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MDU115 Week #8 Document workflow for MDU105.3 Asset Production
The main asset I have been currently working on the past few weeks has been my treasure chest, and it has been tough going. The first stage of my asset production was planning out the design by sketching and drawing it up. I sketched up a lot of design concepts, like a belted trunk and a spiked chest, but I settled on a simple design of a metal-rimmed straight-based trunk. I also designed several different concepts for the handles, lock and hinges, to mix and match with the chest itself, before falling on a design choice for all of them. Next came the actual 3D modelling, which I created the lid of the chest first, cutting a 3D cylinder in half. Then I extruded the lid outwards to create the outside over the inside of the lid, as well as the rims themselves, and splitting edges over the top to create other metal ridges. Then to create the base so it would fit with the lid I extruded the bottom edges from the lid downwards. And also created more ridges from the pre-existing ridges from the lid. Then I separated the base from the lid, and created the bottom of the treasure chest using the append to polygon tool. Finally I added some last details like the lock embedded on the front to make a interlocking lock design, which also made the front of the chest non-symmetrical from the back of the chest. When I finished my design, I had it looked over and edited before I moved onto the next step of my asset production, UV editing and layout.
I thought at first UV editing and modeling would be easy, just select my 3D model and do the layout option in the UV editor in Maya Autodesk, but it was more complicated than that for my asset production. I was advised that, because the program could only model from one angle at a time and not all angles at once or else the texturing would not be applied correctly, I had to extract from the parts of my 3D model where all the angles of the chest could not be captured from one side. Then I had to apply them to my UV model, lay them out and select the edges of the pieces to sew them back up again after taking them apart and unfolding them. Then neatly laid out, only then was my UV modelling done and I could take a UV snapshot. Next came texturing and shading.
Shading came first, I used the campus studios to A/O bake my 3D model, so the shadows would deepen in the depths and corners of the chest for a realistic effect. Once that looked suitable, I had to take the UV snapshot of my UV layout, and open it in Photoshop. Then I had to add the colour palette and the texturing I created, separate the wood parts and the metal parts of my chest in different layers, and save those different layers in Photoshop. Then I needed to export them back to Maya Autoshop through Hypershade by creating new textures there and applying them to my chest. Once all the texturing was done and applied through Adobe Photoshop and Hypershade next came the final part of my asset production, the animating process.
The animating process was more simple than any other step of the asset production process, as Maya Autodesk did some of the work animating between frames, but I had to do the other half of making sure the animation looked right with each step and that the right primary and secondary movements were made. Assets were provided apart from just my treasure chest in this assignment, which included a crab, a palm tree, grass bushes, a shell, a starfish and a gold coin in addition to the camera, the sky and the storybook "Pirates Gold" as the scene setting. I decided to keep things simple and just have the Pirate Gold book opening up with the camera zooming in on a slow track down the board game-like path. The palm tree I replicated and had them grow to "pop-up" out of the book as it opened like a pop-up book, which I also did the same with the crab, the shell and the treasure chest. I had the palm trees sway in their animation, as well as the grass. The grass I had popping out of the book in a fold-up animation, so it would seem more like a pop-up book, and made a copy out of the original so I would have two of them. The shell I kept just one of to keep things simple and not keep animated. The crab I had, after it popped up, animated to crab-walk down the board game-like path while snapping it's pincers. Finally I had the chest 'grow' out of the end of the path, with a few coins spilling out of it as it opened, and copies of the coins inside to make it look like it was full. I made several copies of the coins in the end, enough to make a layer of coins to be visable when the chest opens to look full with some left over to spill out. And that has been my asset production up to this point upon completion of the animation, which was slow and tedious work with everything including the texturing of the chest, but was worth it in the end to see the animated result.
MDU115 Week #6 Document workflow for MDU105.2 Production Challenges
The challenges I met with this unit were very complex and sometimes vague. I will cover the challenges I had with each of the main stages of the design concepts, 3D modelling, UV layout, texturing and shading and finally 3D animation.
The first stage of design concepts was straight-forward, we had to make a design document for what our 3D chest looked like before we actualyl started modelling it, by drawing/sketching up different concepts. Not only for the chest but for the handles. There were no problems with designing simple models I could envision I could create when using Maya Autodesk, as I tried to keep myself to straight edges, and away from complex and more curved/intricately shaped designs. The challenging part I felt was filling out each section to show someone else how to make the chest if I passed it onto them, which was the idea behind the documentation. We also had to add in an environment brief, which we would not have until the final design, as well as the final design itself which we would obviously not have yet. We also had to in addition to adding snap/screenshots from the mood board visual representations of subjects in which we wanted to draw colours from for our chest, and represent them in colour swatches, and since I wanted to stick to a simple wooden and gold-metal chest I had some trouble finding picture references that were not treasure chests, so I stuck to those while also applying references to them.
Next came the 3D modelling. I was a little bit unsure and cumbersome with this step because we'd done all the theory in class but I had been advised not to start on Maya Autodesk until I had finished my design documentation, so translating all the theory with the bearing on working the fundamentals of Maya Autodesk (navigating, finding where things were in the menu/opening menus, using shortcut keys etc) was very rusty for my first time. Eventually I just had to figure out how to do things with a combination of playing around with it, learning via research, and most of all trial and error since I learned there are only a certain number of undos you can rewind back through before the memory erases anything beyond that point. So I very much had to save every time I reached a certain step with my chest with a completely new file, so if I made a grave error that I couldn't fix in the current model and couldn't conceive differently how to fix it, I could reopen a previous save file and start over from that step. It took me many trial and errors to figure out how to build a basic model of my chest, and then to figure out how to make it at low-poly as I could, deleting unneeded edges and cleaning up endgons and such. I also had several issues I didn't know how to fix which resulted in me having to go back to said previous save files, like deleting edge loops and realizing I can't add more edge loops because vertices had been left behind, or extruding the outside of the treasure chest lid to make the inside but also getting it right so the bottom edge of both lids lined up flat together etc. Once I was happy and I believed I finished my 3D modelling stage, I moved onto the next part, which was the UV editing and layout.
