Just posting a few things I've done recently. The 3d is still laaame but I wanted to redo some of the early projects.
I really needed to get better at both modelling and texturing...Even though they're simple things, I think I at least improved a little on building geometry that wasn't completely messed up on the inside. With my first house, I had no idea what I was doing. In the new one, even though it's smaller and less complex I can count the mistakes which I didn't know how to fix, the only problem I couldn't fix with the geometry was when you get two edges next to each other?? I couldn't figure out how to weld them into one edge, so the rim around the roof is technically wrong, I guess. There's also parts of the unwrapping I did wrong. But in my first model I did ages ago, there were loads of these types of problems which were pretty unfixable by the end of it, so it was pretty much untexturable. Making a rocking horse was pretty simple, my first one just looks terribly embarrassing now, I might delete it from facebook over the summer.
For the texturing contest...Got some help from Del to see it as a flat image, so I could see the shading on the texture more clearly...I don't like how Max shades things, its way too dark? So this is just a diffuse map. I did do some research into normal maps, but all the sites told me I needed a bunch of new software, some of which wouldn't install because I needed yet more software and plugins I couldn't find. Is there an idiots' guide to this somewhere? Well anyway, i really liked this female model! I wanted to make a preppy-looking character rather than something grimdark. I'm really into salmon red and turquoise recently. The dress pattern is loosely based on this disaster of a 1980's swimsuit I saw in a vintage shop. Ah, I really messed up on the hair! But by the time it was all unwrapped it was too late to change it...Everything is planar, so in future I really need to do things seperately rather than trying to economise too much, I had something different in mind for boots but because I didn't unwrap them right, I had to improvise a little in the end...Anyway, I really enjoyed this project! Painting the textures is kind of really tedious and precise, where loads of little adjustments need to be made, but it's fun to see the end result.
Oh, and some 2d junk...
Gahh doing shitty sketches is much more fun than fully rendered digital painting. I might start doing those posemaniacs sketches again...Neeed to find a life drawing class I can go to over summer, or some kind of art class. I want to do this course so bad 'cos its a really good college, but I think I'm away for it...
This blog is a follow-up to our previous discussions on creativity. Last time, we established that creativity is a means of producing original ideas which have value, i.e. a purpose, or are highly skilled. It is something that applies to every role or career, and should be encouraged and nurtured to develop from early on in a person’s life. Applied specifically to art and design, a piece of work is generally considered to be 'art' if it either shows a highly refined skill, or evokes some emotion in the viewer of the piece. Then in theory, art should be accessible to anyone with no room for elitism, but we know that's not the case.
After doing some research as to what other people define as creativity, specifically within video games, I came across this article which cited Little Big Planet as a game which stood out concerning Sony’s creativity, as opposed to Playstation Home which wasn’t as successful as it’s competitors. I've only played LBP game recently, and although the concept of a side-scrolling platform game isn’t original anymore, there are small aspects that stood out such as the variety of minigames, and how you can ‘stamp’ your character and home with pictures or animated objects, or how you can control your character’s individual limbs and expressions. The whole visual style of the game has a sort of universal appeal which has attracted a variety of age groups of both genders.
I liked how the game tries to promote creativity, though the limitations do provide the easy option of making random choices rather than creating ‘original content’. Although this does seem to be possible, it isn’t the main focus or most accessible part of the game, and is more evident in games like ‘Drawn to Life’ for the DS. I also appreciated how LBP didn’t have an obvious bias towards either gender, which is a step towards getting rid of the mentality of ‘girls’ games and boys’ games [although, I think most of these are fine for young kids].
It’s also stated that the best ideas are ‘coincidental’, are usually simple, and have a tendency to stick with you. There is a problem with this theory when it comes to real life, as the ideas you come up with entirely off your own back, as a passing or reoccurring thought, are usually so personal only you yourself would find them interesting. There’s a very low possibility of these types of ideas actually appealing to other people and being recognised as valuable. Valuable ideas are formed by reworking these passing thoughts over and over, by doing research, and surrounding yourself with similar things. That’s why being surrounded by other creative people doing a similar thing to you at University is more motivating than being at home, and keeping up with the art scene and games industry is beneficial, I think, as it is usually quite inspirational. I think it’s important to be critically aware of the industry you want to go into [conerning games, this is something I need to work on].
