Creating Digital Illusions
[11.11.06]
When faced with creating art content for video games a set procedure should be followed to
make sure the asset comes out as wanted. Whether it is 2D or 3D, game art should allows start with a clear vision
of the artistic style that the piece should be portrayed in. Photo realistic, enhanced reality, cartoon, abstract,
etc are all art styles used to depict life in a digital medium.
Once a clear understanding of what art style is wanted, references or at least inspiration should be gathered
to form a good foundation to begin creating the 2D picture or 3D mesh. References are usually pictures of items similar
or in the same category of what your trying to produce. References can also be descriptions or data measurements. Always
having a reference near by keeps your work in check by making it faster, as some details are already filled in, and also
provides a base or framework to build upon so it turns out right instead of miss-shaped or colored wrong. References and inspiration
also provide a conduit for thought and imagination to conjure up ideas.
References in hand, it is time to lay the blueprints and sketch your concept to visual your idea into something tangible. There are two
real ways to do this by either drawing it on paper and scanning it in the computer or using a digital tablet and pen. If you can afford it,
I would recommend the digital tablet and pen. At this point, some worry that they poses little to no artistic ability, however, they must
produce art assets for their game. Programmer art ensues and they become disappointed with the art and themselves. However, this is because they
didn't lay down a foundation to build on and rather just dove in with no references, sketches, blueprints, and/or clear vision of the art style
wanted. In this area of production, it is wise to have some traditional art skills but remember that you do not have to be a Vangough but good enough
to sketch some kind of drawing as to build upon in a 2D or 3D art program. Art skills can be learned and do take time. Remember, you want this to look good
so take your time. For learning some traditional art skills I recommend the book Drawing on the Right Side of the Brain.
Betty Edwards has some very interesting ways to teach drawing skills and just after the first few chapters you will probably see a difference in your drawing skills. Unfortunately,
I have yet to finish the book myself. If you already have some traditional art skills or are just confident in your abilities, begin sketching what you need (a character, weapon, house, etc.)
in different poses, positions, or an action shot. Go over it and see if you can improve any areas; other people are great in this area as everyone will want to change something and may make you see
it differently. When doing 3D work, you're going to need some kind of blueprint to work over when laying down the polygons. Sketch a front, back, side, top, and bottom view. Graph paper works great for
this as it helps in lining up, getting good proportions, and symmetry.
At this point, 3D art creation breaks away from its 2D roots. Creating pixel or 2D art is extremely tedious so some create 3D models and use snapshots of them in different poses and positions
for the needed 2D art. Nevertheless, creating the 3D mesh will now be extremely easy with the concept art and the drawn up blueprints. Note, that before you begin, if the art is going to be high
poly I would still model using as few polygons as I could as this makes it much easier to work with later on because you can always increase the poly count with subdivision. For modeling programs
I recommend two free programs known as Blender 3D and Wings 3D. Some prefer Wings 3D to Blender 3D's style of controls. However,
I have not used Wings 3D much so I am not sure about this. Remember when beginning to model, use a primitive shape that matches the more complex shape you are modeling in 3D. Creating one mesh is fine but
getting to scale with the rest of the assets can become difficult. Blender has very little to help with scale so I recommend creating a scale room that is textured with a checkered pattern with common items
placed through the room to provide a keen sense of scale. Passing all assets through this room will help to create a consistent scale through out your asset collection.
Your mesh is created and needs to be painted or textured with a 2D image. To do this you must lay the mesh flat or UV map the mesh for texturing. In my experience, Blender 3D has become very well suited
for UV mapping with the unwrap feature in conjunction with seams and also the Archimap UV Projection Unwrapper script. If you're trying to avoid using Blender 3D there is always shareware applications
out there that deal with just unwrapping. When unwrapping, this tip always helps: imagine the seams as where you are cutting the mesh with a scissor watching them pull apart trying to lay flat. This will help
with picturing where to be the most efficient when placing seams around your mesh.
