Click here for a link to a Section of Chris Crawford's
famous dragon speech at the Game Developers Conference 1992. He begins by
talking about language and how it is used to teach people, and the concept of
mass media, a way to teach many people, and that this is the genesis of art.
"Because art really is just a way of communicating ideas." He says.
He refers to Michelangelo's statue "pieta" that shows mary cradling
the crucified body of her son (Jesus Christ) and that the statue he says
"Conveys to you, the audience the message of motherly love with tremendous
power, it is compelling, it is clear, it is powerful and because of these
things, it is so great, we call it beautiful." He later talks about the
mind being an active agent and not a passive receptacle and if art puts us as
an audience in a passive role then it is in conflict with "The basic
structure of the human mind." To explain this further he talks about
effectiveness over efficiency if he were to convey his views in this lecture on
a one to one basis with someone then they would interact bouncing back and
forth with conversation and it would be different, that person would learn
more, the one to one conversation is an active audience and the lecture is a
passive audience. Though the lecture is more efficient. He explains this
problem has been with us for centuries "Every artist, communicator... has
been forced to sacrifice effectiveness over efficiency.Until now." He says
this problem has been solved because now with floppy disks and computers we can
convey our ideas in games and these games can be mass-produced and then the
ideas are interacted with, with effectiveness. This says to me the potential of
games as a artistic expressive medium.
Friday, 2 March 2012
Friday, 24 February 2012
Flower
Click here for a link to a video about Flower narrated by
the president and co-founder of ThatGameCompany Kellee Santiago. In the video
Kelle says "We start our ideas with emotion, how we want the player to
feel." is this not how an artist would approach a painting? Flower is like
an interactive watercolor painting, that moves and changes as you paint the
ground with color as you float across its landscapes. The game is freely
available on the playstation Network which relates to what Chris Crawford said
during his Dragon speech "Effectiveness over efficiency." Looking
into the philosophical definitions of art, the game is mimetic, an observation
of nature(traditional), the games aesthetics are clear (Functional), and it has
been widely praised by critics(Institutional). I believe Flower is interactive
art and a good sign that maybe Chris Crawford was wrong in the Creativity: the
missing ingredient chapter on his book On Game Design. What Kelle says towards
the end of the video backs this up "With downloadable games you can have
smaller teams, smaller budgets, which means we can take more creative risks and
now we are seeing all sorts of games that would not have been published with
out the playstation network." This feels me with enthusiasm about the
artistic direction the games industry can go. Sally backs this up further by
saying "Were continuing to try and create games that express emotions and
hopefully push the boundaries of what games can do." Is this not what
artists do with a medium.
Friday, 17 February 2012
Alex Legg – Environment Artist
Alex Legg is an environment artist for Rockwell Collins, he has a degree in
Computer Animation and uses Maya, 3Ds Max, Mudbox,
Unreal Ed and Crazybump. I have
an interest in his work because I
am trying to learn the best techniques in creating low-ploy.
Diffuse, Normal, Specular and Occlusion
maps.
Alex
created this model using a tutorial from Eat3D. The low resolution model 1500
polys and 2000 tris, the distribution of tris on the model are well controlled
and texture maps are well made and effective, I think I could learn a lot from
using the same tutorial.
Here is
an in game image of the model in the Unreal engine. From looking at this model
I can see the benefit of creating looks of separate model assets to create a
room instead of multiple or all assets in one go. By creating multiple objects
I will have more control over creating maps that suit different surfaces and
will being able to gain a higher resolution.
Friday, 10 February 2012
3Ds MAX – Pelt Mapping
Pelt Mapping is a great technique which I have just learnt, I have found that since I have learnt this technique I use it for 80% of the mapping work I do on models. First of all I apply a UVW Unwrap modify to my model in the modify tab. I then select faces and click the Point To Point Seam button, this tool allows me to cut up my model into different sections to be mapped. To do this I can use the Point To Point Seam tool to select edges to separate up sections of polygons. Example below, the seams I have created are marked blue.
After
I have marked out the sections of the model I want to map I select one of the
faces of a section I want to map and select Exp. Face Sel To Seams, this
selects all the faces on the section I want to map. I then click Pelt. Which
brings me up with the Pelt menu.
Faces
before pelt
Faces
after pelt
I
Then select Relax which relaxes the faces and brings the faces into proportion.
Faces
after Relax
Friday, 3 February 2012
3Ds MAX – Extrude Along Spline
This is a useful technique I have learnt which is especially helpful when creating trees models. First of all I create a tall cylinder which will be the trunk of my tree.
By
using this technique many times over on this model, adjusting the options of
the Extrude Polygons Along Spline menu for each extrude to add variety I can
create a basic complex tree model within minutes. Below is the final result after
half an hour.
Friday, 27 January 2012
Importing Models into Unity
Unit set-up
Before I begin modelling anything in 3DS MAX which I intend to
import into Unity I go to Customize - Unit setup, then click the System Unit
Set-up tab which brings me up with this menu.
Here is a basic model of two planes I created which I have applied
a texture and a basic bump map.
Now
I open Unity and create a new project saving it to My Documents. Back in 3DX
MAX I save my model to the the assets folder with in my Unity project folder. I
also create a new folder with in the assets folder naming it textures and copy
and paste my model texture and bump map to it.
Now
when I go back to Unity my model and textures have been imported to my project
tab.
Now
I tick Collision Colliders and select Don't Import on the Animations Generation
tab and click apply.
Now
I can just drag and drop my model from the Projects tab to my scene. After that
I click each plane in the Hierarchy tab. This give me the option to apply my
textures to the model. I select an extra Shader option on the Shader tab and
select Bumped_Diffuse. This applies another texture option below to put my bump
map into. I select my textures in the 2D texture tabs and select the tiling to
3.0 on the X and Y axis of each texture, this is the result.
My
model is now imported into Unity, now to add some lighting I go to GameObject -
Create Other and create a Directional Light and a Point light, position them to
bring out my textures and here is the final result of my 3DS MAX to Unity
import test.
Friday, 20 January 2012
UNITY – Particle Effects
To
create a particle physics system in Unity I go to GameObject - Create Other -
Particle. This applies a particle system to my unity scene.
From
the Inspector menu I can adjust the variables of the particle system to suit an
effect of my choice. For this blog post I will create a rising flame. To do
this I go to the Particle Renderer script in the inspector menu and double
click on Materials - default elements section. This brings a new window within
the Inspector menu which allows me to change the textures of the particle
system. From here I select Flame D which is a particle texture that comes with
the Unity software, this now changes the textures that the particle system
generates.
Now
I can adjust the variables of the particle system to get the effect of a rising
flame. To do this I change the Max Size to 1 (this adds a variety to
the size of the particles being emitted) , the World Velocity to 5 on the Y
axis (this sends the up the Y axis to a factor of 2), the Local Velocity to 1
(this adds a sway to the particles direction which gives the effect of the
particles being swayed by the wind) and finally the under the Local Rotation
Axis - Size Grow to 1. Below is the result.
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