Task 4 – Legal and Ethical Checklist

There is a lot of regulations which involve licenses and certain restrictions which we have to follow. This means there is guidelines and specifications which we must listen to or else it could result in legal punishments or being fined. This means that assets such as characters and designs need to be considered because of copy right which protects a individual or group original work/idea. This means you can not copy images or sounds used in a game although their is ways around copy right. For example someone has made a similar game to PAC-man because their copy right did not protect the idea of a player controlling the character who eats dots in a maze game. They simply changed the colors and characters and made a game similar to PAC-man without breaking the law. 

When creating a project for our college assignments it is important that we do not use other peoples work unless we reference the source. For instance for my 3D environment I created the assets and game my self, I didn't use anyone elses work. Although when doing writing work and using quotes, i must site where i got that information from so i do not get done for plagiarism. 



Task 3 – Design Pack

Plan out your environment carefully by producing a design pack. This will need to include a map of your game environment and details of each element to be created. You may want to use a combination of hand and computer-generated 2D and 3D sketches, diagrams, photographs and texture samples. Remember to design your environment using a modular approach wherever possible. Adaptable modules will allow you more flexibility and more fluid game play within the game engine.

--------------------------------------------------------------------------------------------------------------------------

Game environment map Plan
Firstly, I started to do a quick rough sketch of the level design using a pencil and a A3 paper. On the design I decided to surround the level and make the mass majority of the level to be hills and Trees. There will be a small, dirt track which the player will follow and find exciting assets. For instance I've decided to include assets which gives the environment a more mysterious, magical but eerie and exciting feeling to it. Im going to create weird but interesting mushrooms which are twisted, Im including lakes which the player can go across using a distorted old bridge. The final asset which the player will find is a old, eerie house. 
Once I was happy with environment map I used Photoshop to do a illustration of the map which is labelled to make it easier to understand the design for the environment.





Terrain Textures

Terrain Assets E.g Tree, Rocks and Grass
In This section I am including pictures which I am using to help design my own assets for the forest environment. I have included the picture of the grass because I want to create low-polygon grass to help give the floor more detail and make the game feel more realistic. I also want to include rocks which are vary in size and are quite jagged and rough. 







House Design Plan

Below you can see a illustrated design of how the cabin is going to be 



Mushrooms


Bridges






Image Links

Task 2 – Setting Research and Ideas Generation

Introduction

I have decided to do an environment which includes the interior setting of a forest. For my environment I am going to create an enchanted, mystical environment which is full of fantastical creatures and includes eerily exciting discoveries. In this task I am going to collect together a wide range of visual and written research to help me generate new ideas and images which I can use as a reference material when creating the forest environment.


Layout

In this section are images which I have selected because I like the layout and colour of the forest. These images have inspired me to do a dark, gloomy forest with a eerie green glow in the sky. I want a few firefly leading the player up a dark, narrow path which is surrounded by a flowers, rocks and long narrow, dark tree's. 











Creatures and decoration

In this section I am including pictures which have helped inspire me which creatures and decoration assets I should have in my environment. In the game I want to create huge mushrooms with a weird, magical appearance to them. I also want to create creatures such as the tortoise image below. The tortoise will help give my environment a magical but eerie effect. I want to include a bridge which is going to go over a small lake and I want to include a enchanted house just to give the environment a bit more discovery to it. 


I like how big these mushrooms are and the eerie twist going up the mushroom's stem. 







I like how mysterious this statue is, it will add the magical but creepy effect my environment needs. 


Lakes and Views

I want to use lakes, trees and mountains as the main barrier to stop the player from trying to leave the environment. I have selected these images because I like how the mountains are in the background of the environment and the shape and colours of the river.