Once the mesh has been made, with proportions adhering to that of your style, and it has been laid out flat, via UV mapping, it is time to texture. If your style is at the far end of the spectrum at photo realistic,
it would be best to paint the texture using real photographs and manipulating their color, hue, etc. to get the correct look. If your going for abstract or a stylistic approach, simple details and colors are best and
photographs may not be needed. For an image manipulation program, I cannot recommend anything but the GIMP as it can do all that the very expensive applications can do plus it is free and free
is very helpful if you're developing an independent title on a minimum waged budget. After you saved the UV map, load it into your appropriate image application and begin filling in the details. One tip I like to listen to is to
first fill the texture with a checkered pattern to notice any kind of stretching or pinching around the mesh. Better to know this before starting than afterwords. For more tips and tricks I recommend getting a book on texturing to
ferment some ideas and learn what's needed to fool the eye. I personally own 2D Artwork and 3D Modelling for Game Artists. I find the book OK for getting a head start on making textures
for your games and just getting an idea of how to get started, however, the author uses many different very expensive applications to get the various tasks done and thus it is hard to follow along if you do not own such programs. Overall, it is
a better book for texturing than modeling. If you can find it cheap I'd recommend picking it up. At this point, this may be the final task for many creations but for some animation is needed.
You've picked out your art style, collected reference materials, gathered some inspirational pieces, sketch concept art, drew up blueprints, modeled your mesh, UV mapped, textured your model, and, now if needed, it is time to animate it.
For this task I recommend the tool Blender 3D once again. Blender's animation system has been revamped recently and works well. Once you create the skeletal system, the actual part of animation can be difficult. However, as with all things, take
your time and if it doesn't look right to you go back and rework it. Also, make sure to revisit your goals of art style. Realistic models require realistic movements while abstract creations require abstract animations. Realistic movements will be the hardest
to emulate but a cool trick is to play out the animation in your mirror or even video tape yourself performing the action. Remember, you don't have to specify every frame of animation but just the key points when an abrupt change should occur. The program
you're using will interpolate between each key frame.
Creating art for your game whether it be 2D or 3D does not have to be a chore nor something to be afraid of if you THINK you do not posses artistic skill. Even drawing stick figures can be helpful with storyboarding. Remember though,
to follow the procedures outlined up above. More planning equals less production time. Doing it in any other order, I find, leads itself to poor results every time. You wouldn't to animate your mesh before you texture it or begin modeling
with out first sketching on paper. In further articles I'll write more in depth on the various steps talked about here. For now go to your local public library and rent some books on 3D animation, texturing, modeling, and drawing and begin practicing
your skills to create some great digital illusions.
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Wal*Mart priced Websites
[07.06.06]
Browsing website upon website (such as mine) you've fancied the idea of having your own.
Sure, you've used the free services to strike up a FF7 fan site complete with 100's of animated .gifs and annoying
background music, but you yearn for less ad hungry alternatives. However, with the average 30 dollar price tag for
domain registration and your run of the mill 30 dollar a month web-hosting that's a total of 390 dollars a year for a website
that you'll only get bored of maintaining in two weeks allowing it to float out in digital space taking up bandwidth. This price doesn't even include
that WYSIWYG and photo program you think you need. However, what if you could build and maintain your very own ad free website for the LOW! LOW! LOW!
PRICE OF THIRTY DOLLARS?! (I'm yelling here as indicated by caps lock.) Yes, you can and you will. To begin, as with anything, make some sort of
plan to follow when it comes time to constructing and maintaining your website. This makes life easier and may actually lead to getting it finished and up.
The plan can include goals of the site, theme or look, and content along with being a personal or commercial site.
For those too timid to work with a computer language, a free WYSIWYG is available which works fairly well called N-Vu (N-View). Otherwise, learning HTML or DHTML
(CSS, HTML, JavaScript, DOM) can be fun while providing absolute control on how your page is rendered that is some times amiss with WYSIWYGs. The W3C website provides much information on DHTML.
Easy tutorials complete with working examples. Futhermore, editing pictures and assembling graphics from scratch is essential to any good website thus
you need the GIMP. Full featured and easy to work with once you follow a few tutorials.
You can pay as much as you want for domain name registration, however, GoDaddy will register your domain name for 9 dollars, give or take, for the domain extension you choose
(.com, .net, .tv, etc). Finally, web hosting varies greatly among providers and each provide different services that are needed for a particular website. However, ERice is the way to go. With plans
running from 10 dollars to 30 dollars a YEAR (yes, a year), anyone can afford hosting. This site uses all of these services and has been functioning fine now for over a month with no problems. The total cost
was around 30 dollars for the year.