On a slightly related note, if anyone’s interested in Superflat, I watched a short animation recently by Studio 4 °C, who are probably one of the best commercial studios right now, in my opinion. Their stuff has this amateur feel to it which reminds me of indie festival style anime. Thought I'd share!
Director is Daisuke Nakayama, this one really does look like a hiphop-influenced Imaishi [Dead Leaves, Diebuster]. I do spend quite a lot of time watching cartoons, so when something stands out from the 90% of rubbish Japan produces, I get excited. I’ve never actually wanted to be an animation student though, I know I get too caught up on the small details to churn out the amount of storyboarding, etc that’s required. Of course, Game Art is probably more difficult..!
I think it’s very easy for people in our creative industry to dismiss the whole idea of Liberal Arts/academics because they don’t have to deal with that curriculum anymore. For most people who have being aiming for this industry, academic subjects and accolades are just a means to an end which you can easily label as illogical and crap and stifling for creative people, whose talents and interests should have been recognised by educational institutes instead of repressed [one of the main points in the intriguing TED video clip we watched today]. I see the liberal arts and the whole process of compulsory education as a means to attempt to make well-rounded individuals, and the institutions I went through communicated that. I’ve never had any bitter feelings towards the methods of education, and I don’t think studying mathematics and humanities is pointless even if you’re not going to be using those skills in your future career.
I don’t think creative subjects are exactly stigmatised, as my schools have always encouraged me in those areas; my art teacher had blatant disregard for the idea of assessment, and his own work and teaching methods was so concentrated on traditional techniques he was way more focused on getting us to make pieces that looked visually impressive rather than what fitted the mark sheet, thus everything we made was basically extremely shallow, and 6th form graduates from that school had practically zero chance of getting into an art college. My art teacher at a different 6th form college was the opposite, the creative process is supposed to be about reworking ideas until reaching a final outcome, and the marking structure was completely set around supporting/sketchbook work and was meant to run parallel to the actual process of making a painting or sculpture or dress etc. Similarly, in Foundation Art, one part of the course was keeping a creative journal to discuss contemporary artists and their work which might influence you. So while a lot of teaching methods are disengaging and plainly bad, I don’t think the ideas behind marking and grades are' wrong'. I also think that those who’ve worked harder for their studies deserve to be recognised, so I do like the idea of University being a more exclusive thing that only hard workers are able to get to. The problem is what schools value as hard work.
I do have a personal attachment to the values of the education system which makes me biased, mainly stemming from the fact that my working-class parents and grandparents paid for me to go to ridiculously overpriced private school; which was not the pinnacle of effective teaching methods, but it got the results and it was probably an overall step-up from the alternatives. After going through public school, my Dad went back as an adult to get English and Maths GCSEs because he wanted to be acknowledged as an intelligent person as well as the better job prospects, and thus he has this unshakable high regard of the values of academic degrees. To brush them off as worthless lines on a CV, I think would be a disrespect to what my parents did and what they did for me and are doing throughout my own educational process - which is constant support, funding, and reward but never pressure. They’ve always known I was going to study art, and always encouraged me to work for whatever I wanted, and I chose the option of picking up as many good grades as I could along the way because you only have one chance, and my Dad always says he regrets not going down that route. Would he have been happier if he did? I don’t know, but the least I can do is value what’s been given to me when many other people’s creativity is not nurtured or valued by parents or institutions. I think I’m an extremely lucky person in this respect to be from such an encouraging background so out of principle, even though I agree that there some things that are seriously wrong with the system, I take pride in what I’m able to put on my CV even if others think it’s worthless. I think it would be ungrateful, in my own circumstances, not to be even a little bit proud.
I realise I sound like a square, but it’s more just an emotional reaction to what we talked about today. Also, I despise the idea of spending so many years of your life doing something, only to think of it later as a waste of time. I think that’s really negative, and there is always some value in anything. Just watch me eat my words when I end up as a bitter, snarky old lady..!