The UV editing and layout was simple, but a challenge I found and learned later I had created for myself was that I did not know that you had to set a setting for your chest to import cleanly into Maya Autodesk, as well as a saved scene file. As a result of not doing this, I could not UV layout my chest and it came up with a fatal error. I learned how to save the state of a chest for clean exporting/importing, delete type history, and modify freeze transformations. This allowed me to export and import my chest, as well as UV edit and layout, without it coming up with errors. Next came texturing and shading.
Shading was a challenge on it's own because the Student version I downloaded on my laptop so I could work from home, did not have the option to A/O bake or open mental ray baking options, because it required a .dll file that was missing from the download. So I simply solved this by going into the campus studios and A/O baking my chest from there. Texturing was the real challenge, because we had only gone over it once in class briefly, and I only had so much time to translate what we were told as I wrote them down into notes. When I went over those notes and tried to do texturing myself, I hit roadblacks because I couldn't figure out how to upload the textures I had created in Photoshop back into the Hypershade of Maya Autodesk. After some advice I got it sorted, and next was the animation.
Animation was pretty straight forward, the only challenge was that it was time-consuming to do all the animations, bet eventually I got it done and handed the assignment in along with a .mp4 file of it, the scene work from Maya Autodesk and this blog.
MDU115 Week #5 Document workflow for MDU115.2 3D Production Pipeline
The production pipeline of this task was broken down into five main stages: design concepts, 3D modelling and editing, UV editing & layout, texturing and shading, and finally animation. The first stage I spent a reasonable amount of time on was the design concepts, drawing/sketching up different concepts of treasure chests I wanted to do, sticking with basic designs I knew I could possibly model. This was due to the fact that no only did I want to keep things simple and not give myself too much complicated assets to do, but also because as a class we were slightly behind on the coursework. We did need to do things properly so we didn't have problems down the road, but also time was a factor because we had so much to cover. I drew up three different design concepts of treasure chests, and all the different concepts of different handles, hinges, locks etc so that I could mix and match which assets I wanted with which chest. After choosing which assets I wanted with which chest, I decided to go with that design choice as my main design choice, and decided as well which colours I wanted with it as well as what influences using colour swatches I drew from for my texturing later. Also added mood board, and eventually add the environment brief and final draft. Once I had decided upon all of this, I went onto the next step, which was the 3D modelling.
The next stage was 3D modelling. At first I decided to make my chest with taking a square polygon and extruding it to become the base of the chest, and cut a cylinder in half to make the lid, but the lid and the chest did not watch up straight when I put them together. So I decided to scrap that design and start from scratch. First to design my chest, I decided to go with cutting a cylindrical shape in half to make the treasure chest lid, and extruding from the outside of the lid to make the inside of the lid. Then from that lid I extruded the bottom edges down to create the sides/box part of the chest. After that I filled in the underside of the chest with polygons to overlap the gaps, then selected the rims of the chest to extrude out to harden the edges to define the metal parts from the wood parts. Then I added in the assets like creating the handles, hinges and extruding the lock. After moving the axis point so when you rotate it opens up the treasure chest, I learned how I can reduce the polygon count by deleting unnecessary edges, merging/collapsing vertices and soften the edges of the curved parts of my chest to make it appear less faceted. I also filled in any gaps with append to polygon, like I did with the bottom of my chest, neatly on the inside of the chest between the lid and the base where I detached the edges, so the cut polygons were smoothed over in appearance for the edges on the inside. Finally I cleaned up the model to the best of my ability and judgment with deleting unneeded edges etc. Next came the third stage, UV editing and layout.
With UV editing, unlike what I watched with the tutorials of older versions of Maya Autodesk on Campus Online, I found the UV editing and layering process to be very simple. Once I felt my design was done, I selected the entire object of my treasure chest (once I was satisfied it was combined and merged properly as one object), and clicked on the UV editor option in the menu. Then from there click 'Layout', and if needed arrange my UV around in the upper-right corner as I wanted it, since in this case we are only using the one texture so we only need to use the upper-right corner. Since this is my understanding of a very simplified step, next was texturing and shading.
With shading all that simply needed to be done is select the treasure chest and A/O bake using mental ray baking options and applying them. Next the texturing had to have an UV snapshot taken from Maya Autodesk and opened up in Photoshop. Next I needed to apply the colour palette and created the textures I made a design choice on, separate my different parts of the chest such as wood and metal and save them as separate layers to import back into Maya Autodesk. Then I apply them to the chest, and with the finished result of the chest next comes animation.
Animation sound simple but actually takes a lot of time to create. First I had to set up the supplied pirate book scene from Campus online, press S to save at the beginning, and S each time I wanted to take a step in the animation. The computer does most of the work between the steps, but it was up to me to make sure that the animation looked correctly by running it in real time, and to make sure about the little secondary animations that add realism such as gravity, interia etc. And also to remember to animate the book and the camera as well as the assets like the crab, the coins and the chest.
CIU210 Audio/Visual Essay
The Fallout series created by Bethesda Softworks depicts the idea of what could have in reality been the result if the Cold War had gone to the worst result: nuclear war and the fallout that followed in it's wake, while adding fictionally mutated creatures including man as the inhabitants of the wasteland. To date and being released in November of 2015, Fallout 4 to the current date is the newest and most anticipated release of the series, both to fans and to gamers in general. Like many popular video games of the current era that are almost so technologically advanced they are almost on-par with movies in terms of storyline and CGI animation, Fallout 4 offers the player to take on the role as a man or woman that has survived unscathed the nuclear fallout of a atomic war in a vault beneath the earth, giving them the option upon entering the nuclear wasteland the chance to test their survival skills to the extreme as well as shape the world and it's future with their own choices. Sadly however as much as society has crumbled in the lore of this world and been re-invented after the nuclear war, Fallout 4 maybe intentionally or subliminally has replicated how our modern society in the real world views it's dominant ideology: and in this essay I argue that the ruling ideology is still being a society ruled a patriarchy of wealthy white men.
