Tuesday, 21 June 2016

Blender Tutorials

Task 5 - Presentation





Task 4 - Production






Task 3 – Design Pack


 

Task 2 – Schedule


WB 16/05/16
WB 23/05/16
WB 30/05/16
WB 06/06/16
WB 13/06/16







M T W T F
M T W T F
M T W T F
M T W T F
M T W T F
Initiation
Task 1 - Reference Research






Task 2 - Schedule













Planning
Task 3 - Design Pack













Execution
Task 4 - Production







Task 5 - Presentation













Closure
Task 6 - Evaluation













Task 1 – Reference Research

I have Picked the third character, Mitchel Deforest

Setting 03 – 1940s Hospital
Set in a 1940s era American hospital. US soldiers returning from Japan have brought back a mysterious, but deadly virus which has pushed the health system to breaking point. An investigation ensues.
Character 03 – Mitchell ‘Mitch’ Deforest
He is a typical chain-smoking private investigator working in Los Angeles until the disease hits. Mitch has a rather scruffy and unhealthy appearance. Aloof and laconic, medium-build and height, dark hair, blue eyes, suit-wearing with five o’clock shadow.
Equipment 03 -
Revolver and holster, cigarettes and Zippo lighter.
Starting Point References 03 -
Raymond Chandler (Philip Marlow), Chinatown (Jack Nicholson), LA Confidential, LA Noire.

Raymond Chandlers Background:
Raymond Thornton Chandler was a British-American novelist and screenwriter. In 1932, at age forty-four, Chandler decided to become a detective fiction writer after losing his job as an oil company executive during the Great Depression

Philip Marlowe is a fictional character created by Raymond Chandler. Marlowe first appeared under that name in The Big Sleep, published in 1939.

Raymnod Chandler specialized in making old fashioned(modern for his time) black and white detective films and scripts. he worked in collaboration with Alfred Hitchcock at the time, and worked on many titles with him. here are some his books:

  











http://www.pulpcurry.com/2011/10/pulp-friday-playback-by-raymond-chandler/

http://central.tgn.tv/black-leg-sanji-analysis/



Tuesday, 3 May 2016

1. Applications of 3D

Games

Almost every major game released these days is made in 3D or uses a heavy amount of 3D assets. While there are still many games made in 2D, even platforms like Flash are now integrating 3D. 

Games are unique ,in both general and as an art form, because unlike almost every other form of expression, games are interactive. This means that no matter how much planning you do, and no matter how much time you spend trying, you will never be able to predict every possible thing a player can do at any given moment. Because of this, games run on game engines which take in the actions of the player and output the results, and specifically they use real time rendering to create the 3D graphics you see when you play.

Films




For movies, often times the only constraint you have is time. Like any other production, movies have deadlines which must be met. This means you’ll need to be able to produce great looking models on time and on budget. In movies you’ve got free range to use however many polygons it takes to get the model to look good on screen because, in the end, that’s what matters the most.
For games it’s different because you’re limited by the power of the game engine and the hardware it’s being played on. Of course, hardware is constantly advancing, and with consoles like Xbox One and Playstation 4 the graphical capabilities have increased. But even with next-gen consoles today there’s still a strict polygon budget that must be met in order for the game to be able to play smoothly.
Games are rendered in real-time right in front of the player, so in order for the game to run at a constant frame rate and maintain it throughout the gameplay, the 3D models must be created at a level that’s not taxing on the game engine. As you’re playing a game there can be thousands of different assets all being rendered at one time on the screen, taking a lot of processing power.
Unlike movies, games don’t have the luxury of being pre-rendered. After all, it wouldn’t be very fun to play a game that took hours, minutes or even seconds to render each new frame on the screen every time you moved your character. For many games, a lag of a few seconds can be the difference between life and death.
You’ve probably seen a cinematic intro for a game before and were blown away by how great it looks. As you’ve probably found out, pre-rendered cinematics usually don’t portray accurately what the graphics look like in-game. This is simply because it’d be impossible to be able to render that amount of detail in real-time.