Thursday, 19 February 2015

CS ESSAY : THE EVOLUTION OF THE 3D ARTIST

The evolution of the 3D artist


Computer games have been a very popular aspect of people’s lives for over 30 years, and they have come a very long way. In this report I will be discussing how the progression in the making of these games has affected the 3D artist. I will use secondary and primary research from industry professionals to explain how it has evolved and where it is going.

It all started with 2D games that date back to the 1950’s but they weren’t popular until the late 1970’s with the creation of arcades and home computer games were available to the public. 3D work was first implemented into games in 1982 with 3D Monster Maze. The game itself was very simple and involved you as the player in a maze, with one entrance and one exit. Within the maze there was a dinosaur and you had to escape alive. It was entirely programmed for the ZX81. The game was rendered using ‘low-resolution character block graphics’. This is a very primitive way of design now but at the time it was ground breaking technology.

We have come a very long way since then, a prime example of how 3d art has evolved within the games industry is the Tomb Raider series. Lara Croft, the main character in Tomb raider 1 [1996] was built up of just 540 polygons. It was such a low count due to both software and hardware limitations as at this point it was designed for the PS1 which had 2MB of RAM and 32 bit processor.  10 years later as things developed further Tomb raider: Legend [2006] the same character consisted of 5000 polygons for the PS2, and later in Tomb raider: Underworld [2008] only 2 years later had 32,816 polygons which was released for the PS3. This broke a Guinness world record for ‘Most detailed video game character’.

This progression was mostly because the hardware allowed them to create much larger and more detailed elements as in comparison to the PS1's 2MB the PS3 had 512MB of RAM. As time has progressed, so has the technology. The release of the current generation of consoles and their more advanced hardware has allowed artists to create far more detailed models and assets. For example the Killzone series had a remarkable difference in detailing between Killzone 3 [2011] on PS3 and Killzone: Shadow Fall [2013] on PS4 as it had a huge difference between 10K and 40K assets and
models.

Given these changes an artist needs to keep their skills fresh and up to date. Geraldine Cross who has over ten years experience in the industry and who currently works in human resources within the games industry came and presented us in a lecture. She confirmed that the quality of games has improved dramatically over the past ten years as she claims ‘The quality of games now bears no resemblance either to 10 years ago’. Furthermore she recommends that 3d artists keep up to date themselves without relying on their employers.

Stef Bow, a professional junior artist at Sports Interactive, confirms that she makes an effort to follow industry and 3D news. She has a subscription to 3D World Magazine, noting that ‘along with tutorials and amazing examples of work, it has industry and tech news for working in 3D - the software, the hardware, the techniques’ (Stef Bow, 2015). To keep in touch with developments Stef keeps involved with the 3D art community as a whole via various forums and Twitter. She confirms
‘My Twitter is really just a massive list of industry related news’ (Stef Bow, 2015).  This allows her to stay in contact with any changes or advancements within her sector of the industry.

The current state of the industry is continuing to develop. The future of the industry could go in many ways with all of the more recent technological advancements with both hardware and software. An example of this is the Oculus Rift. Stef’s colleague Andrew Willmott claims that the next big change in the games industry will involve headset-based VR (Stef Bow, 2015). For artists this also means that there could be massive change in how we model in terms of 3D sculpting. Future replacements for zBrush will let the 3D artist interact with "real" 3D objects using VR technology.

This means that the future of 3D modelling may indeed lie within these headsets, interacting in real life to create digital models. This in combination with hardware would allow for extremely photorealistic detail and structure. Research suggests that Virtual Reality is going to be the way of the future. A new start up called ‘Leonar3Do’ is a brand new piece of ground breaking technology. It allows you to manipulate 3D
objects as if they were right in front of you.

All in all we have come a very long way since the origins of 3D art. In reflection to my research the future definitely lies within Virtual Reality in terms of both games, art and design. From both general research and from speaking to industry professionals the extremely rapid pace that 3D art is evolving leads to hard evidence implying that the future truly does lie within Virtual Reality. With big names like Sony with their Project Morpheus backing the Virtual Reality campaign in due time 3D artists might well be using these headsets to create their designs.

 

Even the software we currently use is constantly updating. So even if VR doesn’t take off then artists will still need to adapt to these changes. Stef says that even though she thinks her job won’t change dramatically she will still have to learn new iterations of software or even new software entirely (Stef Bow, 2015). For example Mudbox and Maya, 2 of the biggest 3D software packages release a new version every year. Meaning that developers are constantly having to adapt to these changes.