Links

https://www.youtube.com/watch?v=s-i09VRmWAA
http://blade.r2games.com/content/world-map_134.html
http://aeflus.deviantart.com/art/Enchanted-Forest-458012980
https://uk.pinterest.com/secretimpress/enchanted-forests/
https://uk.pinterest.com/pin/289426713524452503/
https://uk.pinterest.com/pin/289426713524575469/
https://uk.pinterest.com/pin/289426713525429669/
https://uk.pinterest.com/tinaenthroned/enchanted-forest-homes/
http://powerpictures.crystalgraphics.com/photos/view/cg6p3179638c/magic_forest_and_a_house_in_an_big_tree
https://uk.pinterest.com/pin/511932682618012745/
https://uk.pinterest.com/pin/511932682612335992/
https://uk.pinterest.com/pin/59813501275854472/
https://uk.pinterest.com/pin/514536326149025660/
https://uk.pinterest.com/pin/568649890426667631/
https://www.comicbookmovie.com/fantasy/snow-white-the-huntsman-concept-art-of-the-enchanted-forest-creatures-a75044
http://inhabitat.com/an-enchanted-forest-of-carved-tree-stump-creatures-sprouts-in-the-uk/

Task 1 - Schedule

Introduction

I am going to be completing a schedule which Provides the schedule I want to achieve and a schedule which shows when I actually completed each task.



First, The blue line on the graph is the ideal schedule. As You can see in the bottom left corner on day one I wanted to finish the first task and Looking at the red line which is the time I actually did complete the task When I wanted to. 
Although on day 2 you can tell by the red line that it took me a extra day to complete task 2 which I originally wanted finish by the 3rd day. Although by day seven I had finally caught back up with my original schedule and kept back on track and finished the final task on day 13. So even though I was a bit slower with my schedule than I intended to do I still completed the assignment within the time I wanted. 




Task 6 – Constraints

What constraints are involved in working within a 3D environment - polygon count, file size and rendering time?
--------------------------------------------------------------------------------------------------------------------------

Polygon Count and File Size
There is quite a lot of restrictions whilst creating 3D graphics, especially when you have to do real-time rendering every time the game camera moves. Even with modern day computers which have evolved and been developed to stop constraints from happening, it is still very common for artist to have limitations on 3D modelling. For example this could include problems for the computer processor or even something simple like Memory space issues due to the amount of memory creating 3D graphics can take up. There is a lot of issues which can happen if the constraints are ignored. Here is a few;


Polygons Vs. Triangles
When using 3D modelling in programs such as Maya, blender, 3DMax etc. The models is usually built up of polygons, for the polygons to create the model they are joined together and this creates a mesh of polygons. However counting the polygons is quite important. The polygon count is basically the total number of polygons in the model and scene. During the modelling the computer processor calculates the position of each vertex and polygon which has been created within the application.
 This means that the more polygons there are, the more hard work it is on the processor. This count is a lot more important for assets in games or movies simply because creating a asset will take a lot of polygons to complete. 
Depending on how much process power the artist computer has, How much polygons are used and if the polygon count is left unchecked, this could cause problems with the computer processor and cause disruption whilst creating the model. If this is the case then converting the polygons into a triangle could stop the polygon count issue, this is because triangles are the simplest polygons having only three edges and three vertices, making a three sided face. However modelling with triangles is difficult because triangles tend to have a problem with subdividing which can cause a deformation whilst modelling with polygons is a lot more easier. Considering this, It is probably most beneficial to convert the polygons into triangles for the final stage. This will take away alot of pressure from the processor as well as having a more smoother surface for the model. The main different between the polygon count and the triangle count is that game engines only work with triangles, that is why the polygons are all converted into triangles automatically before being exported into a game engine. And secondly a polygon count can be a bit misleading for instance a poly means 'many' so polygon is a many sided shape so a cube could only be 6 polygons but then be 12 triangles. Triangle count is some what more accurate for game designers than polygon count is. 

Triangle Count vs. Vertex Count
Vertex count count is the amount of vertex used in the programme. A vertex is each angular point of a polygon. Whilst a triangle count is the count of all the triangles, Just like the polygon count explained above. Vertex count is more important for the performance and memory than the triangle count although some artists still use the triangle count as a performance measurement. This is simply because triangle count and vertex count can be similar if the triangles are joined up to one another for example if two triangles are joined together their will be 4 vertices whilst if 3 triangles are joined together then it will be 5 vertices. However changes to shading, smoothing and material changes from triangle to triangle can cause a break within the models surface which means the vertices will be duplicated at the breaks when rendered so the model can be sent in render able chunks to the graphics card. Using to much smoothing groups and material assignments can also lead to a higher vertex count, this can put to much pressure on the computer processor causing a slower performance and use more memory due to the extra vertices. 



