Thursday 10 April 2014

Purpose and functions of game engines and its components and the theory and applications of 3D and 2D



Purpose of Game Engines

2D/3D/Mobile/Modtools

Game engines provide a suite of development tools which are used to aid the developer by having re-usable software for example something like Construct for 2D games and Unity for mobile games and other 3D games. Construct is a good engine for 2D games as it has an easy drag and drop system where you can just drag your 2D sprites on to the level and edit them to do things with the event sheet system which is sort of like programming language, for example if a certain "event" happens like if you were to reach this certain location then another event would follow up like a cinematic or a door opening in front of you. This is good for 2D games as it has a 2D physic engine built in called Box2D. Box2D is a free open source physics engine which is written in C++ it has been used in many well known 2D games like Limbo and Angry Birds. Mobile games use the Cocos2D or Moscrif game engine these both are open source software frameworks which can be used to build games and other cross platform based programs. These programs provide common GUI elements for your game like text boxes, labels, menus and other common things you would find in a 2D game which is useful as you can just edit the coding to change the look of the text boxes and the other elements which are provided. The Box2D has a rigid body simulation feature which helps developers with simulated bodies so it saves time on physics it also applies gravity and friction.


Some game engines can be modified like the source engine. The source engine is a 3D game engine which is considered one of the more popular engines to modify as it is always being updated instead of different version coming out so it is more convenient to be modified it was first used to create just first person shooters however it has also been used professionally to create other genre of games like side- scrollers to even MMORPGS for a engine to be used for some many things you would need to be able to mod it which is what mod tools are for. You can modify the software in the engine to act differently to how it would by default by changing data in its default software.

Integrated Development Environment

Game engines would usually have developments tools already provided in an Integrated development environment, which a software application that provides facilities to computer programmers for the development of software such as the creation of custom software or embedded software which is used for controlling the product which requires the development process to be integrated with the product, for example you can have the software to be developed so that a mesh of a character would move a certain way when it has a skeleton inside which the engine has provided with the software embedded into it. An IDE would normally have a source code editor, build automation tools and a debugger. A source code editor is a text editing program designed specifically for editing source codes in computer programs. They have features specifically designed to simplify and speed up input of source codes they also provide convenient ways to run a compiler, interpreter and debugger. Source codes are computer instructions written using human readable computer language usually as text. The source code is often transformed by a compiler program to store for a later time of use, it could also be used by an interpreter to analyze and perform the outcome of the source code on the spot directly. The purpose of source codes primarily is to be used as input of a process that creates a executable program. A compiler is a program that transforms source code written in a programming language like C++ or Java into another computer language. The purpose of this program is mainly to create an executable program. Compilers are primarily used for programs that translate source code from a higher level programming language to a lower level programming language. A interpreter on the other hand is a program that directly executes instructions written in a programming language without compiling them into machine language. Build automation is the act of scripting variety of tasks that developers do in their activities, things like: putting source code into binary codes and then packaging the binary codes and creating documentation and/or release notes. Build automation tools helped offer an alternative then to attempt to compile source codes manually it also helps to manage the source codes as well. Debugging tools are also provided in the IDE which is used to test and debug other programs. Debugging is used when there is an programming bug which is causing a crash in the system where it will locate the bug and you can then fix the bug. It is also useful as a software cracking tool to evade copy protection and digital rights management. It also serves as a general verification tool.