 

Bibliography    

 

References
Bow, Stef (2015) Interview via Email with Stephen Abbs.
Cross, G (2015), Lecture notes at Norwich university of the arts [5 Feb. 2015]
Flavorwire, (2014). Lara Croft Infographic Charts Her Evolution From 1996 to 2014. [online] Available at: http://flavorwire.com/newswire/lara-croft-infographic-charts-her-evolution-from-1996-to-2014 [Accessed 19 Feb. 2015].
GamesIndustry.biz, (2015). Guinness World Records 2010 Gamers Edition. [online] Available at: http://www.gamesindustry.biz/articles/guinness-world-records-2010-gamers-edition-lara-croft-secures-six-records--including--most-detailed-video-game-character [Accessed 19 Feb. 2015].
Leonar3do, (2015). Leonar3do - New Era in Human Computer Interaction. [online] Available at: http://leonar3do.com/ [Accessed 19 Feb. 2015].
Plunkett, L. (2015). Just How More Detailed Are PS4 Characters Over PS3 Characters?. [online] Kotaku. Available at: http://kotaku.com/just-how-more-detailed-are-ps4-characters-over-ps3-char-507749539 [Accessed 19 Feb. 2015].
The Verge, (2013). Sculpting in virtual reality: meet Leonar3Do (hands-on). [online] Available at: http://www.theverge.com/2013/1/7/3845122/leonar3do-3d-virtual-reality-objects [Accessed 19 Feb. 2015].
Wikipedia, (2015). History of video games. [online] Available at: http://en.wikipedia.org/wiki/History_of_video_games [Accessed 19 Feb. 2015].
Wikipedia, (2015). 3D Monster Maze. [online] Available at: http://en.wikipedia.org/wiki/3D_Monster_Maze [Accessed 19 Feb. 2015].




















Appendix

Stef Bow – 13/2/15

Hi Stephen,

Here goes:

- Dependent on the stage of the production, what kind of hour do you put into working per week?
Generally I work 9-5. I am lucky to have flexible working hours, so I can work 10-6, or 8-4 etc.

The norm is 8 hour days. Sometimes I will do more - closer to deadlines I will do more .Maybe working until 8pm or 9pm? (Or, personally, I prefer to go to work earlier)

So generally the average is a 45 hour week, which goes up towards final deadlines ("crunch") maybe to 50/55 hrs or more?
Some studios have a much harder crunch period, with very long hours. Ours is pretty relaxed in comparison.

- Aside from being a 3D artist, what other roles do you have if any within the team?
I don't have any other roles with our team. I suppose, other than doing the 3D modelling, we also do all our own research and reference collection (e.g. we have a day out of the office to collect photo references for textures). We don't have a concept artist, so any concepts need to be drawn up by us. But that's it for me.
 
- What is your favorite thing about being a 3D artist?
My favourite thing about my job is that it doesn't feel like a job - I love going to work and spending my day working in 3D. My favourite thing about working in 3D and as a 3D Artist is the planning how I'm going to take the idea/concept - whatever it is I'm going to make - and create it in polygons. How best to model it. Mapping it out in my head, breaking it down on paper. I really love that bit.
Plus, it's just plain cool to make things in 3D and sit back and look at what you just made. Even cooler when you get to see it in a game!

- What would you say is the next leap forwards in graphics technology that would make a huge difference to your work?
I'm not massively knowledgeable about the technology side
, so I've asked one of my colleagues about this (Andrew Willmott) as he knows much more than I do about current and future tech.

His thinking is that the headset-based VR (think Occulus Rift and Microsoft and Sony are also pushing in to this area) is going to be massive because of the improvements and the sense of real virtual presence. For artists this means that there could be massive change in how we model in terms of 3D sculpting. Like zBrush does now, but we will be interacting with "real" 3D objects using the VR technology.

He tells me he knows someone at Occulus who is working on such a sculpting application. It sounds like it will be awesome as it would be the VR version of working with real clay.