To actually address the task, I don’t see why you can’t have a highly-trained individual who also has a good liberal arts background. The whole process of going through school is to give you that background, and I see university as the process of training one specific thing. Though I suppose if you think of it that way, it’s best to have a good idea of where you want to end up early on, otherwise three years just isn’t enough to start from scratch. That’s why I think, can I really get to industry-level in 3Dsmax in just 3 years? Well, more like two now. We’ve had our whole lives to practise our traditional art skills; can I really get to the same level in such a short time? I suppose I must think of it as just a different way of applying those skills. I think by a ‘good liberal arts background’, employers want well-rounded individuals who are aware of the world around them. Really, I think there should be much more emphasis in schools on the subjects of cultural studies, debates, politics, current events, morality, that kind of thing, which in my opinion when taught well would be a better way to produce intelligent, aware people rather than the divisions of ‘faculties’ from so early on.
This morning I had a dream about going to sleep with some kind of rotten meat next to me. No idea why I didn’t just get rid of the meat before sleeping, but I didn’t and when I woke up the next morning there were all these flies and bugs on the walls, including some weird coloured ones but I couldn’t bear to look at them too closely, or my imagination didn’t want to stretch to thinking about insects as I really hate the look of them. Anyway, dream-me knew the meat must be really gross but I didn’t smell or see it [can you imagine smells in your sleep? I don’t think so..] but still knew it was there. So, my Mum happened to be upstairs [we were in some house I didn’t know that resembled a hotel, but my room was the same as here] and I asked her to get rid of it all. Kept saying I can’t do it, I can’t look at it etc and she didn’t really say anything but I knew she’d fix it for me anyway. So, when I woke up for real I did so unpleasantly, looking for something rotten.
So, fortunately I don’t have anything rotten here, apart from maybe the drain which needs a good bleaching, but I was thinking about the dream for a while. Maybe something to do with the massive guilt I had when I broke the hard drive my parents got me, and I knew they’d still pay for it to be fixed/buy a knew one even though it was my fault for always being clumsy and careless. But I think...It’s more to do with that feeling you have when you ignore something for a while, until the point where it’s unbearable and you go crying to someone else to fix it. I don’t think I’m too guilty of that, though everyone must experience that sort of thing to some extent...Usually I don’t think dreams have meanings or anything, but it’s been a while since I felt so emotional over a dream so it must be quite important. I guess the thing I’m guilty over...Is neglecting 3d. Its said that you can do anything if you try hard enough, and generally that’s applied to me, in everything but driving [cannot get my head around it, it’s like I’m mentally disabled or something], and I’m scared it’ll be the same thing with 3d, that I have no hope in hell of ever being good at it. But I doubt it. With some help, I really liked the tree I made, even if it’s just a small accomplishment. I suppose I’m the type of person that expects to be able to do everything art-related straight away, and it’s really not the case. What an irresponsible attitude...
A-Anyway, dreams are a silly topic, so I’ll put something relevant here before posting week 18! It was nice to see Chris’ work on Wednesday, I expected just figurative sculpture for some reason, but seeing the installation work and larger-scale things was very enjoyable...It’s been a while since I looked at fine art at all, last year I was really into it so it was really good to see work which had that emotional quality to it, a nice break from purely commercial stuff. I’ve always said I liked commercial/low-brow art more, but Chris’ stuff reminded me of what the fine art students last year were doing, well more like how they were thinking, basing an idea on something really small and developing it to the point where it’s only traceable back to that point if you’re able to see the whole process.