Middleware

Middleware is software that connects two otherwise separate programs or group of programs, and provides services beyond those available from the engine/OS itself. Middleware makes it easier for software developers to perform input and out communications so they can focus on the specifics of their application for example if you were to play a game on the computer and you pressed a key on your keyboard the key would be the input which will go in to the system of the middleware where it would recognize the command where it will begin to process that command into the CPU which will have to do some complicated maths to determine what the input will do in that certain situation then will begin to execute that command. Graphics wise the CPU will have to consider the lighting and also the colors in your field of vision and chip off the parts of the game you cannot see and determine what the look of what your current location is. Middleware is sometimes described as glue between two applications. Game engines provide middleware such as graphics, sound, physics and AI functions they provide flexible and reusable software which can provide all the core functions when needed this also reduces costs of actually having to create physics from scratch and other elements needed in a game and in the video game industry all these are important factors. Examples of middleware would be RenderWare and GameByro as they provide applications which can ease the work of developers like graphics rendering and has its own scripting language called RWX and because of this it was widely cross-platform meaning it ran on different operating systems like Windows and Apple Mac OS X. Gamebryo is a suite of C++ libraries which can be combined and extended to modify the engine for a particular game. Using this in context for video games, middleware for games are the game engines itself like Havoc which is used in games. With licensees given to access most of the C+/C++ source codes you can freely customize the engines features to your liking. If you are using another physics engine but it did not have a certain feature for example cloth physics then you could use other middleware to put it in to the physics engine to help you with it like Havoc Cloth.

Platform Abstraction

Platform abstraction is making an abstraction layer for an operating system which provides an API to an operating system making it easier to develop code for multiple software or hardware platforms. 3D engines and rendering systems in games engines are built upon a graphics API which provides a software abstraction of the GPU or video card.Open AL are also used in games as they provide hardware independent access to other computer hardware such as input devices like a mouse or keyboard. Because of this, there is little change to the source code and you can still play games on multiple platforms like from PS3 to PC.

Rendering/Collision/AI

A game engines purpose needs to be able to render graphics, this is the process of making an image on a computer software program. Collision detection is when you program something to detect and block the intersection of two or more other objects. This is mainly used in video games to limit movement. AI is short for Artificial intelligence which is a program which makes none playable characters seem to have a mind of their own. A program would give the none playable characters instructions to follow a set path depending on what the player is doing for example if the player was to be around the AI the program would tell the AI to either run away from the player or start to attack the player.

Functions of Components of Game Engines

Rendering - Shaders 


http://wiki.blender.org/uploads/thumb/5/54/Manual-Shaders-WardIso.png/320px-Manual-Shaders-WardIso.pngRendering is the process of creating an image from a model with computer programs. The results of the model can also be called a render as well. A model would contain strict data structure, it would have geometry, viewpoint, texture, lighting and shading. All this data would be passed to a rendering program which would then be processed and outputted to a digital image or a raster graphic images. To generate 3D renders it would have to go through a transformation process where it would have to light the 3D image per vertex creating continuous shading throughout the model lighting the corners of each vertex also depending on the position of the camera the lighting will transform and change accordingly. It will then view the image in a 2D plane where the shader will then clip the image out of view of the camera. It will then redraw the image like textures back on including the shading then the last stage would be to show the image. This is called a pipeline for 3D images where it follows these few steps to show a image. FPS can also be related to this as well as this process would be done 60 times per second for 60 fps meaning the more times this is done per second the smoother the outcome.

Animation

 One of the functions of blender which is a game engine is that it helps with animation. For animation you can start off by making a mesh which is required. You would then have to create the skeleton or armatures that will be used to deform the character. A single armature can contain many bones which makes animation a lot easier. You can create a hierarchy for the bones which make them connect to each other and which bones would move first with what joints to create realistic movement. You would also have a timeline so the mesh would have moved to a certain spot by a certain time in the timeline for example a simple walking cycle could last for 5 seconds on the timeline but in game they 5 seconds would be repeated over and over to create a continuous moving cycle. 

https://selz.com/blog/wp-content/uploads/2013/11/WalkingSheet-animation-methods.jpghttp://upload.wikimedia.org/wikipedia/commons/f/fa/Ie_Ghost.jpg

Systems - Particles, Physics, Sound 

Sound effects in games like gun shots and voice can help the player be more immersed into their game which is what game developers want. Voices can be used to help through the story line with none playable characters and music to help set the mood of a location. This can make games more dramatic! Physics engines like havok are also there to give a game the laws of physics such as gravity which can be modified to try create what you are going for like for example if you were in space you would set the gravity to be less however if you were on earth you would set the gravity to be higher then space or if you were to wear certain things it would make you slower and the engine would have to calculate the weight then try to match the speed of how fast you would move.