- How many early versions / variants do you make before someone selects the version to take to completion? Obviously there is concepts first, but do you have multiple 3D iterations before you get started? 
A lot of the versions/variants are done in the concept stage. Once you start modelling, the design has been decided upon. At that point it's really tweeking the design for what works in 3D. Small adjustments that would go back and forth between you and the concept artists or level designers as you work towards the final piece. As we don't have concept artists or level designers here
, my approach is to sketch and draw out several designs for something until I have one I'm happy with, then start to work on it. I share my work with my team to get feedback from them.
I will have saved versions of my work as I progress from start to finish, but not completely different variations. Having the iterative steps saved means I can go back to a previous version of something doesn't work or I screw it up

I hope that answers your questions. Feel free to send me more if you have anything else you want to ask or you would like me to elaborate on something.
Have a great weekend!

Stef

Stef Bow – 17/2/15

I really like Geraldine. I was at a workshop with her recently. I'm sure she must have had some great stuff to say to you!
Your questions:

- What do you do to keep your skills fresh within your work? i.e changes or advancements in the software and learning new skills? 
A couple of things mainly:
1) I try to follow industry news/3D news - I have a sub to 3D World Magazine (there's also "3D Artist" magazine - they are pretty much identical) and along with tutorials and amazing examples of work, it has industry and tech news for working in 3D - the software, the hardware, the techniques. I also spend time on the different forums (to see how people do what they do), follow the CGSociety and (if you really want to get in to the nitty-gritty tech side) SIGGRAPH.
This means even just through osmosis I begin to pick up some stuff about what new things there are and where the software, techniques, tech etc is going as well as engaging in articles to actively learn about things. My Twitter is really just a massive list of industry related news - games, tech, skills, people etc that helps me do this. By reading a little all the time I just start to pick things up.

2) If I come across something I don't know, I will hunt down some more info about it, some tutorials and have a go myself if I can. For example, I've just learned about Parallax Mapping - I'd never heard of it until 3 weeks ago (though it's not really 'new'). Since then I've read about it online, downloaded a paper on it to read and found some tutorials to have a practice with.
A combination of the two are how I go about trying to keep up to date and learn new things.


- As the industry is continuously developing, where and what do you see yourself doing / working on within the next 5 years?
My work for the next 5 years will be determined by the direction of our game firstly. We have lists of features we want to have in the next game and in future games. It gives us a road map of what we want to achieve and then we can acquire the skills and knowledge we need to do that.

I don't see my job changing dramatically - I will still be working in and creating in 3D. I will have to adapt to new iterations of software and learn to use entirely new software maybe. Of course, if I were to move to a different studio I'd have to learn a new workflow and various other bits of software such as a game engine that I've never used before - depending on what they use.


Whether it's keeping up with new things or learning something new to you because of a job change etc, there will always be the need to continue to learn and develop and Geraldine is completely right saying that you can't rely of your employer to keep you up to date - if only because what they need you to be up to date on will be things specific to their needs as a studio, not the 3D world as a whole and not your personal development specifically (although, hopefully they care about that too). You need to be keeping your toes in the water and developing yourself/
I hope that answers your questions - give me a shout if you need any more explanation or elaboration.
Stef




SELF EVALUATION FORM BA2

NORWICH UNIVERSITY OF THE ARTS

UNDERGRADUATE STUDIES

STUDENT SELF-EVALUATION FORM


Stephen Abbs
                                                                                                                                                      
Student Name:

BA 2: Fundamentals 2

Unit title, number & credit rating:          

Mark Wickham
George Beard
Tutor(s) Name(s):

19/02/2015
Date:                                                     


Please think carefully about how well you achieved the Learning Outcomes for this unit and write down your strengths, weaknesses and opportunities for future development for each one.

1.   LO5: Demonstrate an understanding of some of the major historical and cultural influences on your subject area.
Strengths: I had a strong understanding of cultural background within the project through research of relevant subject matter.

Weaknesses: I could have used the library as it is a valuable asset furtherly could have done some primary research at the cathedral.

Opportunities: I should have used more of what was readily available to me instead of relying on digital resources.

2.   LO6: Demonstrate a range of approaches to creative problem solving.
Strengths: I managed to efficiently tackle any problems with creative block and maintain a solid workflow.

Weaknesses: I could have used a variety of different methods when solving problems and been more time efficient.

Opportunities: Could have spoken more to my peers and tutors for help.

