Humans are Humans. Not much to be said for them aside from the characteristics shown in the game, where they are portrayed as being of a strong will, high spirits, and strong faith, as well as being very muscular.
Humans are a possibility for animated, however the same as with the Blood Elves, they may be boring to animate, however being human, they are the closest thing to being what my real performer will be able to re create.
Monday, 31 March 2014
Blood Elf
The Blood Elves are a slim humanoid race, slightly shorter than humans.
They have a pale complexion and regal demeanour. They stand straight and tall. The blood elves are a fairly straight forward race in terms of their movement and behavour. Having been High Elves in the lore before the Sunwell was destroyed, they are now addicted to magic, like a Hyde to their normal self.
Blood Elf is a possible choice for animation, however they are rather mundane and boring.
They have a pale complexion and regal demeanour. They stand straight and tall. The blood elves are a fairly straight forward race in terms of their movement and behavour. Having been High Elves in the lore before the Sunwell was destroyed, they are now addicted to magic, like a Hyde to their normal self.
Blood Elf is a possible choice for animation, however they are rather mundane and boring.
Trolls
The first race I am looking at are the Trolls.
Trolls are a very tall race with elongated limbs and face, with tusks protruding from the mouth, and large, pointed ears. Their feet only have two toes and they have two fingers and a thumb on each hand. Trolls have a very hunched posture, believed to be the tallest of all Warcraft playable races, however you never see this because of the hunched posture.
Personality wise, trolls are very shamanistic, being at one with nature. They speak with strong Jamaican accents and have a dance reminiscent of capoeira.
As fun as I think the Troll race would be to animate, I think that creating realistic movements froma live actor for a race so tall with such a difficult posture to replicate, I think I have to count out this race.
Trolls are a very tall race with elongated limbs and face, with tusks protruding from the mouth, and large, pointed ears. Their feet only have two toes and they have two fingers and a thumb on each hand. Trolls have a very hunched posture, believed to be the tallest of all Warcraft playable races, however you never see this because of the hunched posture.
Personality wise, trolls are very shamanistic, being at one with nature. They speak with strong Jamaican accents and have a dance reminiscent of capoeira.
As fun as I think the Troll race would be to animate, I think that creating realistic movements froma live actor for a race so tall with such a difficult posture to replicate, I think I have to count out this race.
Races
For choosing a race, I am want to animate a race which hasn't already had new animations shown to the public by Blizzard, as they are currently in the process of creating new character models and creating new animations for each of the first 10 races.
The current list of races being recreated consists of :
-Orc
-Tauren
-Troll
-Blood Elf
-Undead
-Human
-Night Elf
-Draenei
-Gnome
-Dwarf
Of these 10, Orc, Gnome, and Dwarf have had new animations shown, so I don't wish to animate them. Draenei and Tauren both have animal like legs with hooves, so due to complications with the models, I wish to discount these as well. This leaves Troll, Blood Elf, Undead, Night Elf and Human.
The current list of races being recreated consists of :
-Orc
-Tauren
-Troll
-Blood Elf
-Undead
-Human
-Night Elf
-Draenei
-Gnome
-Dwarf
Of these 10, Orc, Gnome, and Dwarf have had new animations shown, so I don't wish to animate them. Draenei and Tauren both have animal like legs with hooves, so due to complications with the models, I wish to discount these as well. This leaves Troll, Blood Elf, Undead, Night Elf and Human.
BA6 - Specialism
This upcoming term we are able to pick a specialism and do a project of our own design. I have chosen to do a project on animation, where I shall be taking a race from World of Warcraft, and re animating it's basic movements. My end goal is to have the animations working on a model within a game engine, and to look accurate to real life movements, but in the style of World of Warcraft.
I will begin by researching which race I wish to animate, then after concept sketching how I want the character to move, have a performer reenact the movements to inform my animations.
I will begin by researching which race I wish to animate, then after concept sketching how I want the character to move, have a performer reenact the movements to inform my animations.
Thursday, 20 February 2014
Contextual studies
BA5's contextual studies was fairly open, we had to pick a topic and research something o do with distribution, production, and publication in the games industry and futurecast what might happen with out topic.
I began wanting to look at physical distribution, but found it a difficult and tedious topic, with not much information to cast off of (I may have been looking in the wrong places or wording things wrong). However, this topic is linked with my eventual topic of streamed gaming. I went into the topic thinking that it's a very bad idea, but the more I researched, the more I felt that it's the future. Here are the sources I used for research : -
I began wanting to look at physical distribution, but found it a difficult and tedious topic, with not much information to cast off of (I may have been looking in the wrong places or wording things wrong). However, this topic is linked with my eventual topic of streamed gaming. I went into the topic thinking that it's a very bad idea, but the more I researched, the more I felt that it's the future. Here are the sources I used for research : -
Geoghegan,
T. (2013). Why
is broadband more expensive in the US?.