 Theory and Applications of 3D

 Applications of 3D products

You would usually see 3D products in video games however some games could be completely 2D. In movies the VFX (Visual effects) are 3D models for example in The Hobbit with Smaug he is modeled first before he is put in by green screen where the actors have to pretend Smaug is there. Some product designs use 3D models for advertisements and to show colleagues what it would look like not on paper but in 3D. It can also be used in architecture to give viewers a look of what the building would look like in the area and give a size comparison.

3D development software

To create these 3D products you would need software to make it. There are free 3D development software for example the student version of Autodesk maya or Blender. Both of these work differently however you will still achieve the same final product so it is just up to personal preference. 3D development software help you 3D model they allowed users to alter 3D models and can be rotated, zoomed and viewed a several angles to help with the creation process of the model. 3D models can also be exported so then it can be imported to other programs 3D development software as long as that software is compatible with the exported file.


  Geometric Theory

3D models are made up of: Points, lines, coordinates, primitives and meshes. If you have done 3D modelling before you should of came across the term vertexes before, these mean points in the model which you can connect a single line with to another vertex to create a edge in a mesh. If you were to connect 3 vertices together you would get a triangular polygon and if you connect 4 vertices you would get a square polygon which are the more common ones. Planes are flat surfaces but they can also be a solid plane which is 3D. You may intersect 2 planes together to create a 3D space.





File:Intersecting planes.svg


For a standard 2D plane you would only have the axis X (Width) and Y (Height) these axis' are called cartesian coordinates and they help to navigate and locate a certain point in a plane these are quite useful in 3D modelling as you can identify each vertex to a certain axis so when lines are create between vertices you can create different shapes. In a 3D plane however you would need a new axis, this axis is called the Z (Depth)



Some polygons are already pre-made with most 3D programs like Maya these are called Primitives and you can use these to create simple shapes which already have meshes and you can model them after creation. In a Mesh you would have polygons which are connected to each other by shared vertices these are called elements and each of the polygons making an element create a face. A face in the mesh is a surface which is there to determine light sources in ray tracing. All of this is referred to as a mesh or a wire frame model.

Mesh Construction

 There are many ways to construct meshes one example is box modeling where you would first a primitive and modify the faces by extruding and scaling so they it will change into something else.



This is an example of a simple method of mesh construction which I found on Google. You would first create a primitive and then extrude a face to create a more interesting object. Here the primitive is a cube, which gets extruded to make a more complex mesh. This is all made by simple extrusion methods which is also a method of modelling called Extrusion modelling.










Extrusion Modelling


Extrusion modeling is a quick and simple way to help 3D modelers create 3D objects. Most of the time you would first have a 2D shape where you would extrude the faces to follow a outline. You would then get a different angle of the same shape and extrude it at that angle following the outlines to create a 3D model. This method is commonly used for modeling heads. 3D modelers would only do one half of the head as you can just duplicate the vertices and invert them so the head would have two halves which are symmetrical. Extrusion modelling is good for creating quick simple shapes which you can then modify even more to your liking.

Spline Modelling

Spline modelling is a special function that involves polygons in a mathematical way. Spline is a more common term for computer science. it is adapted from the shipbuilding term that is the tool used by draftsmen to easily draw accurate shapes. Splines are the shapes that you could create on 3D software. Constructing splines are simple, which is why it is a popular choice of modeling which it comes to creating digital models and their curve design helps for easy manipulation. It can be used in one dimensional or multidimensional applications. One way you would use spline modelling is Lofting. A Loft is sort of a wire frame for a 3D object and is used as a technique in 3D modelling software. It is developt from flat sections by doubling it along the path that it is given. Lofting is a way of modelling an object based on splines. Normally you would start modelling an object by modifying the primitives. However when you loft a spline you're creating a 3D object that won't become editable. So in theory this means this is a more efficient way to create collision models.

Lathing

Lathing a 3D model means to have it's vertex geometry produced by rotating points of a spline around a fixed axis. Lathing can be partial and doesn't have to be a full 360 degrees turn. This can be used to create symmetrical objects as well.

