he became a clown, he could of been in a gang and have the signs tattooed. The audience will understand the theme of the game and then also be more immersed into the game more making the outcome more successful.

Concept Art and Reference Images

I am going to make a 3D model of a clown using 'blender', I am going to make sketches of different clowns I could make.

This is my first sketch, I made this clown have a few tattoos to show a bit more a rugged and sketchy feeling, this clown is quite different to the other ones, which would make him stand out more. The audience would therefore understand the effect of the clown more also and the scary past.

This is another sketch , this time i went of a more cleaner sketch and drew the clown in a different style, I also gave this clown a hat which makes him look more like a clown and I chose not to give this clown tattoo's because I wanted different options of different clowns so I made them quite different.

This is a pixel drawing, I made on piskel. As you can see the clown has the smudged make-up and the ragged and messy hair. The clown has a classic clown outfit on, a large bowtie and the large shoes which meets the briefs requirements. As you can see on my clown I have used the large boots and ragged hair and input that information onto my 3D model clown. The different bright colours are used to express the clown and his background. The black and white contrast on the clothing shows that the clown has a good and a dark side towards himself. The blue bowtie, can show the audience that he is free but the darker tone of blue enhances the freedom sense which the clown has. The blood on the large knife shows that the clown might of used the weapon before and therefore has abit of blood on.

3D models I need in Clownin' Around

A clown, used as my main character.

Hammer, used as a weapon.

Caravan.

Fence.

Ferris wheel.

Development of My Clown

Frame and Legs

I used spheres to make the feet, I wanted to use big round ball shaped as feet, I edited the spheres to look more like feet/shoes, I wanted them to be big as it matches a clowns shoes and also the brief. Then with the legs I wanted the ankle to be small and tight to the shoes to make it look like the shoes are even bigger and then get baggier/thicker at the top to show a baggy style of trousers like a clown usually wears. 

Limbs and 3D Body frame

Making the rest of the limbs and frame of the clowns body I decided to make the arms red and split the arms up in smaller parts to emphasise the clowns muscle and define his arms more. I want the clown to look tough and rough so going for a lean but muscular frame was the best way for this. I wanted to show of the limbs off more because of then the audience can see it more and if I show the limbs off it would make the muscles of the character stand out more.

Facial features and smaller details

When making the facial features and smaller details I decided to start with the face, doing the eyes, mouth and nose, typically a clowns nose is a large ball which is red, I stuck with the clown tradition because I think it just matches the normal clown conventions. I then made the clowns hair, which again is 2 spikes of to the sides of his head, I chose to go with the blue/green hair because I thought the colours will stand out and be more mutated, throughout the game the colours will show more, like on his clothes the further you get through the game.                                                                                                                                                                                                                                        

Above I have pictured my final clown in wireframe form, I have done this to show the amount of shapes and subdividing it took for me to create the clown. The structure of the 3D model shows to the audience the casual stance and the way the clown character is placed to the audience. 

Final Clown

This is my final clown model, I have used shaders and a cloth linen and also a metal texture, these are to give the clown the shine and effectiveness, on the arms of the clown is the linen texture, It makes the arms look slightly more rough and therefore gives the audience a better explanation of the clowns design. Using my reference pictures I kept the big shoes on this clown like I also did on the idea page and on my reference pictures, I decided to use balloons as lives also. You have three lives and each time you die, a balloon pops. The balloon is usually referenced with a clown, fun, or a theme park/circus.  The ragged hair also I decided to keep from the reference pictures as well. It shows that the clown is rough like the brief requirements. The black, and red smudged lines are too show the dirtiness and ragged look effect onto the clown which will then portray onto the audience the same effect. The audience will find it easy to believe that the clown is living in a apocalyptic world. The red smudged lines are too show the clowns makeup faded and smudged across his face. The lines can also show that the clown is dangerous but lovable. Nowadays clowns are portrayed as a kind of demon in some horror films. The smudged makeup also makes the clown look scary but keeps him looking like a clown. The yellow and red trousers show that the clown is wearing the correct uniform as a clown wears. The colour yellow represents that the clown is innocent but also the red shows the danger still and shows that the clown can be innocent but dangerous.

Clown in game engine.

My clown model pictured here in game engine 'Unity'. I placed my clown into Unity to show that the clown works in a game engine and doesn't ruin or lose texture.

Making my enemies

This part of my blog is where I start to log the development of my enemies in my game. Going through each forms and difficulty of each enemy.

This is the basic shape of one of my small enemies, easy to kill but they cause havoc as the sween swarm in packs of 3. The sween's head (pictured above) smallest form is the head with small legs, there are 3 forms of the sween, one with legs, one with arms and legs, and one that flys. 