3.    LO7: Demonstrate a basic understanding of some of the subject-specific and transferable skills that are relevant to your practice.
Strengths: I thought that I met or exceeded an understanding in relevant skills

Weaknesses: I could have managed my time a lot better with practicing related skills.

Opportunities: I could maybe have incorporated a wider range of medias as they were available.

4.    LO8: Provide evidence of independent planning and time-management in the development of your work. 
Strengths: Strong understanding of planning stages relevant to developments in my work.

Weaknesses: Could have managed my time a lot better.

Opportunities: Could have used my time a lot more efficiently throughout.

Overall Action Points: (to be discussed and agreed with tutor)







Signed (Student): Stephen Abbs......................... Signed (Tutor):.................................................. 

500 WORD EVALUATION

Evaluation

As a whole I think that this project has gone very well. From the day that I found out that we were doing a 3D project I was very excited as that is what I would most like to be a part of within the industry. In our brief we were told that we would be using zBrush. As someone who had never used a digital sculpting package I was very intrigued and could wait to start playing around with it. The brief itself was to create a gargoyle of your choice. I found this very interesting as it meant that there were very extremely large boundaries for the imagination. My first few ideas were interesting but in my opinion not exciting enough as I really wanted to push the boundaries with this unit. I ended up with my idea being based upon influences from Cthulhu and the head from Predator. It started off slow but I think the final result came out really well. Aesthetically the final product exceeded what I thought I could accomplish which has made me more confident with my abilities with using this kind of software.
At the start it was hard to get the hang of zBrush but once I got my head around it, it was a lot of fun. I think if I had the opportunity to do this unit again I would have put more time into research and putting together a better and more organised plan. If I had managed my time better then maybe the final result would have surpassed what I had created this time.

Overall I think that I did quite well in general with the project but there are a few things that I know that I could improve upon. Firstly I think further research before jumping into the software would have been a good idea as it would have given me a better understanding of what I need to do. Another thing is more iterations, even though this was a 3D based unit I think doing more traditional art would have helped me in the long run. As well as this it would have made my 2D skills fresh, whereas now because I haven’t done very much sketching since the start of this project, my skills may be rusty. Furthermore it is quicker to make 2D iterations as opposed to 3D which means that I would have been able to get down more ideas in a shorter amount of time. Lastly, time management. This has always been a bit of a flaw with myself but I have noticed that in this unit it was far better than in the previous. I was definitely more organised in comparison to a few months ago in BA1. 

REFLECTIVE JOURNAL

Reflective Journal

Week 1 – 16/1/15
It has been a week since the brief and I have made a solid start in understanding the basic concepts within zBrush and have started making some very basic models. As well as this I have also thought of a few concepts that I would like to design at a later date for this project. Furthermore I have done some background research into gargoyles including their history, culture and aesthetics.

Week 2 - 23/1/15
I can already see that my skills with using zBrush are improving and I have now learnt how to use many different brushes and tool within it. I have also done some research into topology and using what we were told in our lecture within my models.  As well as this I have started making some mood boards with a few ideas that I have.

Week 3 – 30/1/15
I am now currently starting work on ‘Idea 1’ which is loosely based off Cthulhu. As well as this I am doing further research into the origins of gargoyles and the different styles and types.

Week 4 – 6/2/15
I have progressed my model to a finished state. Although there are a lot of things that I would like to change on it for example the arms and the wings. I have started doing some 2D iterations of what I would like to implement into my model.

Week 5 – 13/2/15
My model in terms of form and design is now complete, all that is left is to texture and render it. Also now working on research for my essay by speaking to Stef Bow about life in the industry.

Week 6 – 19/2/15
Everything is now complete. Model is textured and rendered, essay has been written. All that is left to do is my evaluation ready for hand in tomorrow.


LIFE DRAWING

These are examples of some anatomical life drawing that we have done over the past few weeks


Hand Study


Posture


Final Piece 


IDEA #1 ITERATIONS - TEXTURE

Textures

Now that I have finished the final design for my gargoyle in terms of form I am now deciding on textures.







IDEA #1 ITERATION - 2D

Iterations (2D)

After I finished my first set of iterations with the original model I decided I really liked the head but wanted to change the arms and wings. As well as this I wanted to have suction cups on the arms so I drew out a few quick patterns. I went with ‘Idea 1’ for the arms, ‘Idea 3’ for the wings and ‘Idea 3’ for the suction cups. My final gargoyle had all of these elements implemented into the design.