Constraints

There is some constraints to 3D modeling for example: Polygon Count, when you are 3D modeling the polygons would be the individual shapes that create a model. The model can either be complex or simple no matter what the polygon count will increase when you are modeling. This is called the Polygon Count, however the polygon count is something you actually want to keep an eye on as it count cause some problems if left unchecked because the computer processor would need to calculate the position of each vertex and polygon that makes up the model meaning the higher the polygon count, the more powerful your computer processor would have to be to calculate the the vertexes and polygons in the model. It is really important to keep an eye on the polygon count in assets for games because if a asset has a high polygon count it would be disrupting the game as those unnecessary polygons could cause a processor to be over worked and could a problem in the game like low FPS. 

The file size is also quite important as well as any computer user should know. This is to maintain processing speed and disk space file sizes measure the size of a file and is measured as the following; KB (Kilobytes), MB (Megabytes), GB (Gigabytes) and TB (Terabytes) It is important to take note of your disk space as it can affect processing speed. The larger to file the more space it takes meaning that processing and rendering will take more time. Render times vary depending on the size of the model file and polygon count and renders can take from a few seconds to hours meaning that smaller scale animations/models do not really require much time to render this depends on the computer processor as well. However the bigger projects like Pixar animations would require a huge amount of time to render. Rendering is not just the production of 3D models and animations but also the viewing of them. Some 3D software like maya allow this feature so modelers can look at their product through the software to see a full render. This type of rendering is called real time.

Pipelines

To generate an image on the screen it will have to go through several steps before the image can be shown, I will now explain the pipeline of this process. This is the current state of the art method for rasterisation based rendering. Rasterisation is when you take an image made from vectors and then transforming it into pixels. First you will have a 3D vector image which exists on a single plane, then you would have to transform the image to fit into where it is in the single plane into the 3D world coordinates you wish to put the image into, it would then generate a image from the 3D world using the camera point as the origin for example if it was a first person shooter then the origin would be your screen after that as I have explained in the Shaders section of my report the image would then illuminate according to the lighting and reflection of the 3D world and the 3D image. After it has take the lighting into account it would then have to transform the projection of the image for example in a first person shooter if there is a building in the distance it would have to make the image smaller by dividing the coordinates of each vertex by its z coordinate which is the representation of distance from the camera it will then start to clip parts of the primitives you can not see that are outside of the camera view. It will then begin to rasterize the image meaning to convert the vectors into pixel based images after this stage the process can become quite complex because of the multiple steps referred to as the pixel pipeline then everything will start to be textured and shaded either from memory or a program.














Wednesday 11 December 2013

Development work for 2D Game Project


For my art I will be using low resolution pixel art as in low res the pixels will become more visible therefore which will make the game more 8-bit which is the style I was kind of going for with my sprite.
I have explained how I create sprites here I used this method to also create a moving animation for my sprite I used the same sprite but I slightly tilted the head forward and tilted the cloak backward so it looks like the sprite is moving forward and then I animated the cloak to make it seem like it is flowing in the wind. This will most likely be around 8-10 frames each frame will have a different cloak movement and all together I hope they will all come out as a movement motion. To add more detail I tried to add the highlight on top of the cloaks head to move a tiny bit to make it look like the hood is moving while the spirit is floating in the air.


















After I had created the moving animation I went on to creating the jumping animation. To make it look like it is jumping I made the cloaking thinner as if the head was rising and the drapes were following it. The ends of the drapes will flap in the wind but no flow so it looks like a high jump. During the making of this I didn't like how the lines were smooth I wanted them to be pixel like so I tried to use the pencil tool instead of the brush and it had satisfying results as the lines were cleaner and also more pixel looking with the minimum pencil size of 1. I also added a crease at the bottom of the hood and made him face up to add more detail to the jump. I was thinking this should be 5 frames long as the jump is pretty fast in-game.















This frame it starts the jump. The body of the cloak is thinner than the idle animation as the cloak is getting dragged through the air the higher it goes the thinner it will get to a certain extent while it is getting thinner the cloak will also flow at the edge of it.
