I think, that’s why a lot of fine art is hard to ‘understand’; either because people go in to a gallery expecting a visual treat or some kind of intellectual explanation, when more of it is based on quite a small idea or feeling, it’s the expression of it which gives it value, and at some point down the line the tools of traditional craftsmanship become unnecessary when it’s abstracted. The artist may still be a good craftsman, but their work might not need those skills to express the idea. For instance, in the fine art group at Leeds last year, for their first project they had to make a collection of every day objects that were interesting in some way, and draw, film, and record them. My friend in that group chose soap, and did things like drawing with them, looking at the textures, and making a kind of shell of the soap out of tracing paper and thread. Recording the sound of soap was pushing it. A lot of those people were pretty good painters and sculptors, but the ones who weren’t did things like video and performance. A lot of people in my graphics group thought it was a load of crap, but I liked all of it! The fine art exhibition was the one of the most interesting at the end of year show. Well, all the groups had good exhibitions, but that one had the most story to it. My first graphics project was making a hundred variations of a backwards letter ‘n’. God knows what Mike and Chris thought that was all about. I didn’t think my portfolio showed enough actual skill, so I stuck a few digital paintings in at the end while my Leeds tutors weren’t looking. But now I understand the projects that we did now, and even though I took Graphics and not Fine Art they share the same processes in the end. That’s why I think it’s good to look at galleries and contemporary art even if you think its crap, because there will be some things that you find interesting and impressive!
Also, I’ll post some of my character work here. Why not? The descriptions/explanations are all on Facebook so I don’t re-iterate myself here.
Sound and music is as important in games now as it is in any other form of media. Like film, the sound of games has evolved from virtually silent to multiple channel orchestration. Old console games of the 70s and 80s had to keep sound and music to a minimum, the Atari 2600 only capable of generating two notes at a time. Sound effects were very basic and often the background music had to stop so the effect could be heard. Into the 80s, music became more of a specialisation and famous video game themes and composers emerged, such as Koji Kondo [Super Mario, Legend of Zelda] and Koichi Sugiyama [Dragon Quest], and of course Nobuo Uematsu. The short opening theme to Super Mario 64 is one of the most nostalgic pieces of music for me, despite never actually owning an N64. It was always something my friend’s brother would play and I’d sit and watch and long to own it myself, so I always feel vaguely excited and optimistic when I hear it, partly because I got a Playstation instead!
The DragonQuest games I feel are highly underrated, and totally overshadowed by FF as the long-running JRPG. Thinking of the world map theme in DQVIII has this similar nostalgia for me, because even though the game’s not that old, when I finished it I kind of just put it down and forgot about it. When I think of the music, doing mundane things in the game while having the hyperbolic orchestration in the background and the chirping of the dawn birds made it seem like I was this super important hero. In a way it’s similar to Elder Scrolls IV, it’s easy to loose track of time and wonder around at night thinking you’re awesome, until you’re kicked in the head by an imp or a mudcrab wanders up to you, etc. Anyway, the game has this really charming Japanese take on Western Fantasy and the music fits with that; it has a feel of mid 90’s anime of the same theme such as Slayers and that kind of thing.
Nobuo Uematsu on the other hand, has many fantastic compositions [Zongyi described it the best] of which I couldn’t possibly choose a favourite [okay, it’s Melodies of Life, and it’s also my favourite game because it takes itself the least seriously out of the PS-gen games and has Knights and Rogues and Princesses. Japanese vocal version because this was the only one I could find to download on the internet way back when. I only heard the English version once or something!]. The other games’ music, specifically FFVII themes just don’t have the same nostalgia factor for me anymore, as they’re constantly brought up again and again, and have never been laid to rest in peace without some fanbrat reminding us all that it is the best game ever made. I also used to love praising the game, you know, ten years ago.
Uh, bitterness aside, other MIDI-type music that had a lot of exciting atmosphere were things like the Doom and Wolfenstein 3d themes. I still think they’re some of the scariest games even though the baddies look like lego, because the imitation-heavy metal BGM holds the memories of me and my friends shrieking when shot from behind, then deciding it was way too tense and going to play some Rayman instead. That was probably the last time I played FPS. Around that same time I was really into DDR, which had tons of disposable pop songs that were popular at the time, but also some original Konami classics. If you were lucky, you might find an American import machine and get to listen to some garbled Engrish Jpop or the opening theme from Gundam Wing, which was pretty much pee-in-your-pants level of excitement for me at the time. From there on I was really into rhythm games, and the idea of playing a game based around music rather than music just being there for background and sound effect purposed was a pretty foreign concept. The most recent music-based game I’ve played is Patapon on the PSP, in which you act as a God and make a drum beat to command your cute little tribesmen. It’s really incredibly cute! Here's a rather old article that goes into the purpose of game music in more detail.