IDEA #1 ITERATIONS - FORM

Iteration Progression (3D)







IDEA #2 ITERATION

Idea #2 - Crocodile 

This is showing all of my stages within my iteration leading up to a final sculpt.











FINAL PIECE

The Final Gargoyle 

This is my final 360 degree render, 25fps. 


Monday, 9 February 2015

RESEARCH LOG

Research log

Definition (What is a Gargoyle?)

Essentially a gargoyles is a statue or ‘grotesque’. Its sole purpose is to re direct water away from the sides of buildings to stop erosion. The definition for its purpose is ‘In architecture, a gargoyle is a carved or formed grotesque with a spout designed to convey water from a roof and away from the side of a building, thereby preventing rainwater from running down masonry walls and eroding the mortar between.’

The Legend of the Gargoyle

The origin on the gargoyle is derived from a legend. It is claimed that in France (AD 631–641) there was a monster called ‘Gargouille’ Which was a dragon with bat like wings, a long neck and could breathe fire. The legend goes that the monster was burned accept from its neck and head because of its resistance. Its head was then mounted on the church and used to scare off evil spirits.

History

The earliest evidence of gargoyles comes from the ancient Egyptians for the same reason of water diversion. These Egyptian gargoyles were mostly lion heads, these lions were also found with the Greeks, these were typically made with marble. The temple of Zeus still has 239 of these lion heads. Gargoyles started to become popular with medieval work, with the most famous example being the Notre Dame in Paris. These are a mixture between grotesques and gargoyles as most are there purely for ornamental purposes.  In all the earliest examples of Gargoyles they were animal figures. Not until the 12th century when Gargoyles were starting to become more popular in Europe did they start to vary. As most people during the medieval period were illiterate they were more powerful. For example creatures with ‘mystical powers’ started cropping up. And Anthropomorphism started becoming popular. This is where they mix human attributes and form with animal characteristics.

Research for final idea

For my first idea I have decided to mix up a variety of ideas as you can see by my original mood board. The main concept for it is ‘Cthulhu’ but I have also added in my own ideas to merge with it. Cthulhu is a mythical creature created by H. P. Lovecraft in the short story ‘The call of Cthulhu’. It is originally a mixture of Human, Dragon and Octopus. It is a ginormous and evil creature. 

I really like the concept and it is the sole inspiration for my gargoyle. In the story Lovecraft describes it as "A monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind”. From this I have also gained inspiration from ‘Predator’ but furthermore used real life references for octopus and squid for certain aspects of the gargoyle. 

Since the creation of Lovecraft's 'Cthulhu' people have made 100's of different variations of this creature, as I will be doing for this project. 



How will it work? (Physics)

As this Gargoyle has got a lot of long thin points for the tentacles, having it made from purely stone won’t do the job as it would simply just break and not hold its weight. If this was to be realistic then steel reinforcements would have to be implemented into the model as either a wire frame base or rods and then the stone or concrete built around it. This is a method that they use a lot in architecture and often some statues. Furthermore to make the gargoyle more stable and to increase its structural integrity I will design it to have both the base of the model and the backs of the wings to be in line so that it has multiple points where it can be attached to the wall. This will increase the strength, stability and support the weight better.
As a Gargoyles function is to re direct water I have chosen to make the spout for my gargoyle to come out of the mouth so that it runs from underneath the tentacles which in turn diverts it away from eroding the wall beneath.

Aesthetics


I would like to have my gargoyle made from stone. The most popular materials for gargoyles are marble, limestone or terracotta. From these I am going to choose limestone as in my opinion would suit it better but is also the most common material used. I would love my Gargoyle to be slightly overgrown or covered in either moss or lichen. In order to optimise this effect the gargoyle would have to be on a south facing side of a building a then it would see the most sunlight and allow organics to grow on it better. 


Bibliography







Sunday, 1 February 2015

IDEA #1 CTHULHU PROGRESSION

As this is going to be my final piece I have added a lot more to the model. For example Limbs and a lot of detail. Furthermore I have broken the symmetry as this gives it some character.
As well as adding all the detail I have further managed to get the model from being 4.44 million polys to 45 thousand.




Now that I am at a point where I am happy with it I have decided to experiment with blender. I exported the .obj and used blenders ivy gen. I have used this before and it works really well. I am extremely happy with the progression of this.