After I had completed the sprite gifs I then went on to do the background for the levels that were being made by my fellow group member. he requested that he would need outdoor scenery as well as indoor objects as well. Since this game was about avoiding light I would make no sense having it day light outside so I had this in mind while making the outdoor objects so I created silhouettes of objects instead like this fence. For the fence I tried to have the image tessellate so it could be repeated for the whole outdoor room. To do this I had to make sure the end of each image that touched the sides would fit with the other side. I didn't really pay much attention to detail as it was just a silhouette some lines were a bit to thick however I didn't really mind as this image would be in the back and in the dark so it would be hard to noticed and also players would be to concentrated on trying to get past the level to noticed as the sprite moves quite fast. If I had to go do this again I would create more time for myself to make things perfect however time was not on my side as most things had to be done by a deadline and I was kind of behind as planning took longer than usual.












 Here in a silhouette of a lamp post one with the lights on and the other with the lights off, the reason for this was because I wanted the have our designer to switch the lights on and off as one of the points of our game was to avoid light so I was thinking this was a nice addition to the start of our game. However we seemed to have had problems with putting this image on construct as the png file would create this distorted black color around it which messed up the image; we decided to not put this in because of this and we had no way to fix it.

The design of the lamp post of based on the lamp posts used in Victorian times as the design of it gave a strong image of it being a lamp post which produced light. Giving the player the impression that you were to be wary being around it. Pretty disappointing it could not be placed in to our game because of some faults.



 This cobble stone wall is meant to represent the inside of the walls and floor while on the surface it was meant to be a clean marble finish. The tarmac was a darker colour than the stones itself as well. I tried to avoid touching the edges with my drawing as these were meant to be placed next to each other so if i had them touching the sides I would have to make them go on to the opposite side as well just so it would look right.
 I placed holes in these decaying wooden walls to show that the house was breaking. I also tried to add cracks in the wood planks as well to try suggest that the planks itself were not going to hold and were being crushed.
 These 3 brick walls are for the bottom level of the basement where you are to find your coffin and complete the game. The two holes in this wall are meant to be together so is they were to be on top of one another they would form a massive hole however if they were put on the side of each other they would not and the other images of the walls were put on the top of it then it would look like just one small hole.

 One of the reasons why I created three images for this wall background was so that the wall would become my interesting as the wooden decaying was just a single image and looked really plain and boring so by adding three images the wall has more interesting features.







These two gifs are made in the same way I created the sprite. I wanted this haunted house to have a story of the sort to why it was abandoned and I feel like this gif of the wall shows why. Their is a creature living in the basement. The spirit could of be possibly killed by this creature which is why the coffin with it's body is inside and he could be going back in to retrieve it back.


The coffin is animated to show that it is being opened. The idea was for the coffin to be opened and then the player was meant to jump into the coffin to go rest or go back into its body; whichever the player wishes to perceive it.










Wednesday 4 December 2013

My Sprite

My task for this project is to create a sprite from scratch so first of all I had to do some research into sprites and how they are made and how I can try to get that look, for the look I was going for which is pixel art I used a program called Graphics Gale which is a pixel art program where you can create clean pixel lines. Later I switched to Photoshop as it was easier to use.
















This is the character I created, it is a little spirit. I created some concepts for my spirit however I have chosen this one as it seems it will be most fun to make and I like the feel just the floating cloak with eyes it gives a mysterious look. To create this sprite I went on to Graphics Gale to create the initial design but then when I had to animate it I had to export the file and imported it in Photoshop.

 After I had imported it to Photo I had to create different frames for each layer I was planning on using, I was planning on using 4-6 frames as this was just a simple sprite with a flowing cloak. I saved the file as a .tga as as .tga files can be opened up in most image editing software so I can easily access this file from most software.