Video game music has a kind of cult status now and has developed into its own culture catalysed by the internet, with many of it’s own artists and events, such as Blipfestival. The actual chips from older games can be emulated and used to make music in a technical approach, or famous pieces of music from games are remixed, sampled and covered by other artists. Amateur game developers also write original compositions, wherein all the actual game content is usually made by one person, sometimes masquerading as a ‘team’. A notable example is horror/murder mystery ‘sound novel’ Higurashi no naku koro ni/When they Cry by 07th Expansion [composed of 3 people]. The atmosphere is created with background music and sound effects, where the player has to collect hints and solve the mystery. The original features some pretty appalling artwork, but it just makes the various bloody scenarios even more disturbing. I wanted to find a translated clip to show, but Youtube only has Japanese. Here’s a good example of the cicada chirping sound effect, which never fails to give me the creeps, as does the psychotic Rena interrogation. Also, that high pitched white noise kind of thing is constantly there. Shudder.
Oh, the Good Times song! I listened to it and didn’t really recognise it immediately...But it’s been used in lots of songs, one of the most sampled pieces of music of all time. This makes it a very important and influential song. Isn’t it in Rapper’s Delight?
A game engine is a piece of software designed to render 2d/3d graphics, sound, animation, AI, and a physics engine [ to simulate Newtonian physics and approximate effects and conditions in a real life or fantasy world], among other features. To economise game production, they are typically used over and over when creating different games, falling into the category of middleware as they provide reusable tools purchasable for different companies, reducing the time and cost of development.
Key technologies include a rendering engine, the mathematical process of creating an image from a 3-dimensional model containing geometry, texture, lighting, shading and viewpoint. The word can be compared to how a traditional artist ‘renders’ an image. Scene graphs in games are used to describe logical and spatial relationships between objects in a scene, and can also be useful in reducing memory budget and increasing speed. Recent trends are favouring accessibility, and engines are being developed more for devices such as mobile phones and web browsers, e.g. Shockwave and Flash.
Additive or subtractive environments describe the process by which objects are created within the engine. An attitive environment exists as an empty void, in which the game world is created and sealed off without the void space leaking into it. The Quake engines, MaxFX, and Half-life are all examples of additive engines. A subtractive environment is the opposite, as in there is an endless solid instead of a void, and objects are created by removing parts of the solid and the game world is formed from negative space. As additive enviroments are easier to manipulate, a large cube can be removed from a subtractive space and things can be built within it, emulating an additive environment but without the problem of the void leaking in. Some popular engines to use subtractive environments are the Unreal, Dark, and Serious engines.
Using middleware engines can be a big advantage to developers as mentioned previously; it prevents ‘re-inventing the wheel’ – why recreate something that already exists unnecessarily? Engines also are becoming more and more complicated, and creating an original piece of software would be extremely demanding requiring vast amounts of expertise. Also, engines that have been used in successful games are naturally attractive to developers. However, the licensing of the third-party engine can also be costly, and may require modification to meet the developer’s specific needs. Creating an in-house engine may produce totally unique features for the games using it, with the opportunity to re-use it and sell as middleware in the future. Considering these disadvantages, a safer choice with less risks of failure would be to use pre-existing software, although it would be interesting to see more original engines being developed for specific purposes.
OH GOD POLYSTATION 2, with Goku and Jigglypuff SHIT YES
Help, it won't stop..!
Er, have you played your SexBox 3600円 today? Costume x1Igniter [???] x1Lotion x1 ...And those must be the games for it above. Also, Microchinco - chinco - chinko = Japanese word for penis. Okay, I laughed. Unfortunately it's not a real console, but some crazy sex kit in disguise, probably a typical example of what you'd find in Akihabara.
Also, what the fuck, Japan? Are those mini-hamburgers and broccolli on pizza?
The Shrimp and Mayonnaise Roll Winter Double King Pizza from Pizza Hut. This amazing amalgamation is filled with crab, shrimp, beef, scrambled eggs, onion, broccoli, mayo and a demi-glace sauce. And the exterior crust is filled with shrimp filled with mayonnaise.