It is abundantly clear when you first enter the ruins of Boston years after the wake of being hit with atomic bombs in Fallout 4, that most of the buildings are either abandoned or occupied by hostile beings trying to survive. What remains left of any civilized society in Fallout 4 has retreated and survived in very few fortified settlements within the city itself, the first one the player is instructed to go to as part of the main storyline is called 'Diamond City', which is not the shining city it sounds like but is actually a refugee settlement within a re-enforced baseball diamond stadium. When the player first enters the stadium to see the settlement, before them is sprawled out a large diamond-shaped marketplace mixed with shops, a school and houses within back-alleys on the stadium field where the baseball diamond previously was. Beyond the alleyways, those too unfortunate to afford accommodation have no choice but to sleep on mattresses and sleeping bags in a refugee camp underneath wall-less shelters, and quite clustered and cramped together. What becomes clear after the player hs looked around is next to the entrance after the player has entered Diamond City are walkways and elevators that take the player to perhaps a more cleaner part of Diamond City where the housing is elevated above the baseball field and marketplace in the stands, including the mayor's office, and it's here where it becomes vastly clear the contrast of the class hierarchy in the city. The housing and mayor's office buildings are built and claimed to overlook, and perhaps look down on, the lower class of less wealthy citizens and refugees. Talking to the populace both in lower Diamond City and upper Diamond City, you get very much as the player that generations of people living in the city have become used to their quality standard of living, with the lower half being mostly bitter and harshly frugal towards the player's business transactions and inquiries while the upper half are rudely snobbish and vastly discriminatory to anyone they deem as having wealth or status below theirs. This is very much represented when the player meets the random encounter of a non-playable character named Ann Codman, one of the upper-class residents of Diamond City, who when the player attempts to talk to them immediately greets them with "Well, hello there. Another one of the poor and stupid of Diamond City come begging for table scraps?" (Codman/Bethesda, 2015), not even getting to know the player further than face value. This is very much a great example, and not very different to, how the majority of upper class Diamond City residents address the rest of the settlement and passerby's.
This ideology is further cemented as the player first attempts to enter the city, and automatically encounters an event where they are pulled into a conversation between the city guard and a journalist named Piper, the latter using the player as a cover to re-enter the city against the mayor's wishes. Thus further revealing in the storyline the resentment between her trying to uncover the truth of missing people, verses the city's mayor quelling the citizens by conforming them with reminders of unity, and keeping the peace beyond reasonable doubt because of his position of power versus Piper's position as a journalist living in lower Diamond City. Posting articles that question the mayor's leadership, after many people have gone missing and he has failed to take any action, he promptly further ignores this by making an address to Diamond City abolishing the notion of the rumors and any notion of finding truth to the rumors is disruptive and chaotic. Seeing the reporter trying to get to the truth behind the disappearances of people in the city as troublesome and chaotic, the reporter aligning their interests with the player's also looking for a missing character quickly contrasts the mayor's hold of power over the city as a upper-class white/Caucasian male as a dominant patriarchy over the lower Diamond City residents who are powerless to ascertain the truth. And when the news comes to the player's ears of incidents that the missing people are being replaced by a race called 'Synths', which is short for synthetically organic humanoids replicated to be indistinguishable between themselves and the people they are cloned to look like, it very much pits the player to be influenced to see the upper class of Diamond City to suspect them as corrupt. Or at least holding the majority of wealth and the influence that comes with it at the expense of lower Diamond City.
But also talking to the citizens of Diamond City eventually reveals another dominant ideology; most of the citizens at least of the majority are white/caucasian human beings. This becomes irrifutably concise when the player is guided to visit another settlement further into the abandoned skyline of Boston to a fortified series of alleyways called 'Goodneighbour', where the player immediately upon entering encounters an event where they are about to be mugged, only for the mugger to be interupted by the town's mayor who talks down then viciously stabs the mugger to death. After a conversation with Goodneighbour's mayor, who like the reporter Piper from Diamond City also eventually becomes a companion to the player on their journey, the player quickly learns that Goodneighbour houses all the people which Diamond City has forcefully outcast and all other miscreants who don't fit into any other settlements. This includes the mayor who himself is one of the first major encounters the player has which introduces to a new race called Ghouls, humans who were caught in the raditation left by the atomic bombs but 'cooked' in appearance to have lost all hair, ears and nose to become 'ghoulish' in appearance, hence the name. Because all Ghouls look very much like Wade Wilson after he became Daredevil in his unmasked appearance, with skin like the folds of a Shar Pei or a hairless cat, all of the residents that were Ghouls that used to live in Diamond City were cast out as a election political promise as soon as Mayor Donahue became the mayor in Diamond City. Which the player learns eventually is the brother of the Mayor of Goodneighbour, who took the inspiration namesake of John Hancock and appearance as a way to reinvent himself from his drug addiction, and lead the ghouls out of Diamond City to found Goodneighbour. As Hancock becomes the player's companion and some time has passed, Hancock offers the player to lend an ear to tell them these stories about his past and very directly the social divide of both class and species in Diamond City, describing the exile of the Ghouls from the settlement as "There'd always been a pretty clear divide between the folks living in the stands and those down on the field. I'm not convinced they didn't do it just to improve their view." (Hancock/ Bethesda, 2015) which he says his brother McDonough utilized the majority of Diamond City's ideology to incorporate into his political slogan for leadership 'Mankind for McDonough.'
The player in the present timeline after being introduced to Handcock is shortly after witness to the latter giving a speech from a courthouse balcony which basically entails they are not afraid of the city's threats, the xenophobia that Mayor McDonough and the people who agree with him that cast them out of Diamond City, and the new threat of the Synths which the player now forms the identity of being manufactured by a group of scientists called 'The Institute'. Compared to Diamond City as the player explores after the speech, Goodneighbour is very much more-so run down in appearance like a slum within a fold of backstreets, with mentions of a drug den being dealt openly in the lobby of the hotel, and much like the mugging of the player crime taking place in events in the backstreets where the tommy gun-wielding mafia-like guards are not present. The aforementioned guards along with the citizens, including Handcock and his town hall staff, in contrast to Diamond City have no division between upper and lower class (with refugees even notably sleeping in the upper floors of the town hall) but can treat the player with cautious threats and warnings they're got their guard up around them as if treating them like they're a resident from Diamond City looking down on them. Some of the people of Goodneighbour are human and some are even advanced humanoid androids built in this age, but the majority of them are ghouls who have animosity towards Diamond City and their mayor. With no Ghouls present as residents in Diamond City, and other humans and futuristic robots in Goodneighbour who deal in nefarious and sometimes illegal acts, it is crystal clear Goodneighbour is the place in the game that attracts crime and the most shady characters in Fallout 4 due to having a repuation being founded by outcasts from a idealistic Utopian society. Again with Hancock as their mayor and his staff Goodneighbour seems like a patriarchy, but in comparison to Mayor Mc Donough in Diamond City who only has a secretary as his staff and not a bodyguard who Handcock leaves in charge once he leaves Goodneighbour, it's hierarchy becomes a matriarchy and in hindsight more of a democracy in comparison to Donahue holding off any further reelections so he can remain solely in charge. The Ghoul's estrangement and further isolation from humanity is also due to the fact that there are two types of Ghouls, the more radiated and mutated 'feral' Ghouls having lost all rationality and identity, much like zombies to attack and kill anything which is not their own.
