Thursday, 13 January 2011

The degree to which the environment is used to successfully demonstrate appropriate animation.


you can see a smooth pattern in movement of the clouds very slow and smooth just like real life clouds. animation test from Reno



OceanShader_Renderfarm Test from Reno Cicero on Vimeo.

here have a smooth flow of a render test of water very fluid and quite aggressive and does well to show a great example of sea waters movement pattern. Also done by Reno.



here i have pulled up two render test of things used in the environment what show successful animation demonstrations of the sea and clouds what are use in are 1st scene render test. you can see a smooth pattern in movement of the clouds very slow and smooth just like real life clouds

The degree to which the lighting of the environment is appropriate.

The degree of the lighting is shown well through the first scene. The environment is set around the second world war the scenery shows a sense of gor very dark setting and decayed.







these two screen shot show a lot of intensity the lighting can effect the scene with in its clearness depending on the distance but when close can give a good dynamic to the fort and compliment the decay on the model. the lighting also suits the time of day for the scene shots of the fort it was meant to be be a bit darker but this has been fixed with in the final scene to create a darker atmoshpere

The consistency of the styling of the environment.

The consistency of the styling in the sea fort environment is shown through all of the models textures. They start of as normal and then ends up showing a change in time through the textures becoming old and decayed  as time passed by.


texture test from clean to dirty from Reno Cicero on Vimeo.








Texturing done by Ladji



above there are example of models showing a normal layer of texture and also a example of a decayed model. the consistency is shown threw imagery were all objects start of looking very normal and ending up very old looking and decayed in a metaphoric sense it can be show someone normal becoming unsettled or insane.

The degree to which the CGI environment represents a successful replication of a real environment or implementation of a designed environment.

The degree of CGI in the environment successfully replicate the realism in the environment from the design. The sea forts was designed from real life blue prints by JURE who also did the modeling of the items what are in are room. Are idea was to set are environment around world war two idea developed and we decided to use sea forts to explain are story from outside and inside. 


Here is a link done by Reno of a test render showing how we replicated the sea fort environment CGI:
http://vimeo.com/18019069









above i have done some screen shots of models what we are using in are sea fort scene these are other examples of realism with in are environment.

modelling done by JURE

Wednesday, 12 January 2011

Evidence of reflection on the student’s personal contribution to the project.

in the group everyone was happy to choose a area to take on i was team up with one my piers Ladji with Uv mapping and texturing. i was set the task of uving were i assisted Ladji as at first i never fully understood the technique behind uv mapping.














above i have examples of model built by Jure. we have vlynl player, door and cupboard this was one of two project were uv mapping was involved in and i have learn now and have a much better understanding of uv mapping; planar, cylidrical, spherical and automatic mapping all different technique and ways you can map a texture to a object. i also had very useful tutorials what helped alot when i was stuck. i was also responsible of concept art and story boarding.








Evidence of the identification and analysis of the aspects of colour, shape and light that contribute to the successful simulation of a particular environment.

Colour  - a shade and visual attribute to humans what helps humans define object, people and also used for everyday life experiences.
Shape - a shape can be described as a ball, chair, bag.. these are objects what have a defined style to their make make these items a representation of a shape.
Light - a light is a point or a area of electromagnetic radiation in a concentrated area what give of bright beam what is represented as a light.


here below it shows screen shots of a render test done by Reno & jeff my piers i have been working with on this assignment. i have taken these five shots showing how the colour of the scene helps with setting a atmosphere, below you can see a slight shade of red on the over cast of the scene were a group of sea forts on the sea still have the natural colours of a sea environment such as blue sky and water and white clouds. the red of the scene gives of a tense atmosphere giving of the feel of some bad is going or could happen only because of the colour red naturally with and how films are made when usually seeing red a human mind would feel there is danger as in the world we live in we have traffic lights red means stop and alot of hazard signs use red as it has a strong essence to it's colour. The scene is also about the scenery and how it give a feel of war coming. The screen shots below show far shots, close shots and even a closes up of the sea fort models what was design by Jure another on of my piers on this project.
The screen shot shows this scene being set near evening were sun is setting making the lighting dim making the shapes harder to make out from to far of a distance but as you get closer the shape naturally become more define.



