Monday, 23 June 2014

week 03: 3D Graphics and Ptek




  • Describe some highlights and pioneers of the history of 3D Graphics with visual examples. 

One of the most famous computer scientist, in the world is Edwin Earl “Ed” Catmull. The current president and co-founder of the Walt Disney Animation Studios, Disney Toon Studios and Pixar Animations Studios. Edwin had a big influence to many developments in computer graphics that you will hear of in the creative industries. Edwin biggest gift in the industry is the creation of "mapping texture” he had also developed anti-aliasing algorithms, the refining of sub-division modelling, and blazed the trail in working on the concept of Z-buffering. 


Steve Slug Russell is another great and famous for creating Spacewar in one of the earliest video games. He also invented the continuation on which is an abstract representation of the control state of a computer program. He had also work with technical support for Bill Gates and Paul Allen as they learned how to program computers, which later became there success because of Steve. ultimately it too the team of MIT about 200 man-hours to write the first version of Spacewar. “He wrote Spacewar on a PDP-1, an early DEC (Digital Equipment Corporation) interactive mini computer on which used a cathode-ray tube type display and keyboards input". A computer game on which Steve created was the last thing that DEC (Digital Equipment Corporation) expected who later provided the game as a diagnostic program for their customer.

Bibliography:

  •  Discuss the meaning and implications of the term “democratisation” in relation to the 3D graphics industry. 

Democratisation in relation to technology refers to the increasing availability of complex technology and shrinking price of that difficult technology, which helps improvement in the industry and the users have become related with more cheap products. New technology, software and services will either limit or expand what the industry can do. regular consumers is limited by this system design, there are a lot of inexpensive to buy than most powerful computer now than it was many years ago. It may be expensive but it can only limit what every individual can do. Online services have been a little bit more pricey, still limited but less. fan could animate a scene, finish a couple of test renders, then send their files to the other department. This allows open up in the workplace for other projects, I don’t think it is a perfect option to do, but it goes to show that new technology are generally moving quickly and are more available to the community every year. 

Bibliography:

  • Emerging technologies – What is Ptex and how do you think it will affect asset creation now and into the future? 
1) Definitions of Ptex: 


The definitions of Ptex comes from the Walt Disney Animations Studios, it is a mapping system for texturing, it was made for production-quality rendering. The file format can store hundred of thousands of texture images very professionally fit all into one file. Ptex can also apply separate texture to every face of a polygon mesh. 

How Does it affects assets creation in the present and future? 
In the beginning with Disney Animations, and Pixar, Ptex has been combine into the movie industry pipeline. it a lot more well-organised than UV when it comes to texturing, but it not always the industry traditional, Ptex can also poe a problem when it comes to video games side of the creative industries because games have to be well rendered in real-time. In animated films Ptex is mainly what used to animate because they have a ver good high quality texturing for pre-rendering and under limited deadlines. It is look like it is the future of Ptex, but there are a lot of problems that need to be solved. and it could become more widely effected. 

2) Bibiliography: 

02 3D modelling research and development





- Discuss the current trends in 3D modelling for games and film.

- Describe and show examples of a typical 3d modelling pipeline for a current generation game asset.

There a lot to learn about the industry that I will be entering at the end of my degree course. This week I was tasked to looks at the current trends in 3D modelling for games and films. I’ve found some examples complex on character models for games and films, such as a realistic movements with full details and high quality standard, including realistic environmental designs in both games and films. There are a lot of obvious games and films today, like Disney Frozen, Tangled, Toy Story, Dinosaurs, Wreck it Ralph and games like Final Fantasy, NBA 2k14 (the best examples on development and showing great advertise and videos in the last 14 years) The Last One of Us, Uncharted Drake and Assassin Creeds. These games show excellent examples on development works and it put into full high quality details. In films like Avatar and How to Train You Dragons are also a great examples on developing 

Recently I went to Burbank  to meet up with the Animators after my first trimester course for my one week work experience  and I got to say, the quality and the projects in the industries is a lot complex than I thought. During the time there I’ve the honoured to sit down and work with the Production Development and Characters TD currently they were in the toward of finishing the project on the new "Big Hero 6" overall it’s describe as one of the best development work I’ve seen behind the scene. Disney have a meeting with the directors for developing before transfer into 3D, and it’s exact examples on the recent success movies and other movies since Toy Story 3 “Disney Frozen”

here is the two videos of the success on Disney Frozen, same software that I'm using at Qantm Melbourne 
https://www.youtube.com/watch?v=XiAra6zlQ-A 

https://www.youtube.com/watch?v=-RiyeoQboyI

https://www.youtube.com/watch?v=iiomwhsCN6s 
(the conference meeting) 

Here is the informations that I got it from different between 3D games and films. 
http://animation.about.com/od/videogameanimation/a/gamesvsmovies.htm

http://www.pstcenturia.com/how-3d-game-animation-differs-from-film-animation/

“creating animations for video games is much different from creating animations for movies. The big differences is that a movie is meant simply to be viewed, while the purpose of a video game is to interact with the characters or an objects, for this reason, animating for video games can be much more difficult than animation for video games; this is because is only a broad generalisation of the differences between the two genres” 

the development team that work on the project decided the role of a 3D, the quality is high standard that they all have they’re own responsibility which is usually to create models an efficient way and which is more suitable for films.




















The different is that in games you interact whilst in film “three-dimensional animation is used in films, television, and video or computer games to provide the viewer with a rich and realistic view of a fantasy world"

In animating video game involves "different features of the design process than you need for a movie animations. What’s important to remember is that film animation is designed to be submissively viewed, while 3D animation for a game will be mostly interactive. In animations that used in video games are more complex than in films. 













bibliography:

"Rio 2 - Reel Life With Jane." Reel Life With Jane. N.p., n.d. Web. 23 June 2014. 

"Frozen Behind the Scenes." Computer Graphics Digital Art Community for Artist Job Tutorial Art Concept Art Portfolio. N.p., n.d. Web. 23 June 2014.

"What Uncharted 4's Million Polygon Characters Will Look like - Page 2 of 2 | PS4 News | Official PlayStation Magazine." Official PlayStation Magazine RSS. N.p., n.d. Web. 23 June 2014.

Wednesday, 11 June 2014

Week 01

- Describe and show examples of the typical stages in a 3D Production
pipeline.

There are 11 development stages that are use in creating 3D Production pipeline.

1. Pre-production
2. Modelling
3. UV Mapping4. Texturing
5. Rigging
6. Animation
7. Scene Assembly
8. Lighting
9. Rendering
10.Compositing
11.Editing