There are few other major settlements in Fallout 4 which reflect the class ideology of Boston, such as a trader settlement around Bunker Hill lead by a woman and her caravan guards, which their settlement ultimately becomes one of the major battles in the game as a plot storyline. But further into the game as the player follows the storyline they ultimately have to decide who they must side with in order to finish the game with four factions, which battle around and are independant of the other aforementioned social settlements, each which not only have their own ending resulting from the player's choices but also their own class ideologies based around their base hierarchies.
The first faction the player encounters early in the game are the altruistic Minutemen, 'there in a minute's notice, of the people, for the people' to the people of the Commonwealth of Boston, which in this future point in the game's current timeline is now simply called the Commonwealth. The player comes across a crossfire in the first ghost town between raiders and settlers including one of the last of the Minutemen, a human male of African-American descent named Preston Garvey, who after the player chooses to aid him protect the settlers he is pinned down with offers the player to refound the Minutemen. He further explains the summary of the history of the Minutemen were the militia or the police of the Commonwealth founded to protect people from the threats produced by the atom bombings, but their name was tanished after a pivotal battle in a town killed the general of the Minutemen and the rest disbanded in cowardice leaving the innocent and vulnerable they were defending to fend for themselves in overwhelming odds. If the player decides to ally themselves with the Minutemen, they become the General after Preston decides he is not leadership material, and ultimately setters the player saves in settlements willingly join to become Minutemen. This includes a variety of humans that are both male and female, Caucasian and African-American and all ethenicities in between, but even though some settlements include Ghouls and even robots they do not join the cause among the ranks of the Minutemen even though the Minutemen themselves do not show any hostility or disrespect towards any race they endeavor to aid.
This is in contrast to the second faction the player is introduced to the storyline, the Brotherhood of Steel or the Brotherhood for short, if the Minutemen are considered the police then the Brotherhood is very much considered to be the remnants of the military before the world was bombed. The Brotherhood also have the resources and appearance of a military faction, having many helicopters or 'vertibirds' and suits of power armor as well as their main base of operations being a massive blimp the player witnesses entering the Commonwealth, but also a ranked hierarchy where soldiers where not addressing their superiors refer to each other in the Brotherhood ironically as 'brothers and/or sisters'. The Brotherhood see themselves as the greater good, and it is deeply engraved in their beliefs that the 'American way' is to eliminate without hesitation any 'abominations' created by the atomic war, which not only includes the threat of the Synths but also makes them prejudically racist and slanderous towards all other races in the Commonwealth except for human beings. Not surprisingly, like the Minutemen, their hierarchy includes ranks of only humans of both sexes and all races. If the Player chooses to side with the Brotherhood of Steel, they can ascend to the ranks of 'Knight', 'Paladin', and 'Sentinel', the latter only if the player achieves the Brotherhood ending of the game. Of their superiors in their ranks, only one is notably female however, the rest comprising mostly of men like our real world militia and so disappointingly another majority patriarchy. Under the leadership of Elder Maxson, a fan favorite from Fallout 3, the Brotherhood is extremely prejudicial against all non-humans and those who use any technology which they see as a threat to the future of humanity and any they evaluate as the latter are eliminated without question.
The third faction the player can discover optionally earlier or lead to later in the game from the other factions, which see the rights as Synths as a organic lifeform even created still have the same rights as naturally birthed human beings, and are named the Railroad much like the 'underground railroad' of the history of America safeguarding the rights of African-Americans. As such they put the rights of synthetic humans before themselves, perhaps to a fault, as the rights of the other races including even humans are not mentioned if only second to the freedom and protection of their movement. They are a underground guerilla group as opposed to the law and military groups of the Commonwealth, having finite resources comprised solely of their talented staff, and as a guerrilla group rely solely on stealth and hiding within plain sight via safehouses hidden across all of Boston to operate. As such, if the player chooses to align themselves to the Railroad, they can amusingly choose their own designation alias like a spy but there are no titles or promotions given in their cause. Like Bunker Hill, this faction's settlement is one of the few that is a matriarchy as opposed to a patriarchy, and unlike the other factions in the game comprises of members which are not only human but also robots and even Synths themselves liberated from the Institute.
The Institute themselves are the last of the four factions the player will inevitably encounter in the storyline via a plot twist, which are the scientists in label only in the Commonwealth, founded by a group of surviving scientists which went underground after the bombings after being betrayed and violently shunned by the rest of society, in order to carry out their scientific experiments without interruptions and the restrictions society's laws placed upon them. Seen as a unlimited brain trust of Boston's and the world's greatest minds, generations of the Institute lived underground isolated from the rest of society, until their technology surpassed that of the surface and began to create organic robots so indistinguishable from real humans they began transporting them to the surface in order to both observe experiments and replace certain individuals to plant spies for intelligence and positions of power to control society on the surface. As such their beliefs are with their robotic Synths as creations they can do whatever they want on their own authority, seeing themselves as the salvation of humanity's future, and seeing everything else on the surface as both the squalor doom of humanity among the monstrous threats created by the bombings. Unabided and unregulated by any authority figures than their own, their hierarchy of course of only generations of human survivors before the bombings is like the Minutemen and the Brotherhood comprised of both male and female scientists of all creeds and races, and as aforementioned the Synths are their creation they treat them as the lower class to do tasks deemed of a lower intelligence such as security and maintenance. There are four main divisions of robotics, bioscience, synth retention and advanced systems all have head scientists under one patriarch known as 'The Father', however if the player chooses to side with the Institute, much like games like Mass Effect 3 the player can choose their own gender and as such the leadership can become a matriarchy since the option can become available for the player to assume leadership.