closer shot you see the shape and its definition much better but other further back are not seen as well.

far shot not very clear quite hard to make out what it is. red scenery fog and out at sea were alot of open space can make your eyes wonder.

even when under one of the forts the ones in the distance are still not clear but shows nice examples of the realism in are textures.

same affect closer fort is clearer 

this last screen shot shows the lighting of the scene to be gloomy the colours of the scene have very tense feel making it feel and have a sense of danger. also the decay texture on the models gives the impression of time passing

  1. so above these screen shots show that the colours in the environment has had a big effect of how defined the shape of a model can be seen the white fog making the forts show that there aint a great amount of definition. the red overcast giving a tense atmosphere so with these two colours white a red have both made the forts seem very mysterious and gloomy as the lighting has been dimmed on purpose setting a atmosphere for the sea forts what give a feel of war.


Thursday, 2 December 2010

Uv Mapping

"So as its a group project we decided to pick roles on who is doing what i decided to do UV mapping. I have never done this before so it will be a interesting challenge and after watching a few tutorials i getting a good understanding of UV."

http://www.guerrillacg.org/home/3d-texturing/basics-of-uv-mapping
http://www.digitaltutors.com/09/training.php?search=uv+mapping&x=0&y=0

Here above is a link of basic description of what UV Mapping is. I have also been looking at Digital Tutors tutorials of doing UV Mapping and i have left a link up there as well. Below i left a brief description of UV Mapping Off wikipiedia it helped me so maybe it can help others.

http://en.wikipedia.org/wiki/UV_mapping - "Below is some information i have found useful from wikipedia"

UV mapping ...........The process of UV Mapping transforms the texture map onto the 3D object. In contrast to "X", "Y" and "Z" Cartesian Coordinates, which are the coordinates for the original 3D object in the modeling space, another set of coordinates is required to describe the surface of the mesh, so the letters "U" and "V" are used. UV texturing permits polygons that make up a 3D object to be painted with color from an image. The image is called a UV texture map, but it's just an ordinary image. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangle shaped piece of the image map and pasting it onto a triangle on the object. UV is the alternative to XY, it only maps into a texture space than into the geometric space of the object. But the rendering computation uses the UV texture coordinates to determine how to paint the three dimensional surface.

In the example to the right, a sphere is given a checkered texture, first without and then with UV mapping. Without UV mapping, the checkers tile XYZ space and the texture is carved out of the sphere. With UV mapping, the checkers tile UV space and points on the sphere map to this space according to their latitude and longitude.
When a model is created as a polygon mesh using a 3D modeler, UV coordinates can be generated for each vertex in the mesh. One way is for the 3D modeler to unfold the triangle mesh at the seams, automatically laying out the triangles on a flat page. If the mesh is a UV sphere, for example, the modeler might transform it into aequirectangular projection. Once the model is unwrapped, the artist can paint a texture on each triangle individually, using the unwrapped mesh as a template. When the scene is rendered, each triangle will map to the appropriate texture from the "decal sheet".
A UV map can either be generated automatically by the software application, made manually by the artist, or some combination of both. Often a UV map will be generated, and then the artist will adjust and optimize it to minimize seams and overlaps. If the model is symmetric, the artist might overlap opposite triangles to allow painting both sides simultaneously.
UV coordinates are applied per face, not per vertex. This means a shared vertex can have different UV coordinates in each of its triangles, so adjacent triangles can be cut apart and positioned on different areas of the texture map.
The UV Mapping process at its simplest requires three steps: unwrapping the mesh, creating the texture, and applying the texture

"Here below i have some screen shoots of the tutorials i have been watching to gain a better understanding of UV's."














"Going through the screen shoot it shows the uv mapping is being done for a dinosaur model using the texture of a chest board.... through watching the tutorial they broke down different techniques and different types of UVing such as Cylindrical Mapping what is used for cylinder shaped objects and Automatic Mapping what is used more for common model's."