The brief set us the task of putting us in the role of making a
zero gravity scene in a space shuttle that has just exited the safety of Earth’s
atmosphere, for a scene in a game called The Last Voyage. This would be a key
moment in the game and should create wonder and shock the gamer. This gave me
the idea of having relatable objects that the audience could relate to and also
add a slight back story or in this case just propose questions and so I used
lots of common objects and some children toys. This would keep the gamer
thinking and wondering why there are these children toys in a space shuttle.
At first I was
very stuck for ideas about what I should include for my animation and so I
looked online and at different medias for inspiration and one thing I found is
that a lot of space games are either horror or very complex/ niche such as Dead
Space, Star Citizen and Elite Dangerous. And so I wanted to make a different
scene so that going into space wasn't scary or set thousands of years in the
future and so I came up with the idea of having noticeable objects and random
things to fulfil the brief of creating wonder such as a picture frame and
bottles floating which are common round the house objects.
To make sure I was
slightly more organised I did some planning before so that I had a structure to
ensure that I wasn't just writing it and make sure I was always staying on
track to the brief and task.
Additionally, I
started to draw and shade in some assets that I wanted in my scene so that when
I actually started to model I had ideas already sketched and could follow them
as my own inspiration. This allowed me to move swiftly as I always had
something to make but also, it meant that that I had already started planning
what tools I would use or certain techniques. An example of this could be the
Teddy Bear that I drew and wanted to make its limbs move and therefore knew I
needed to make a pivot and could prepare form this.
I think that to
improve my planning I should have drawn my assets from different angles to give
me a better look at what to model from different sides after all it is a 3D
model. Furthermore, I didn't do much when it comes down to time planning and I
could have made a time plan and or structure earlier on as it would allow me to
evaluate my situation and if I was on track or behind.
My original plans
can be seen on my drawn assets where I made a few assets and constructed a
basic theme of relatable slightly child/ memory related objects. Firstly, my
teddy was an idea that I came up with as often in video games there are Easter
eggs or the narrative relates back to clues and my teddy could be symbolic to
either a child or childhood. My original idea for it is that it would float out
from behind a chair or wall and into shot which could also create quite a
creepy or eerie mood but would also be humorous depending on the situation.
Another asset I have is a picture frame which could give a little insight into
the past of the characters in the video game but also is a common household
object that would be interesting to see in space. One of my more basic assets
are my children's blocks however this showed my capability of filling a scene
and texturing as I had to Photoshop the texture and also select individual
faces. My globe is one of the assets I have personally wanted to see float in a
space situation as it is ironic but also wondrous seeing a miniature Earth
float around. Originally I wanted it to be on a rotary device like a normal
globe but every time I tried it would bug out the sphere and the SV Curve tool
wouldn't work. I also had ideas of floating tools that would float around such
as a hammer or screwdriver. Along with this I wanted to have money floating
around that would be 'wavy' and not have much structure. Finally, I wanted to
have a tooth brush once again as a relatable object along with some pop cans/
general trash.
Honestly once I
had started my assets and added a few of them in the same scene I realised that
all of these different assets might be a bit too random and so I only kept the
ones that could be related a little bit. For example, I kept the photo frame,
teddy and blocks as they can interlink into a family situational vibe but not
the tools. I also changed the Pop cans to bottles as I wanted to make the
bottles clear and add in a liquid which I have found to be extremely difficult
to do but I’m slowly progressing through watching tutorials online and testing
my ideas out in a separate scene. My teddy bear is very similar design to my
original planning and thanks to the planning I was able to plan ahead with the
invisible bolt system. One thing I didn't plan out which held me back a little
bit was my actual scene. Although this is not the most important thing, I
needed something to work with and my scene has the look of a room in a
spacecraft from the future but not too far which is what I was aiming for but
the inside won't allow me to add a texture to it. Finally, I added in chair
that I hadn't originally planned for with cushions as my scene looked a bit
bare and so it needed some bigger assets that I could play around with and so I
made the seats out of a single block as a self-set challenge and also just to
try and improve my skills. One problem that I came across is the restrictions that come with applying fields such as gravity and so I had to use key framing instead. This meant that a lot of my time was essentially wasted.
I used a variety
of tools for my Maya creation. For example, I used heavily the extrude tool and
this is partially because I have gotten more confident with using it and find
that it can make for some really interesting shapes. I made my chairs using
this tool alone from a block. I selected the faces and extruded at different
angles, added some more divisions and selected some more faces that I could
extrude a smaller portion.
Another tool I
used which assisted me when it came to adding textures and extruding is the
insert edge loop tool which allows you to create new faces and vertexes. I used
this tool as it can allow me to create faces of my own shape and is less that
adding lots of divisions which could slow my animation down.
I also used the
Boolean's tool. This tool is where you select a shape or polygon and get
another shape to overlay it and it will delete one of the shapes and whatever
it was overlaying allowing for some smooth edges, cut outs with edges in which
all round makes for a more professional aesthetic.