As the last three factions only have the goal of looking out for the interests of a certain kind of species or group within that species such as themselves, the more the focus of their goals of way of life is away from larger groups of people or species they see as threats or enemies, the more likely the leader is to be the dominant ideology within the species they support, strive or trust to share their beliefs of a common goal for within that niche. If we are to examine this further that the dominant ideology of leadership corresponds in direct opposition with who they oppose, we can clearly identify the reverse that who they show bias to and who they perceive as a threat or the enemy gives us a shared belief or hypothesis who more than likely is that group's shared dominant ideology is. We can then easily take a look at each leader's address of what they can expect of their factions.
Such an example for instance is when the player encounters and decides to join the Brotherhood, the leader of the Brotherhood Elder Maxson makes a compelling address of what the Brotherhood's purpose in the Commonwealth truly is, comparing the emergence of the newly created Synth race to the creation of the atomic bomb with "They call their creation the "synth", a robotic abomination of technology that is free-thinking and masquerades as a human being. The notion that a machine could be granted free will is not only offensive, but horribly dangerous. And like the atom, if it isn't harnessed properly, it has the potential of rendering us extinct as a species. .... The Institute and their "synths" are considered enemies of the Brotherhood of Stel and should be dealt with swiftly and mercilessly. This campaign will be costly and many lives will be lost. But in the end, we will be saving humankind from its wost enemy... itself." (Maxson/Bethesda, 2015) Here it is important to note that Maxson as the leader of the Brotherhood voices the shared ideology of the Brotherhood itself, especially since he also expects all Brotherhood soldiers to follow him without question in a military fashion, thus also cementing the Brotherhood's beliefs that all threats technological and atomic to save humankind from itself are all other races including humankind itself. But since the Brotherhood feel entitled in the right to appropriate all technology in their view of 'of the people, for the people', of course the brotherhood would accept and follow the guidance of only humans of their own species they are trying to save the future of.
The companions that accompany the player throughout the game make observant opinions to the player, so they can weigh for themselves along with how each faction represents themselves, who their leaders are and what they think about each shared faction's beliefs. One of them named Nick Valentine comments to the player his thoughts while around Elder Maxson about the Brotherhood he commands, wanting to destroy his kind as a Synth that "'Protecting people from themselves.' The oldest excuse of any tyrant.", if the phrase 'Protecting people from themselves.' is a belief of the Brotherhood to protect humanity from all other species created by the war then this of course simplifies that their shared ideology would follow a leader among them that is the dominant example of that ideology of their faction's hierarchy: an elder upper-class Caucasian male.
And it's not just some of the companions in the game either. There are opinions from other players out there about their reactions to the Brotherhood of Steel, like Patricia Hernandez, who wrote an article on Kotaku identifying not only the distasteful and racist slander of the Brotherhood against other races in the game, but also recognizes that the Brotherhood of Steel's other hypocrital belief that they feel entitled to quote, "The Brotherhood of Steel is supposed to be about the preservation and protection of technology. Their leader, Elder Maxson, takes this to mean that the Brotherhood must destroy all synths." (Hernandez, 2015) , so if their goal and their means towards that goal are any indication about the shared ideology of who the Brotherhood feel should be in charge then this declaration of literal genocide to protect humanity speaks volumes of why Elder Maxson as a privileged Caucasian male is in charge.
In fact, it's the shared ideologies of these factions besides the Minutemen - the Brotherhood, the Railroad and the Institute - that radically undermine each other about whether they should destroy, liberate or control the Synth race respectively which brings them into conflict to eradicate each other in the first place and ultimately influence the player to choose a side to do so. Considering all this, the ideology of the Fallout 4 games is commentary which goes without saying a reflection of real world society, perhaps a bit less advanced than today's and a bit more backwards with settlements and factions all having one person running a dictatorship as opposed to a democracy of peers in a council. The genders are equal only in the sense of numbers of people within each society, with the ideology ruled mostly of patriarchies with the minorities being matriarchies, and the dominant race and creed being upper class or wealthy Caucasian males. There doesn't appear to be any discrimination towards gender, creed or race between a species, just among the species of human or robots themselves, with humans being the doministic species discriminating in the majority against the other species. It would have been nice to have seen more of a spread of species in each of the factions of Fallout 4 rather than just the city settlements for story purposes, and not just to have a human face to make the player feel more at home or being able to relate to the faction of their choice. Playing as a female character, realistically in comparison to the male character, the female is sexualized and/or objectified more than the male is but otherwise Fallout 4 and it's staff/crew mirror the ideology of today's real world. That, while improving and getting closer to equal rights of a democracy of all sexes and races of humanity, is still when it comes down to it seen to be dominated by the upper-class Caucasian males of today.
References:
fluffyninjallama,"Fallout 4 - Meeting Ann Codman, Nazeem 2.0 (All Dialogue Options)", Youtube video, Feb 19, 2016. Accessed from: https://youtu.be/11E9J0ia_bw
fluffyninjallama,"Fallout 4 - Hancock about his brother McDonough, after 'In Sheep's Clothing" *SPOILERS*', Youtube video, Feb 17, 2016. Accessed from: https://youtu.be/QjcNhl-CnHw
gamer gamer, "Fallout 4 - Elder Maxson" Youtube video, Nov 10, 2015. Accessed from: https://youtu.be/yU9TxyTMhDg
fluffyninjallama, "Fallout 4 - Nick comments on Maxson's genocidal tendencies", Youtube video, Jan 28, 2016. Accessed from: https://youtu.be/R7OjPav2Pvg
Patricia Hernandez, "Fallout 4's Brotherhood Of Steel Are Giant Dicks", Kotaku, 4 December 2015. Accessed from: http://www.kotaku.com.au/2015/12/fallout-4s-brotherhood-of-steel-are-giant-dicks/
MDU115 Week #4: History of 3D Graphics and Inspirational Practitioner
History of 3D Graphics:
I feel here the first thing that will come to most people’s mind, which gets a honorable mention, is obviously Pixar’s Toy Story which has inspired a lot of people to want to work for Disney/Pixar, so to be different, I will talk about a different highlight. Something that came earlier which inspired a lot of people as being well-known was the 3D terminator(s) used in Terminator 2: Judgment Day. The use of the 3D cyborgs such as the liquid-metal T2000 series Terminator in the movie at the time they were used were ground-breaking enhanced computerized 3D graphics, which revolutionized the film industry. This would later go on to inspire and create 3D animation composited and used in other blockbuster films including another honorable mention of a movie, Jurassic Park, which featured for the first time fully near photo-realistic 3D dinosaurs for the first time ever.
