Democratisation in 3D Graphics Industry…

Democratization regarding the 3D graphics industry, involves around replacing the current libertarian model that seeks profit, with a democratic one that operates for the better of the industry.

One of the greater advantages of a democratic industry, is the distribution of software to the general artists and people who wish to dip their finger into the animation pie. This in turn is allowing for more diverse and different forms of animation to come about. While diversity is a rather positive thing, there are also negative points about a democratic industry.

Competition between artists will get larger as the industry grows in numbers. In a 3D animation industry, your work means everything. Your degree may say you completed it, but your portfolio is what is going to get you hired. With an influx of people trying to get the same job, it will be harder for people to actually get their work out to big companies looking for the next best artist to create their projects.

Though this is a negative, this is also a positive for indie developers who are relying on crowd sourcing, not big developers and studios to get them notoriety and money. This allows for studios to not have to spend big bucks on software licenses, freeing up the monetary capacity to make bigger and better projects for the masses.

In closing, I support the democratization of 3D animation industry, as it will allow for a more enriched industry full of diverse and talented animators, modelers and sculptors.

Industry Pioneers

In this post, I will be discussing the pioneers that have lead the charge into the 3D world. These men have revolutionized the way we view CGI and 3D animation, and what they have done for the gaming industry as well as film and animation will be remembered for a lifetime. These men are:

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Ed Catmull: Ed Catmull is probably the biggest pioneer to date. He is the president of Pixar Animation studios. He has done so much for computer animation. He has been credited for inventing texture mapping, anti aliasing and spacial algorithms.

Ken Perlin: Ken Perlin has made so many contributions to 3D animation. Currently a professor at New York University, he was the man who created the Perlin Noise, a technique which gives textures a more natural feel. He is also one of the people who worked on Hyper Texturing, allowing artists to view changes to 3D models in real time.

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Jim Blinn: Jim Blinn is a well known for his time served in Nasa, aiding with pre-encounter animations for the voyager program. He is heralded as the creator of Blinn shader models and Bump Mapping. Blinn Shader models give textures a more realistic simulation on 3D models. While Bump mapping gives textures a more dynamic look and feel when applied to objects.

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3D Modelling Trends – Evolution of the quad!

The evolution of 3D modelling has happened just as fast as 3D modelling has even existed. In the past 30 years, we have gone from basic 3D objects to stellar, awe-inspiring 3D models that mimic realism in the finest detail.

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This image above shows the original Lara Croft(Left) from the first ever Tomb Raider game, made in 1996, High-Fiving the recent iteration of Lara Croft from The 2013 Reboot of Tomb raider. As you can see, the level of detail gone into the recent Lara Croft is substantially more than the Lara Croft from 1996. This however, is because of hardware and technological restrictions of the time.

Let’s take a look at some of the Modelling Techniques used to create these models:

Box Modeling: Box Modeling is a technique where a basic shape is molded into a more dynamic shape. The shape is re-modeled over and over until the desired object is refined and complete. Box modeling is one of the most common techniques of modeling around today, but also one of the most tedious and long.

3D Scanning: 3D scanning is a technique where real world objects are rendered using an exceptional level of photo realism. The object is then turned into a Non Uniform Rational Basis Spline, or NURBS mesh within the computer.

Digital Sculpting: Digital Sculpting is a new technique that is quickly gaining traction amongst 3D artists and modelers. The artists are able to manipulate the object as if they were molding clay and can achieve some exceptional results. This technique will most likely become the norm within the next decade as it allows for models to achieve unreal realism. However this technique is rather time consuming, but yields amazing results.

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Production Pipelines

Production Pipelines are a way for studios to manage each process of the project they are working on effectively, it allows for easy communication between departments and leaves little room for error or miss communication.

Pre-Production: This is where the concept artists, narrative writers and lead developers flesh out the game in its entirety, figuring out what they need, the scope, art style and mechanics. Concept art for all of these things is then drawn out, to give everyone a clear indication of what they are actually going to be creating. borderlands_2_conceptart_gUNq2

Modelling: This is all assets of the game are modeled from concept sketches and artwork. Modelers mostly work with programs like Maya and 3DS max when creating the initial model, and then move onto programs like Mudbox to paint and give the model more detail.

Painting and Texturing: Once most assets have been created, they are all painted and textured. Texture artists work with shading material, which is applied to a 3D model, allowing the artist to control color, how shiny it is and how reflective it is.

Rigging: This stage involves telling the computer how the 3D can be moved. Setting the move range of each limb and movable object of the model is the main part of this process, giving the models a more life-like feel.

Animation: This part is quite complex, as it can mean anything from moving a models arm to producing large set pieces. 3D animators create still movements on frames, creating the illusion of movement at the end of the process.

Dynamics and Lighting: Dynamics is an integral part of this process, as it allows the game to have a more real, dynamic feel to it. It allows for things like walls breaking apart from bullet fire, or a glass shattering on the ground. Lighting is used to give the world a more realistic feel, bringing the landscape to life. It allows the artists to determine how much glow objects reflect, all the way down to the heat of the surface at which the light is reflecting off of. 188u2tu2e2iqtjpg

(The image above shows the dynamic lighting that Borderlands 2 had, giving the cell shaded landscape an unreal amount of realistic feel to it.)

Production Pipelines for 3D Assets.

Production pipelines are an integral part of 3D asset development. It allows for multiple reviews of the model, allowing for the best possible result. These production pipeline steps are:

1. Concept: This is the first stage where concept artists are tasked with drawing up sketches for the model. Usually, multiple versions of the same model are drawn and proposed to the lead creative director. When the lead creative director has settled on the version they like, they give it to the 3D model artists that begin to create the object.

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(Concept art for Vi, a character in League of Legends.)

2. Low Poly Base Version: In this step, a low poly version of the concept sketch is formed, which eventually is imported into a sculpting program like Mudbox, where the high poly sculpting begins.

3. High Poly Sculpt: High poly sculpting now begins, with the poly count being divided into a reasonable number for the mesh. The model is then sculpted and the details are added in. Giving the model a more definitive look.

4. Polygon Crunching: The polygon cruncher is a step that involves taking the new mesh created by the high poly sculptors and reducing the number of polygons on it. Even though the poly count is reduced, it still retains the same quality as the original as they possibly can.

5. Unwrapping: Once the polygon crunching is complete, the model is then moved into a 3D program like Maya and is unwrapped, preparing it for the texturing and rendering.

6. Rendering & Texturing: The model is now rendered into three separate layers; diffuse, normal and ambient occlusion maps. These textures are normally made in Photoshop and are imported onto the model once completed.

7. Engine Importing: One of the final steps when making a three dimensional model is to import it into the engine the full game is being developed on where it is then pieced together and animated.

An inspiring artist…

This week I have decided to showcase an artist that has creatively and personally influenced me over the past three or so years; Alex Grey. Alex Grey is an American artist that has been doing works for roughly 30-40 years. His artwork is abstract, spiritual and psychedelic. He has worked on many different projects, spanning many forms such as Performance art, sculpturing, visionary art and painting. His artwork has influenced me on a personal level because his art aids my imagination in reaching places it does not normally go. His artwork is vibrant, colorful, mystical and thought provoking. One of my personal favorites from Alex Grey, is his painting; Net of Being, as seen below.

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(Image sourced from http://www.alexgrey.com)

I love his artwork because it has a real spiritual side, it really makes your third eye grow and makes you wonder what really is consciousness and reality. I would love to model artwork similar to his, as well as make a game as spiritual and thought provoking as his work. Alex Grey has inspired me for over three years now, and will continue to inspire me for many more years to come.