This is a start of me starting to make the wings, I chose to start the hardest form first to just try and get the hard bits done and out of the way. I got two cones and placed them symmetrically opposite on the enemies head. Putting the wings on the enemies head makes the audience understand the 'mutated' form of the animals, In this instance the audience would enjoy and understand the narrative and effects from the game.

Making assets

In my game I will be needing arcade machines so I decided to make a few different variations on blender and then upload the progress on here.

Pinball Machine, this will be a machine in my game, I decided to make it the same style of a arcade machine in the 1960's because that way it matches in with the brief given to me. Making the machine in a shape of 1960's makes it easier for the audience to understand when the game is based, and also then effects the audience understanding of the game, ending in a better outcome of the game and more immersed for the gamers.

Here I made a baseball bat, this could be used as a weapon in the game and I also decided to go for a silver metallic colour to show its more silver and more a steel bat than a traditional wooden bat. I done this because it looks more painful to enemies and looks more special, in this case I could use the weapon and make it hard to find for players and that way it can make it hard.

Texturing an asset

On this picture you can see that starting the texture process, I change the map coordinates from Generated to UV this allows me to edit on UV editing mode and then allows me to edit completely the final shape and texture the wood effect perfectly to the shape and size I would like. Making this allows me to make my game more immersive for  the audience and that way its a better game for them. I also wanted to make a wooden crate because it matches the circus theme. A circus travels around a lot, so making a wooden transport crate was a good idea. 

Here you can see me changing my texture edit mode into UV editing mode this allows me to edit the shape in the right form using UV, UV mapping simply portrays the texture image onto the shape and wraps around it. Using UV mapping is easy and helps me save time also.

Pictured here you can see the screen of UV editing mode, here is where I can edit the texture and put it correctly onto my shape.

Again now I have chosen the texture using the left window where you can see the texture I will be using to texture the shape on the right.

I have changed the 3D model on the right into edit mode, this will allow me to edit the shape, size etc. of the shape and also allow me to print on my texture on the shape.

I have now selected to unwrap the texture, this will allow me to map the 3D model making the texture available to fit the correct shape size.

I have now returned into the default window and am now selecting texture paint, this will print the texture onto the shape and then the texturing of the shape will be complete.

This is the finished product, I also wrote text on the box, with the text 'FRAGILE' I done this because the box in the game can have a special object in the box which is hard to find. Making this asset will be good with the players, because it relates to a circus and also creates suspense to find the crate and also to find the crate. This can work as a kind of easter egg system and it adds to get affection from the audience.

Final Asset

This is my final asset, this 3D model will be used as a weapon crate. The player will be available to find these placed across the map in rare locations and the player will be able to know what is an weapon crate because of the text 'FRAGILE' largely on the each face of the crate. I decided to make the crate wooden because it matches into the circus and 1960 theme. The colour of the wooden fades over time and the reward from opening the crate lowers over the time. 

Making an Elephant (Mutated Enemy)

This elephant will be one of the animals in my game, I chose to make an elephant because they the most popular animals used in circuses in the 1960's, in North America. I found this out due to my research into the different types of circus located in North America in the 1960 era. It was reviewed that in every 10 different circus acts, at least 4 would include an elephant.

Final Elephant (Textured)

Here pictured is my enemy as a mutated elephant. I chose an elephant to be my enemy because of all the talk about animal cruelty with elephants in circuses in the 1960's. Because of this talk I thought it would be good to be the enemy because it shows there getting there own back and fighting back against the cruelty. I included a horn on the elephants head and the rib cage exposed on the right side of the body as the horn shows post apocalyptic and mutated which matches the brief and the rib cage shows damage caused by the cruelty by the humans before the apocalypse. I also an elephant would be a good animal for the audience because in the game I am including that you can tame an elephant and then your character will be available to ride the elephant and this would result in getting into longer distances further and also fight other enemies with the elephant. The horn on the elephant will show to the audience that it is mutated and also the colour of the horn stands out and also is brighter, this is because all of the elephants don't have a horn. This also shows that the horn is defined and special, and rare, the horn shows strength and also shows that the elephant is a warrior. The eyes on the elephant are bigger than usuals elephants because its mutated, The large eyes signals the greater eyesight on the elephant.

My Elephant on Unity

This is my textured elephant on blender. I put my Elephant on unity game engine to check if the texture will stay on the elephant. Which above you can see it does. The elephant is formatted as well and now I could begin the animation on the game or even start to make a game around the models.