Rendering Time 
Depending on the size of the 3D model or animation, rendering can vary for different models for example it could take a few seconds or several hours. The more complex and realistic the animations are for example animations which pixar or dream works make. The rendering could take an insane amount of time, Even sometimes up to days however it all depends on how powerful the computer processor speed is for example if the processor is powerful then the faster the rendering will be.

Real time
Real time rendering is used in interactive media for instance in a game animations have to be in real time rendering because as the player interacts with the game the game camera will move, Every time the game camera moves real time rendering will make sure that the game is being rendered. This means creating images fast enough on the computer so the viewer can interact with a virtual environment. Usually games run at around 30 frames per second, the rate at which image are displayed is then measured by the frames per second. However with most modern computers games are able to play at a much higher framerate meaning that games are usually around 30Fps - 60Fps, To be able to make the expectations without any lags the graphics have to be some-what suitable for that game for instance if a game which runs 60FPS with assets including a lot of elements then the computer may not be able to play the game smoothly. Real time rendering is usually used in games, interactive worlds and VRML. 


Non Real-time
Non Real- time rendering is sort of the opposite of real time rendering. Real time rendering is rendering every single time the camera is moving although Non-Real time rendering is basically when a animation that doesn't need to be rendered every single time due to the user not effecting the animation. Non real time rendering, Only takes one render instead of a render every FPS like the real-time rendering. This is beneficial because the artist can add as much detail as possible and create a more realistic and detailed animation without having as much pressure on the processor. O artist creating the artist is done creating the animation spending as much as needed setting  up the camera, the artist will then finally rendering the animation  for it first and final time then it will be imported into a video game. This means that whilst in the game the user can not change the camera angle of the animation due to the artist already rendering the camera for that animation. This basically means that the player will see exactly what has been rendered in the animation. 




Links

Task 5 - 3D Development Software

Examine the software tools used in the production of 3D models.For example, 3D Studio Max, Maya, LightWave, Cinema 4D, Blender, Sketchup, ZBrush etc.
--------------------------------------------------------------------------------------------------------------------------

There is a lot of different software which can be used to develop 3D objects. Some have better advantages than others but each software have a lot of different features to allow the artist/user to be as imaginative and creative as possible  in the most efficient way. 

3Ds Studio Max
3D max is a modelling software which is created by autodesk. When using 3D max for modelling it has a lot of tools to help shape and define the most simple primitives which it also offers, 3ds Max is modeling helps create a range of environments and detailed characters. It is frequently used by video game developers, TV commercial studios and architectural visualization studios. It is also used for movie effects and movie pre-visualization. In addition to its modelling and animation tools, the latest version of 3ds Max also features shaders (such as ambient occlusion and subsurface scattering), dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, and its own scripting language.


'3ds Max software provides a comprehensive 3D modeling, animation, rendering, and compositing solution for games, film, and motion graphics artists. 3ds Max has tools for crowd generation, particle animation, and perspective matching, as well as support for DirectX 11 shaders.' 

Maya
Maya is another 3D software which is created by Autodesk, just like 3Ds max was. However the main difference between Maya and 3Ds max is that Maya allows the user to edit any UI so they can customize it to their own personal preference. This has made Maya a lot more popular for creating 3D models however Maya was and still probably is more known for being used for movies for instance Harry potter even used Maya to help create a fully computer-generated Hogwarts in a massive 3D environment. Maya still has benefits for Game developers such as having the ability to add a lot more detail in The skin and hair, making the models and characters look a lot more realistic. 



LightWave 
Lightwave is a software package used for rendering 3D objects and images.The 3D modeling component supports both polygon modeling and subdivision surfaces. The animation component has features such as reverse and forward kinematics for character animation, particle systems and dynamics. LightWave 3D combines a state-of-the-art rendered with powerful, intuitive modeling, and animation tools. Tools that may cost extra in other professional 3D applications are part of the product package, including 999 free cross-platform render nodes, support for Windows and Mac UB 64 and 32-bit operating systems, free technical support and more.