Source: http://www.animationmagazine.net/features/animation-architects/
Inspirational Practitioner:
I came into 3D Animation as an elective as part of my course doing Game Design, so my inspiration comes more from video games rather than 3D animation from film. There have been a lot of great 3D animation in games, but to date I would have to say the 3D animator that really impressed me was the one that did the 3D animation in the E3 trailer of the game Tom Clancy’s The Division. The 3D animator credited in their video is named Tim Clapham, who comes from a tutor blog called HelloLuxx in the U.K. or Luxx as their Australian branch, and while not directly featured in the game itself watching it impressed me immensely with how uncertain and motivated it made the viewer along with the stunning use of visuals. I haven’t yet been able to determine the 3D animators of The Division after extensive research, as the game itself is more of a MMO and doesn’t have a end titles sequence, which may be understandable as there are four different studios including Ubisoft which are reported to be working on The Division, but if they had an animator like Tim it would absolutely be jaw-dropping.
http://www.antibody.tv/projects/thedivision.html
https://vimeo.com/104523499
MDU115 Week #3 Blog: Lighting, Rendering and Compositing
Lighting:
We haven’t reached Lighting yet in class discussion, so after research, lighting is the placing of lights around a 3D object. This may come from natural lighting, artificial lighting, or even lighting from the 3D object itself depending on if it has lights. Lighting is very much about how you want your 3D object to be seen, such as the very simple example of characters shining torches under their faces to appear sinister or menacing, or lights shining from above to make a object appear holy and sacred. The most commonly used technique is called three point lighting which uses a ‘key light’ to highlight a character’s face, a secondary ‘soft light’ as filler to further illuminate the face the first light doesn’t capture, and a tertiary ‘background light’ used to make the character’s outline pop out of the background.
Source from: http://bensimonds.com/2010/06/03/lighting-tips-from-the-masters/
Rendering:
This is rendering a 3D object into a 2D background, with photo-realistic effects or NDR or non-photorealistic rendering. Basically my understanding of this is grabbing the 3D object, and building over it the previous steps of texturing, shadowing, lighting and the rest of the elements to make the 3D object look realistic or completed as possible. For example below the red teapot may look real, but a observant eye could pick out that compared to the real thing, this is actually a 3D rendered teapot.
http://www.republicofcode.com/tutorials/3ds/vray_ahmed3d/
Compositing:
Compositing is different from rendering in that it combines the two separate elements of a 3D model and, for example a background, to become one image. This is very much to blend the two together and where the term ‘that could be photoshopped in’ comes from, as a good photoshop editor could composite a image that isn’t originally into a photo to make it appear it’s genuine, and movie studios use this all the time when they use green screens in movies. The final example is, unlike the photo above where the tiles and the teapot are all 3D, the car below is compositied into a real-life suburban street.
https://www.youtube.com/watch?v=aGACoUDokXo
MDU115 Week #2 Blog: UV Mapping, Texturing and Shaders, Rigging and Animation
UV Mapping:
My understanding of UV Mapping is that it is important for unfolding a 3D object and understanding what faces go where with which textures. It is also a crucial step for if you leave the work for someone else, they can refold the textures and faces of the 3D object to understand where everything goes, and if the textures need to be recoloured or replaced. It isn't too hard to do in Maya Autodesk as you can have the program unfold the faces for you.
Source from: https://ianlogan94.wordpress.com/2015/04/03/pre-production-blocking-3d-modelling-and-uv-mapping-of-pirates-gold-assessment/
Texturing and Shaders:
This is obviously the colouring, shading and design of visual elements on the face of a 3D object. I have only had a brief grasp of how to do this, as it was explained to us quickly as we had a lot of material we needed to get through, but the textures are mostly from Photoshop and imported through Maya Autoshop. 1024 colouring pixels for texture and it is important that you save as a .tga file in 24 bit resolution.
Source from: http://www.digitalfxtbook.com/uv-texturing1.html
Shading we only went briefly over, where we watched in a tutorial where it was applied to a treasure chest and it simply made shadows into the deep parts of the chest. Pretty simple.
Rigging:
Not entirely sure just yet what rigging is used for in this case, as we are only making a treasure chest, and the process of rigging is character skeletons.
Animation:
Animation is the last thing we have covered recently, where once you start animating in Maya Autodesk, you use the timing slider at the bottom while pressing the ‘S’ key at the start, then every time after you progress a step in the animation. We have to think carefully about each step we want to have in the animation, as the computer fills in the gaps in between, such as applying gravity and inertia if a object is moving, falling or bouncing.
MDU115 Week #1 blog: Pre-Production and 3D Modeling
Preproduction:
Weeks 1 to 4 it was made very clear that we needed to have an idea in our minds of what the 3D model would look like, as well as unfolded and not just down on paper, before we started to build it in Maya Autodesk. So first things first, we would have to put our ideas down on paper, or ideally in Photoshop. Here are a few chests that I drew as concepts.
3D Modelling:
As mentioned above, we weren’t allowed to do any 3D modelling in Maya Autodesk until we had our ideas down in concepts and in our design documents. However I can show some 3D concepts done by other artists in a 3D production pipeline:
3D Model of Rapunzel from Disney’s Tangled, sourced from: http://xnuccio.blogspot.com.au/2012/12/animation-pipeline.html
Later I would learn that in Maya it’s better, if creating a symmetrical object, you can create a quarter or half of it to create a UV of it and then duplicate it to complete it (such as the treasure chest we are making). It is much easier to do that than create the entire object and UV it, because we have already created the same objects in the quarter/half and do not need to repeat those faces in the UV. There are a lot of things to get used to in this stage of 3D modelling in Maya Autodesk for a first-time user such as myself, like remembering the shortcut keys for repeating actions and using the last tool selected, and you can save time having to connect objects together if you start with one object and extrude from it to get the exact same result. It was a lot to take in, and there isn’t much more I could reiterate without using Maya Autodesk yet myself before the design process was done, but notes were taken down so in the following weeks when I could start using it I could look back through them and use them as tips and reminders of what to do and what not to do.