Available: http://www.bbc.co.uk/news/magazine-24528383. Last accessed
16th January 2014.
Grabham,
D. (2013). How Nvidia Grid is set to revolutionise cloud gaming.
Available:
http://www.techradar.com/news/computing/servers/how-nvidia-grid-is-set-to-revolutionise-cloud-gaming-1167986.
Last accessed 16th January 2014.
Gregersen,
E. (2011). Moore's
Law.
Available:
http://www.britannica.com/EBchecked/topic/705881/Moores-law. Last
accessed 16th January 2014.
nVidia.
(2013). Gaikai
Chooses New NVIDIA® GeForce® Grid To Fuel Explosive Growth In Cloud
Gaming.
Available: http://www.nvidia.co.uk/object/gaikai-uk.html. Last
accessed 16th January 2014.
Robson,
D. (2013). Tokyo Game Show: Shuhei Yoshida on PS4′s prospects in
Japan, Gaikai, Vita TV and more. Available:
http://www.edge-online.com/news/tokyo-game-show-shuhei-yoshida-on-ps4s-prospects-in-japan-gaikai-vita-tv-and-more/.
Last accessed 16th January 2014.
Yin-Poole,
W. (2013). PS4 looks set to break records at launch.
Available:
http://www.eurogamer.net/articles/2013-11-29-ps4-looks-set-to-break-records-at-launch.
Last accessed 16th January 2014.
From these sources, I found out just how efficient the nVidia Grid is at handling hundreds and thousands of gamers at once, and the only real restriction is the internet and internet speeds.
3D sculpt
I spent a few weeks working on the 3D sculpt, as I had left alot of room for 3D experimentation in the 2D design. The first major hurdle I came to was creating the hair, as the rest of the model to this point I had been able to use brute force and experimentation. I found zBrush Workshops, a website by
Ryan Kingslien. (video here : http://www.zbrushworkshops.com/lessons/sculpting-dynamic-hair-know-zbrush-inside-and-out-with-ryan-kingslien/)
He examined several methods of creating hair, through using dynamesh to created the hair form, through to using zSpheres to create the entirety of the hair, ready to work on top, and he finds these methods too free or too controlled respectively. The method he teaches is one where you create layer upon layer of tubes, mixed with the inflate tool to create a realistic base for the hair, then build on top of that to create fairly realistic sculpted hair, and then using an alpha and a standard brush to texture the hair fully.
After creating the hair, I got myself to a stage where I felt I had completed my sculpt.
I then howevere decided I wanted some micro textures, so I thought of making the bodymesh into a fibrous suit, but keep it armoured. I looked up how Kevlar fiber appears and created an alpha based off of that.
I created my alpha based off the appearance of the kevlar texture, then proceeded to add materials to my sculpt, adding specular textures where applicable, and making the whole thing look more complete.
After I coloured my sculpt, I realised that I designed something akin to IronWoman, however I feel that the colours work well for what the character represents and considering the Nemesis/Divine Retribution stance the character has, I think I have captured the feel of the character well.
Ryan Kingslien. (video here : http://www.zbrushworkshops.com/lessons/sculpting-dynamic-hair-know-zbrush-inside-and-out-with-ryan-kingslien/)
He examined several methods of creating hair, through using dynamesh to created the hair form, through to using zSpheres to create the entirety of the hair, ready to work on top, and he finds these methods too free or too controlled respectively. The method he teaches is one where you create layer upon layer of tubes, mixed with the inflate tool to create a realistic base for the hair, then build on top of that to create fairly realistic sculpted hair, and then using an alpha and a standard brush to texture the hair fully.
After creating the hair, I got myself to a stage where I felt I had completed my sculpt.
I then howevere decided I wanted some micro textures, so I thought of making the bodymesh into a fibrous suit, but keep it armoured. I looked up how Kevlar fiber appears and created an alpha based off of that.
I created my alpha based off the appearance of the kevlar texture, then proceeded to add materials to my sculpt, adding specular textures where applicable, and making the whole thing look more complete.
After I coloured my sculpt, I realised that I designed something akin to IronWoman, however I feel that the colours work well for what the character represents and considering the Nemesis/Divine Retribution stance the character has, I think I have captured the feel of the character well.
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