Blender
'Blender is a professional free and open-source 3D computer graphics software product used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blender's features include 3D modeling, UV unwrapping, texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, camera tracking, rendering, video editing and compositing. It further features an integrated game engine.'


Cinema 4D
Cinema 4D  is a 3D development software created by Maxon. Cinema 4D has a graphic tool kit like the previous examples so their is quite a lot of similarity through out all of the 3D development software although Cinema 4D allows the user to buy featured 3D packages which most artist and designers rely on through out the world. Cinema 4D is one of the best software which Maxon has created simply because of the offers this software has to artist around the world, making it a easy and reliable software for most game graphics. Just Like Maya, This software is well suited for 3D creation and 3D animation simply because of the advanced studio tools which include helping ti create realistic hair for characters. Cinema 4D also uses a a physics engine and an unlimited client network for rendering meaning that it is capable to make the largest and most difficult 3D models without having many software tech difficulties. 



'Cinema 4D is an industry-leading, 3D motion graphics toolkit known for its seamless connectivity to popular 2D motion graphics and compositing tools. Artists and designers around the world rely on the professional 3D software package, as the first choice to create high-end 3D images and animations for film, television/broadcast, architecture, games, multimedia, design and engineering. Cinema 4D is renowned for offering spectacular image quality and an intuitive, easy-to-use interface that puts professional results within reach of artists at all levels of CGI experience.' 

Zbrush
Zbrush is a digital sculpting tool that combines 23 and 2.5D modelling, texture and painting. It was created by pixologic and has changed the games 3D industry and their graphics due to their powerful tools that are specialised in creating high poly models by making their models out of 'clay which then allows the user to sculpt and change this clay, modifying it to make the perfect model and using tools which allow the user to paint directly onto the models which allow the artist to add more texture and details onto their models. This is done by digital sculpting tools which result with a high-resolution model (up to ten million polygons) which is usually used in movies, games such as electronic arts or in animations.



Sketchup 
Sketch up is a 3D modelling program for a broad range of applications such as  architectural, civil, mechanical, film as well as video game design. Sketch up was created by Last software and was acquired by google in 2016 which then trimble software bought in 2012. This software allows the designers to model whatever they want for instance architects can design buildings and furniture or Video game designers can design assets or characters. However this software is mainly focused on CAD other than 3D effects. CAD means computer-aided design which is a software which is used by architects, engineers, drafters, artist and others to create drawings or technical illustrations. The program is easy to use and already has an online storage for model assemblies such as windows and doors. This allows the user to be able to design and then locate and download other contributed free models. 





'SketchUp users are architects, designers, builders, makers and engineers. They are the people who shape the physical world. They are important, and they deserve great tools because great tools produce great work.
Great tools are ones you look forward to using. They do one thing (or maybe two) really, really well. They let you do what you want without having to figure out how. They help with hard or boring tasks so that you can focus on being creative, or productive, or both. And they are, in their own way, beautiful.'


Links

Task 4 - Mesh Construction

How are 3D models constructed? Describe and explain the different modelling techniques available to a 3D designer.
--------------------------------------------------------------------------------------------------------------------------

Introduction
there is different ways to construct a 3D model/Object for instance there is polygonal modelling.

Polygonal Modelling

A polygon mesh is made up of vertices, edges and faces to help create a 3D Object. This type of modelling is usually done by using a primitive object such as a cube and then editing and modifying the object using tools which 3D programmer usually have programmed in already. Using these tools help create a more complex shape that still involves having the polygon mesh. Polygonal modelling is one of the most popular techniques when constructing 3D models which will be rendered for video games. To create more difficult and complex shapes using a simple primitives shape like a cube will consists off extruding and subdividing the shape to help create more edges, vertices and faces. The faces in Polygonal modelling usually consists off triangles, Quadrilaterals or other shapes similar to the polygon. 