GAM112 Week #13 ‘Retrospective on my Gaming Skills’
The retrospective on my gaming skills reflecting back are I have learned how to do a number of things, but there are still some things or aspects that we haven't looked into that I would like to learn. Such as, how to code to have a camera follow after the player in a physics game (if the player character is a rolling ball) and have the camera follow behind them if the player turns left or right.
I would like to learn how you can code things so when the character falls into the abyss of the Unity Creator off any platform you are working on, how you can code anything so they restart back on the platform, or even simple messages telling the player they have died. Or learn how to code invisible walls etc, things like that which were not covered but could have been useful to learn.
I did have to learn some things by myself that were not covered, like how to use a timer and how to code pick-ups you can destroy upon collecting to add to a value on the screen, it would have been nice to been able to have the time to learn how to code things like that. So I feel that if I had to describe myself in terms of how good a programmer/scripter I am, I would say intermediate, not beginner level but I still have a lot to learn about how to code and create certain things.
GAM111 Week #12 Game Developers I admire
I’m going to list the game developers I respect off the top of my head, concentrating on the game studios, starting with Square Enix. I have mentioned them a few times, and ever since my intial days as a gamer, they are still out there as one of the big game developers still making games that I am looking forward to when they come out (Final Fantasy XV, Kingdom Hearts 3). They are also behind the Final Mix High Definition versions of the re-released Kingdom Hearts 1.5 and 2.5, which is basically 1 and 2 added with two extra Kingdom Hearts games in the series, all in the one disk and with extra unreleased content from the director's cut. That kept me very much entertained in my downtime this semester (and I am still playing the harder difficulties).
Another developer I greatly admire is Capcom, namely the Resident Evil series as of late. Me and my friends are fans of this game series and have played co-op once or twice in our available spare time, and they're highly enjoyable third-person shooters. After the semester is over in our downtime we're going to all get PS4s and play Resident Evil 6 and Resident Evil Revelations 2 co-op together, with extra content and harder difficulties, it should be a lot of fun.
Lastly I'll give a shout-out to Game Freak and the Pokemon series because I am looking into getting into competitive play with my friends, Bethesda for the hours upon hours of gameplay with Skyrim and the upcoming Fallout 4 that I'll be playing over the break, and Telltale games for releasing excellent series of click-and-point ethical choice adventure games like The Walking Dead and Game of Thrones.
GAM111 - Blog Week#11‘How I do this thing when developing my games’
I thought it might be best to hold off from answering this topic question until I was way into finishing my final assignment. This week I interpreted the topic to be ‘How I make levels when developing my games.’ First off when I start a game, I find it best to start with the basics, So first I create a really simple 'tutorial' level to begin with to get the player to get used to and experiment with the controls. Something very simple where the path is very linear so they don't have too much overwhelming them with choice, as they learn the controls, in which direction they should travel. Then once I'm satisfied with the initial level design, I put in the actors such as the player themselves, the AI, and objects they will interact with in the level itself.
Then comes the tricky part for me, writing out the formula for the scripts to make the mechanics or the guts of the level actually work. This take up most of my time as if I write it incorrectly or leave out any characters I have to fix bugs in order to get it to operate, but I don't do this initially because the scripts need characters, actors and physical objects in the game space to be attached to (or empty objects), and laying down a solid foundation first of the game world and characters I can at least get laid out to be satisfied with so I can say I've done something and be motivated to aim towards the goal of completing it. Finally once I get the figurative nuts and bolts of the scripts and interfaces working I add in the textures, juice and polish of the level with the time I have left.
GAM111 Week #10 - Audio I really love
I will talk a bit about audio that I love in my experiences, but first about any audio that I am adding to my game. I haven’t thought about audio yet, namely because I am still working on the level design and the guts of the scripting which are always my biggest challenges, and polishing/juicing is of a lesser priority.
I would love to have sounds of my characters moving/jumping, making a acknowledgment sound when you give them orders, hopefully sounds of them interacting as well during the cutscenes. At the very least I will have sound effects of them having footfalls and such, and add more if I get the time.
As for my experiences with audio that I love in gaming, I could talk about a lot here. If I play a game and love the sound of a certain theme or song playing in the game, I will go back and see if I can obtain the soundtrack so I can listen to it later on my playlists. I tend to focus more on the idea of songs and instrumental soundtracks when it comes to audio, as they usually are what will stay with me after I have finished a game, mainly because the staff and crew developing a gaming soundtrack will try their very best to make a piece of music playing during certain scenes to be emotional and moving. So you can understand the mindset and feelings of a character and their motivations, without taking away too much from the immersion and flow of gameplay.
Here I will quickly list a few of my favorites I have collected from games I have on my soundtrack that I love to listen to.
Main Menu Theme - Assassin's Creed III Classical Trailer Theme (Battle) - Final Fantasy XV 'Track 15' - Mechwarrior 2 Fight Tune (Arms of Shinra) - Dirge of Cerberus Final Fantasy VII Watch the Skies - The Elder Scrolls Skyrim Warriors of Light and Darkness (Opening) - Dissidia 012 Final Fantasy 04 Infiltrating the Borgia Castle - Assassin's Creed Brotherhood Eidolons - Final Fantasy XIII Starscream - Transformers Prelude to Energon Otherworld - Final Fantasy X Bamboo Grove - Legend of Zelda Skyward Sword One Winged Angel - Final Fantasy VII Monodrama - Parasite Eve The 3rd Birthday Esper - Final Fantasy XII Dark Impetus (Mysterious Figure/Young Xehanort Theme) - Kingdom Hearts Birth By Sleep Invisible Depth - Final Fantasy XIII-2 Still Alive (Credits theme) - Portal Dearly Beloved - Kingdom Hearts series Main Menu Theme - Resident Evil 6 Last Order - Crisis Core Final Fantasy VIII 1-1 Assassins Creed Theme (Credits Theme) - Assassin's Creed Revelations The Deep End - Kingdom Hearts 3rd Times' the Charm - Resident Evil Outbreak Fate of the Unknown - Kingdom Hearts II
GAM111 Week# 9 - Gaming Platforms
Again, I will be talking about my own background experience with consoles, since the assignment I am currently working on involves only playing it on PC.
