work
> IMEDIA
WORKSHOP PROJECTS:
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3d max - modelling and animation
THE
THEME OF THE ANIMATION CREATED FOR THIS PROJECT IS BASED AROUND
A MAINSTAY OF JAPANESE ANIME AND MANGA, THE MECHA. MECHA ARE BASICALLY
ROBOTIC EXOSKELETONS WITH THE ABILITY TO CONVERT INTO DIFFERENT
FORMS (FOR EXAMPLE, FROM A JETFIGHTER TO A ROBOT) AND ARE A PRIME
EXAMPLE OF HOW HUMAN / MACHINE SYMBIOSIS IS EXPLORED IN JAPANESE
SCIENCE FICTION.
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THE METHOD:
I BUILT THE MODELS AND SCENERY WITH A REASONABLY LOW POLYGON COUNT
(UNDER 9800) IN MIND SINCE I WANT TO EXPLORE 3D GRAPHICS TECHNIQUES
IN GAME PRODUCTION AS AN ASPECT OF MY SUMMER PROJECT.
THE
MAIN CHARACTER WAS BUILT MAINLY WITH SPHERES, THESE WERE SIMPLIFIED
DOWN TO 12 VERTICES AND MANIPULATED USING THE 4X4X4 MODIFIER. TUBES
(ALSO SIMPLIFIED DOWN) WERE USED TO CREATE THE EYES AND GUN. THE
'MESH EDIT' MODIFIER WAS USED TO EXTRUDE POLYGON FACES, MOST NOTABLY
TO MAKE THE 'EARS' AND MODIFY THE GUN BARREL. BOXES WERE USED TO
MAKE THE FINGERS, THESE WERE SMOOTHED USING THE 'MESHSMOOTH' MODIFIER.
TEXTURE WISE THE LEGS, ARMS AND WINGS OF THE CHARACTER WERE MAPPED
WITH SIMPLE 1 COLOUR LINE DECALS MADE IN PHOTOSHOP.
THE FLOATING SPHERICAL TANK CHARACTER WAS MADE IN A SIMILAR METHOD,
USING SPHERES AND CYLINDERS, THESE TOO WERE SIMPLIFIED DOWN TO A
MINIMUM NUMBER OF VERTICES WITHOUT LOOKING TOO ANGULAR AND MODELED
USING THE 4X4X4 MODIFIER. THE TEXTURE 'METAL WALL' FROM THE 3D MAX
LIBRARY WAS APPLIED TO THE MODEL.
IT WAS TRIAL AND ERROR FINDING WHAT WERE THE BEST MAPPING PARAMETERS
FOR THIS AND THE OTHER MODELS BUT IN THE END I FOUND THAT THE SETTINGS
'TEXTURE' AND 'EXPLICIT MAP CHANNEL' WORKED BEST (MEANING TEXTURES
SEEMED TO WRAP AROUND THE OBJECT THE MOST NATURALLY) FOR ALL TEXTURING
THE MODELS I HAD MADE.
A PATCH GRID WAS USED TO CREATE THE ROCKY TOPOGRAPHY; THIS GRID
WAS MODIFIED WITH MESH EDIT TO CREATE HILLS AND THEN TEXTURED WITH
A JPEG OF DESERT ROCK (COURTESY OF GOOGLE IMAGE SEARCH). ORIGINALLY
I HAD ATTEMPTED TO USE A REGULAR CUBE WITH MULTIPLE VERTICES TO
CREATE THE TERRAIN BUT THIS SENT THE POLYGON COUNT THROUGH THE ROOF
AND ALSO RESULTED IN THE APPLICATION SLOWING DOWN TO A SNAILS PACE,
SO THE PATCH GRID OPTION WAS CERTAINLY A BETTER OPTION FOR THIS
PARTICULAR TASK. THE TEXTURE MAP 'BRICE MOUNTAINS' (FROM THE 3D
MAX LIBRARY) WAS SELECTED IN THE ENVIRONMENT SETTINGS TO CREATE
THE SKY AND FAR OFF MOUNTAIN IMAGES.
FOR THE LIGHTING TWO LIGHTS WERE USED, 1 OVERHEAD AND ONE 'SLIGHTLY
TO THE SIDE' TO HELP ENHANCE THE FEELING OF DEPTH AND PERSPECTIVE
BETWEEN THE CHARACTERS AND THEIR ENVIRONMENT.
WHEN
THE MODELING AND ANIMATION WAS COMPLETED, THE FINAL 5 ANIMATIONS
WERE EXPORTED FROM MAX, RENDERED AS .MOV FILES AT 640X480 RESOLUTION
(30 FPS). THESE ANIMATIONS WERE THEN IMPORTED INTO PREMIERE WHERE
THEY WERE ARRANGED IN SEQUENCE. THE NEXT TASK WAS TO ADD SOUND EFFECTS.
AUDIO CLIPS OF JET FIGHTERS IN FLIGHT (FOR THE TWO FLYBYS), A JET
LANDING (FOR THE TRANSFORMATION) AND A GARBAGE COMPACTOR (FOR THE
TANK) WERE LINED UP WITH THE ANIMATION. ALSO, AN EXCERPT FROM MEGADETH'S
'SYMPHONY OF DESTRUCTION' (REMIXED BY NIN AND PANTERA) WAS EMPLOYED
AS THE BACKING SOUNDTRACK. THE FINISHED COMPOSITION COMPLETE WITH
SOUND WAS RENDERED OUT AS AN .AVI AT 640X480 RESOLUTION.
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LINKS:
'GUNDAM'
HTTP://WWW.STEELFALCON.COM/MACROSS/VF1S.SHTML
'APPLESEED' HTTP://WWW.GEOCITIES.COM/TOKYO/TOWERS/1073/APPLE.HTM
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