I removed the second patch near the bottom of the cloak as it got in the way of my animation and I thought it looked a bit to busy as well with the creases down there so I thought it will be easier to removed the patch instead of having it in the way and trying to animate that as well flowing with the cape, it saved a lot of time.
When creating the sprite I had to consider the cloak and its creases when it would flow in the wind, I also added a patch near the top instead just to add a bit of character to it as just a plain cloak would seem boring to the player to look at. I also moved my sprite slightly up and down each frame just to give the impression that it is floating, I will try to consider the cloak going up and down as well as the cloak will widen as it is going down slightly and vise versa.
Once I had completed the first 5 frames I then duplicated them, at the 10th frame I removed the eye so then every 10th frame it looks like it is blinking as the frames would repeat, just to add a bit more detail to my sprite. On the 10th frame I had to duplicate the 5th layer so in total I will have 6 layers for 10 frames.

I had several different looks for my sprite, I first wanted to have my sprite be a cartoon like ghost like the one you see in Dragon Ball Z, Gotenk's Ghost. It was a simple design and will be do able in the 1 week I had to create a sprite. However I did not chose to make this as I would then have to animate the hair flowing and also facial expressions which I did not have the time to animate.


Another idea was a child who was out looking for ghosts but at the same time was really scared so to show this I put several scribble lines around the character to show that he is shivering in fear. I had a cartoon style in mind when thinking of these characters as for a sprite a details realistic one would not suit and will look out of place. This concept will later on become one of the enemies of the game as he carries a light source and in our game our character will die if it touches any light source


Thursday 17 October 2013

Sculpture of zombie me!

 Firstly, we had to use our knowledge of the shape of the human skull that we should of researched as reference to make our tin foil skulls. To make the skulls we first had to compact the tin foil extremely tight but while doing so we had to try get the shape of the skull as well, for example I was trying to get the eye sockets in my skull and well as some cheek bone however the cheek bone proved to be quite difficult so i decided to add the cheek bone later with the sculpture.
 After I have molded the tin foil skull I added a mixture of grey stuff which was a mixture of Apoxy which when combined together will have a 2 hour window of where I can manipulate it to my will and mold it around the tin foil pinch by pinch, layer over layer to add the cheek bones try to add more shape to the head and trying to create the correct anatomy just so it looks like it has flesh, it is also helpful since it is a zombie and I can add layers to certain bits then sand it down with some chisels so it looks like it has decayed away or been bitten off when the person was still alive was being eaten. However in this image on the left I tried to make the basic round shape of a head in which I would mold into the shape of a head later on right now I was just planning on getting enough apoxy around the tin foil that I could sculpt in to a head form easily. There were several scultping tools that I used which was used to create forms in my sculpt without having to use my fingers so there would be no finger prints. I used the tools mainly for forming shapes which were quite hard to form with fingers for example the nose would of not been possible to create without these tools as if I had used my fingers the nose would be a smaller size and the end of the nose would be slightly more smaller then I wanted.

Here I have started to add more shape to my zombie by pinching the edges so that it would come out more and give the head more shape. I added more tissue around the eye socket however in this picture the tissue is a bit off and is wonky! I pinched the edges to raise it and then I tried to smooth the edges to make it look natural I also added the tongue which would be hanging out and I did not include the bottom jaw so the tongue would hang out as shown in my design. I also added a nose to the face by rolling a piece of the apoxy into a sausage like shape and then placing it where the nose would be. I would then use my finger to smooth out the edges of the nose so that it would blend in with the face so it looked like it was part of it and not just attached on.

I noticed something was off about my skull. It was that it didn't have a forehead! So I added layers on top of the head with the apoxy by getting extra bits of apoxy and flattening it and layer by layer added more and more until i got the right shape and size for my forehead to create the forehead but now it looks square headed.... I decided that I would make this rounded when I got to the chiseling of the sculptures as it would be much more easier then. I also added some shape to the top lip to make it more like a lip than just a flat surface. I pinched the flat area of the lip so that it would compact together and form a shape which looked like a rounded surface on the lip, I also added tiny bits of apoxy where needed to give the lip some volume. I used the flat ended shaping tool to create the forhead layer. I would later use my fingers to smooth out the edges which would then end up with me using a chisel to make the edges even smoother and blend in with the rest of the head.
 Here I added some teeth to make it look like a bit of the lip was torn off as well I feel like it could use more attention and more detail like some teeth some be longer or shorter then others or that some should just be missing. To create this however I rolled some of the material in to a sausage shape then I used the flat part of the chisel to create a block like shape then I used the edge of the chisel to create some lines in the block so it would look like teeth if I could I would try to create each tooth individually just so each tooth has a different shape.
 I chose to add a bit more skin to the front part of the mouth like a torn lip just to add some interest into the sculpt I also added some skin on to the back as well which is hanging off. To do this I had to flatten some of the material so then I could make it more skin like and thin, because of this it was quite difficult to handle as it would tear so I had to reduce the thinness of the skin and made it a tiny bit thicker but reduced the length. I also added an eye ball without the eyelid so it feels like the eye is bulging out of the eye socket and the muscle around the eye has gone so there is no cheek muscle, just the bone.