My experience with gaming consoles has been a mixed bag. As I may have mentioned in previous blogs, the first ever console I was introduced to was PC, but my interest in PC games after the 90's platformers such as Commander Keen and Duke Nukem dwindled for two reasons. The 3D games I wanted to play were on high-end PCs, which I could not afford at the time, and the fact I had a large family and only one family computer to share so I could not play as often as I liked. Which gravitated my interest towards the recent gaming consoles at the time, the Game Boy, the Sega Mega Drive and the Super Nintendo. I had played the first ever Nintendo console, but it belonged to a friend of mine, as did the Sega Mega Drive. As we all know Sega went into decline, which was fortunate for me because I decided to buy a Super Nintendo before that happened, and eventually Nintendo's consoles would evolve to the Game Boy Color/Advance and the Nintendo 64.
Eventually I also got a Playstation 2, more computers that I could play games such as Diablo II with my sisters, and as the console wars took off when the Xbox was introduced into the race I got that console as well. I only got it at the time to Play Doom 3, and when I was disappointed with the range of titles and my Xbox broke I was forced to sell it off. Eventually I got the Wii, PS3, Nintendo DS and 3DS I have today as well as this high-end laptop I am typing on right now to play PC games. If I get a game on PC, I usually get it to either a) mod things like with Skyrim and Fallout 4, b) because it comes out on PC before console such as the Telltale game series, or c) because I can stream while playing it to show friends (which I can't stream on PS3 and have to wait to get a PS4 later this year). Otherwise, I have had the better experience playing on consoles, because you put in a cartridge or disk and the game simply loads. With PCs however, I have had issues with games not being able to be compatible to load, crash, or simply like with Skyrim they have been poor console ports and they have not fixed up the coding to allow the gameplay to run smoothly. But all kinds of gaming consoles have their pros and cons, such as the Xbox 360 being more of a focus on being a all-in-one home entertainment system but not having as much emphasis and specialty on gaming as the PS4 does, so I do love having the option to play on them all!
GAM111 Week #8 - Turn Based Games
I am going to talk about my experience and history with turn-based games, since the assignment I am currently working on at the moment does not require turn-based gameplay as a requirement. When I was growing up I was introduced more into console games after the realization that the PC games I wanted to play beyond action platformers required top-end PCs, which I couldn't afford at the time, so my focus was on Nintendo and Sony at the time with action/adventure/platform games. I wasn't introduced into the concept of turn-based games until I was introduced to Final Fantasy VIII by my older sister, who wanted me to help her buy a Playstation 2 to play it, but I was more interested at the time to buy a Nintendo 64 to play the latest James Bond Goldeneye 64 game. She also downloaded the demo for Final Fantasy VII but would only let me watch her play it.
It wasn't until I moved on from being a teenager to a young adult that I did get a Playstation 2 after my interest shifted from Nintendo due to lack of titles that grabbed my interest, and I saw Final Fantasy VIII on special in the store, so I thought why not give it a shot since my sister recommended it. I haven't looked back since. I have been into turn-based games thanks to the Final Fantasy series and, while there are still not many RPGs today that still have the turn-based element (I think actually Pokemon may still be the only recent title I still play today that has a turn-based system), taking turns even with time still moving and the enemy AI deciding what actions to take was still very challenging and fun to play to think out what actions to take in advance, and especially with Pokemon against human players it can become very much a prediction meta-game that doesn't matter how powerful or tough your character is so long as you understand the mechanics and the strengths/weaknesses of yours and the enemies' characters. Even different turn-based games with moving your characters across a board like chess, such as Final Fantasy Tactics series, I am still trying to finish and enjoy playing to this day.
CIU111 Blog Week #7
The topic this week was ‘STUDY WEEK’ since we did not have class. Because some classes were pushed back because of public holidays earlier in the trimester, I did not have the entire week off and had to come to classes later on at the end of the week. Also, I was very busy that week working on another assignment from GAM112 that I had due on Friday, so I was very busy throughout the week getting theory work done in time when I did not have class.
During the week however I did get time to work on my portfolio that Ed had instructed us to in the following week to work on. Also the assignment I was working on was a group assignment, which help me a lot with this unit to learn what it would be like working in a team for like a studio or independents in the real world, sorting out our fair share of work and making sure that we worked well together like parts in a machine. Considering what Ed had given us the following week about the categories for our portfolio, I worked on those and also help other classmates work on theirs with their own versions of their portfolio categories. At the moment I have my portfolio written out to be a game writer and designer, keeping at the back in my mind that throughout my career, my portfolio will change and need to be updated depending on the work that I am doing.
GAM111 Week #7 Blog
The topic of the blog this week is “I have a little time off now and I am...” I did have classes off on the break during week six, but not all week because some classes were pushed back due to public holidays earlier in the trimester. So that week I was actually busy working on my game documentation for GAM112 due in that Friday and working on my greyboxing for my Level Development class. I was working all week, but because I had days to have some classes off, I was able to stay home and had more time to study during the week, as opposed to taking up time during the day travelling into the city and back to go to class.
Mike did prep us about the upcoming game assignment where it has to be a game where you can command units, and tell them what to do like a real-time strategy game, but because we were having the break he advised us it would be better to teach the aspects we would need to learn about making such a game when we resume class in week eight. This is due to the fact he explained if he did teach us, and we came back after a week, we might forget and be fuzzy/rusty about what we are doing. By teaching us what we need to learn in week 8, it will be more fresh in our minds and we can apply it straight away to our projects. I appreciated that, not only because of the assignments I had to work on and took care of in my study break, but also I am concentrating hard on following along what to do in the tutorials in class hard enough that I don't often get the chance to take notes about what we just did so I can practice it later. So thank you Mike!