Finally, I used UV
mapping for the faces of my blocks as I had to align a different number with
each face of the blocks and I had to make sure they were all centred to give it
a more professional look. I used the UV mapping also for my pop bottles but
realised that this is a legal and ethical constraint and so I had to remove
this. When using this tool I also used the shell selector which allowed me to
move just certain faces and areas of the shapes, in doing this I could align up
all the faces individually.
During my animation I a key stage was my key framing. I used key framing instead of just gravity as i chose where I wanted my object to be and how it looked including rotations and if I wanted even the size to change and at what time. This meant that I could suddenly increase pace and poisoning whenever. The key framing was a bit difficult to start with as my scene had so many polygons that it made it very laggy to move between frames and so I had to key frame in new scenes and then place them back into one scene. This gave me lots of freedom however and I was able to make my scene how I wanted it to look rather than trying to adapt gravity to make a situation in comparison to key frames which are more for animations. I left the objects stationary to make it all look normal for 40 frames as this is about 2 seconds to allow for the audience to take in the scene and then they objects float around up until 480 frames where I created new key frames and moved the y axis down close to the other key frame at 483 so that it suddenly drops and then rises by adding another key frame. I done this to create a bit of doubt and slightly scare the audience as if you were in space and you thought your spaceship was faulty then you would be slightly worried!
One thing I think
is aesthetically pleasing in my scene is my chairs as they are all made of one
block and the way it looks when I make it a smooth mesh it looks clean and well
done as there are no overlapping of shapes, no combined edges or out of place
vertexes that might have distorted the faces of the shape but instead looks in
place and well fitted. I did this purely by extruding and moving all vertexes
in place and together so that there wasn't one out of place such as slightly
lower down creating a dip or ridge in the shape. In my scene I am particularly
happy with the look of my globe. The reason being is that it is so satisfying
when you make a asset that once applied a texture it fits perfect and this is
the case for my globe. It is simple yet even the stand seems to fit and when it
floats away and interacts with its environment that is very aesthetically
pleasing. Although it is just a sphere the actual globe itself, the shimmer
effect also makes it look very pleasing and sleek. Another feature that has a
nice aesthetic look to it is my bottles. when modelling my bottles, I used the
SV curve tool and this allowed me to make the shape of the bottle unique to how
I want and then revolved around the middle so that it made a 360-degree
symmetrical asset. To make it more smooth and less edgy I made sure to place
down a vertex very frequently and this ensured that when on a curve it doesn't
go gagged but rather a smooth curve.
I used lots of
different textures some of which I couldn't use in the end due to legal reasons
and so I only used it to during my planning and piecing together. This was the
label around my bottle that had the original company's logo on it and so I
couldn't use that. Another one that I used just for piecing and visualising
purposes until I had my own photo was the picture in the photo frame that I
simply got from Google but will have to change this as I didn't have their
consent or permission. For my chairs and cushions I wanted to portray a
futuristic vibe but not too futuristic and so I used fairly simple built in
Maya textures such as Blinns, rather than a lambert, and this is so that it had
a little shine and reflective to it to make it aesthetic.
Going through my
work flow I will go in detail some of the problems I ran into. I started off
with planning and so I used computers and the Internet to research lots of
different video games, videos and films that are based around space so that I
found common trends and conventional objects, colours and textures so that my
scene doesn't look out of place. I also had to sketch some of my assets that I
would want to include in my scene and so I started to think about what I want
to include in my scene. Therefore, I had to base it around a theme or situation
that it centred around. My production of my main scene, I modelled my first few assets in separate scenes and once I was happy I imported them into one. I still needed to add some more assets and so I just modelled them in that scene to the side away from the main focus until I was happy. When I started to animate I went through it all applying a weak gravity force to all of my assets. This looked effective but didn't give me much freedom with the assets movement. I then researched some more and found out the key framing allows me to be in control every movement.
I feel like I have
more of a confident approach with Maya as this project I have not only learnt
new skills but also adapted and challenged the skills I know, for example, I
knew I could extrude but I wanted to see how creative I could be with just
using that and from this I learnt new techniques that work. I would definitely
say that my extruding skills are one of my strengths along with my texturing as
I know how to use UV mapping and I can visualise how to texture an object if it
has a difficult surface. For my first time actually animating a scene I feel
like I kept to the task and showed my ability to manipulate gravity and its
directional force. However, I still found it fairly hard and confusing and so I
feel like I could develop these further.
I think that although I got off to a sketchy start and might have spent too long on certain things that didn't exactly contribute to or make my final scene better, having said that I have been consistent and stayed on track to the brief with trying to create a wondrous space moment. I think that adding my turbulence within my scene creates a little bit of second guessing and that it links into the title we were given in the brief being The Last Voyage as its a bit scary and puts people on edge as the title connotes danger and so small things like that makes the gamer aware and foreshadows the fact that not all is well...
I think that although I got off to a sketchy start and might have spent too long on certain things that didn't exactly contribute to or make my final scene better, having said that I have been consistent and stayed on track to the brief with trying to create a wondrous space moment. I think that adding my turbulence within my scene creates a little bit of second guessing and that it links into the title we were given in the brief being The Last Voyage as its a bit scary and puts people on edge as the title connotes danger and so small things like that makes the gamer aware and foreshadows the fact that not all is well...