Primitive Modelling
Primitive modelling is modelling which is created by using the most basic shapes such as Cubes, pyramids, Cylinders and Spheres. These shapes are usually already Pre-Made in 3D programs although You can manually make the primitive shapes too. The main idea of using Primitive modelling is to use these primitive shapes to create new shapes and objects which can be complicated. Primitive is one of the most popular modelling techniques simply because it is the easiest and most effective technique. However Primitive modelling usually involves having to join primitive shapes together or subdividing a primitive shape which will increase the polygon count for example the more you extrude or create new shapes the more the vertices, faces and edges are in the modelling meaning that it takes a lot more memory which could get to much for real life rendering, Making it un-suitable for video games unlike the polygonal modelling technique. 

Box Modelling

Box modelling is another technique used to construct a 3D model. This technique also involves using primitive shapes just like the primitive modelling technique. Although Box modelling has a progress off using the same steps repetitively until you are satisfied with the final model. The process included using tools which 3D modelling program already supply. These tools include extruding,sub divide and scale to help create more surfaces in the object so it can be manipulated and adjusted into a a different shape. Box modelling usually involves only using one primitive shape and then creating a object out of that one primitive shape by using the tools over and over till the shape is completed. This is effective  because it only involves using one shape which makes it a lot less time consuming the artist to be more imaginative because this technique allows the artist to create a new, unique more detailed shape just by using a simple primitive shape. 






Extruding: Exuding is usually used on faces, It basically creates a new face which you can push out. Extruding the object. For instance If I had a cube and extruded the top of the cube then another cube will extrude out the top of it. 











Sub divide: Subdivision is a tool which splits faces and edges into a smaller piece by adding a new vertices. Doing this can create a smoother surface or allow the artist to move the new vertices to create a new shape.











Scale: Scale is basically resizing and scaling the object. 













Extrusion modelling

In this method the artist will create a 2D shape which outlines the object for instance this can be created in Photoshop, illustrator, of an image or a drawing. The artist then uses another image of the same object but at a different angle and in a different frame/window in the 3D program. Once done the image is then usually 'traced' in the 3D modelling, covering it in a lot of polygons. Since this object is now covered in polygons it allows the artist to manipulate it to make changes and once ready the artist can extrude the polygons. Making the 2D trace of an object go into a 3D model. Extrusion Modelling  technique is a advantage because It allows the artist to plan out the image and then import it into a 3D software which supports the file and then simply trace over the image and extrude it, Making it symmetrical. 

Sketch Modelling

Sketch modelling is basically a technique which allows the artist to create 3D models as if they are making the object  out of clay or mold, Allowing the artist to add more detail. Considering this is one of the main technique which allows the artist to add detail, it is a really popular technique for modelling character faces due to the amount of detail you can put into the face for instance you can put wrinkles and everything in the face. However games industry do not usually like using this technique because to use the sketch modelling technique, the artist usually starts out with a block so at the end of the character/Object their is a lot of polygons which can be to much for most software which can cause issues with the appearance of the character and the performance for example the software can get confused and to 'loaded' so it can cause lag.




3D Scanners

3D scanning is a quick way to generate objects our of real life. For instance the 3D scanner allows the user to scan any objects from real life.This allows the user to get a realistic Scan for 3D modeling for example if the user scanned a hand the hand will then be put into a virtual image  which then the artist can use for modelling. Making it a lot easier to have real life scales of objects from real life, Making object as realistic as possible. however Because 3D printers are quite effective this technique isn't as popular as the previous techniques although they are still generally used by researchers and industry professionals. 





Links

http://www.zwsoft.com/zw3d_forum/thread-3780-1-1.html
https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/MayaLT/files/GUID-7941F97A-36E8-47FE-95D1-71412A3B3017-htm.html
https://en.wikipedia.org/wiki/3D_modeling
http://www.virtualaloft.com/3d_modeling/
http://dcdesign.wikidot.com/wiki:box-modelling
http://iceysandwich.blogspot.co.uk/2014/03/responsive-creature-modelling-modelling.html?view=flipcard
http://gadgetmix.com/3d-scanners-and-their-uses/
http://www.3ders.org/articles/20151209-best-3d-scanners-2015.html