Here is when we got to chiseling and I added some marks on my sculpture. I tried to add some wrinkles by using some of the chisels which were available to me and by using the edges of the chisel I could create thin marks however as I was unskilled I failed to do some and it looks horrible and is hard to see the marks, also I noticed that the top jaw was way to low and I would of liked to make the jaw line much higher if I did so I feel like that this sculpture would overall be much better however this was my first try and I had much fun with this! If I was to do this again I would do a much better job at this and I feel would produce a much better product!!!

The material called "Grey Stuff" was easier to use then "Green Stuff" as it was more easier to handle and it took longer to harden so we had more time to fiddle with it. Also unlike green stuff it was not sticky as sticky as green stuff so it did not stick to our fingers as easily so it was more easier to handle. One of the properties of grey stuff is that once it hardens unlike green stuff it will turn as solid as rock so it is great for chisel work so it is more suitable for making bigger sculptures like this and not small tiny figures unless you had the tools small enough to sand down the details later on once it hardens. Another property is that it becomes quite hard unlike green stuff where you can still move it slightly after it hardens so it is good for bigger sculpts like busts





Wednesday 16 October 2013

Zombie me! (Photoshop work)

First I started with my orthographic of me, Just the normal side to side none edited picture. With this i changed the color of the picture on Photoshop then i changed to saturation and the hue. I played around with this until I got a sickly color which i was happy with.


This is what I ended up with after I played around with the saturation and hue and also the color balance of the original image 


After playing with the saturation and color balance I then went onto liquefying the image to make myself more skinnier. I went for a more Micheal Jackson Thriller look with the pale then dark burns and lighter places which need highlights.   


After I have done that, using my images I posted in my previous post I masked the image into my face and blended the edges softly and also added after color to try and make it more realistic.



And here it is! The zombie me we were all looking forward to, now to sculpture this!

Zombie reference

When looking for reference I will be looking mostly at the anatomy of the skull and also do some research on body decay and how the muscles on the face will decay slowly if i were to die and become a zombie, I am hoping that my zombie will have a story for example if my zombie were to have a nail in its head then the story could be that while running from the zombies I could of fell and hit my head on a upside facing nail and killed myself or something like that.

For my zombie self I would like to have lost my jaw and have a missing eye that could of been torn out while I was being eaten alive by zombies and for the lack of my bottom jaw (mandible) I could of been hit by one of the survivors when I was trying to eat one of them in my zombified state however they did not go for my brain.
I would like something like this where some of the flesh of my cheek and lower part would be hanging out with my tongue as well to add to the gruesome look of my zombie.
I like the look of the flesh hanging out and would like to implement this in to my sculpture. This would mean I would need to do some research into the mouth and palate (roof of mouth)



Here is a diagram of the mouth, I plan to add as much detail to the mouth as possible from the soft palate to the Uvula however if my zombie self bottom jaw has received major damage the Uvula and the Tonsils may not even be visible.








 This picture I liked the general look of the face and how the wrinkles were so my zombie will be wrinkly I also liked the depth of the eye socket and how the skin is around the skull and you can see the skull as well. This suggests that the zombie has no flesh and that it is literally just skin and bones.
 I liked how this person was trying to create the look of having just one eye and the other eye is scabbed out and is covered in scabs. Looks disgusting, but that's what zombies are! so this is a definite in my zombie look so i will have just one eye.












Using these pictures and many more as reference i will try to re-create me as a zombie!