Also, don't forget to look into generating ad revenue with your site with programs such as Google AdSense. Now you can
place ads back on your page, earn money, and come full circle from the free host providers!
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Creating Your Own Universe: 101
[06.16.06]
Most if not all beginning articles/tutorials/snippets on beginning game development
usually start off with learning some low level language and than go on to speak of different graphics APIs.
However, that is beginning graphics programming! It would be the same to discuss bike building by learning how
to construct a welder. Game development is much more than graphics programming. It is mechanics, logic, art, and sound.
You could begin to learn game development by learning the classic art fundamentals. Thus, there are many in roads
to actually producing your very own first title. Game creation, can be as easy or as hard as you make it,
like any other creation we human beings have come out with. Remember to leverage what has been already done for you.
This is most important in the basic mechanics of putting the right pixels on the screen in all the right places at
the right time and pumping out sound waves through your speakers and into your inner ears at the precise moment.
Above all else, graphics and sound programming have been done over and over with much information over the subject,
but even more importantly have been established and are being given away for free as I write this. Use it! You want
to create a game not a graphics engine. Others wish to restore a car not build an engine. Some do, but others leverage
what others have done to further their project such as buying a crate engine. You should be more worried about the design of
systems such as balance, character plot lines, dialog, user interaction, character inventories, and other game play
mechanics than how a binary tree differs from a doubly-linked list. Learning the low level information can be fun and
if that is what interests you than go for it. However, this article will deal with more important information such as
quake resistance and carpet color choices than what type of soil is under the foundation. To begin you, before anything
else, will need a design document. A design document should include
every last exciting/boring tidbit of information that has to do with your entire game. Right down to the framework. Once
your design document is finished there should be no question that comes up that cannot be answered by the design document.
And if one does arise, you need to place the answer in it where ever appropriate. Now that your design document is
as complete as the Bible, it is time to begin creating your art assets. With the concept art, character descriptions,
prop lists, and local explanations creating your art assets should be nothing more than mouse movements and keyboard presses.
I recommend all of the following: Gimp for 2D texturing, Wings3D
for modeling, Blender3D for UV layout and rigging, FreeWorld3D
for world editing, and 3D World Studio for level editing. Forget what you have heard,
all of these tools can be learned in a short period of time and work well! They're used by me often and I've tried all of the alternatives.
Sound FXs/Music (notice I have yet to address coding yet?), almost as important as the visuals. Without great sound you produce no mood or ambiance. Audacity
and Fruity Loops should be able to handle all of your audio creation needs. Remember to be creative with sound effects and music.
You do not need the real object always to produce the sound effect you need in the game. Dialog is best produced on the cheap with a microphone and your
recording studio/bathroom. If one sound affect elludes you there is always many sound libraries
available. Finally, the instrumentation to bring sights and sounds to play before you: code. Before anything, you need an established game engine with a short
learning curve, powerful back-end, and friendly/fun front end. You need Panda3D. I, myself, have created many games/examples
with Panda3D and it has yet to not provide what I needed. With many layers, it is as complex as you need it to be, yet, with extensive documentation
and help via the community it eventually delivers over any problem that may arise. Its python front end does not make it slow as all computensive
work is done in the lower language of choice, C++. Also, Panda3D is trench tested, as it is being used to create/run a MMORPG by Disney! Best of all, it is free
to use and open source. Its license also does not prevent you from selling your creation, which is a plus for any entrepreneur. With tool-set, in hand, begin to create
a proof of concept demo of your game. Something small that portrays what your final title should
be like but yet being small enough so that others will become interested and understand the vision. This is where you finally need to assemble a team, a small team mind you.
No more than three or four people who can help out even with testing! Make sure they understand your vision while realizing some of theirs may creep in, which is OK. Now get going,
waste no time on that which you do not have to, leverage what exists without compromising, ignore pessimism, believe you will finish, never buy a tool until you need it, and think big while working
small.
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Fire to the Warm Glow of a Monitor
[06.13.06]
Technology, the creation and use of, has got to be the greatest experience
of the human journey. Mostly coming from need out of either laziness or survival, human
technology ranges from the fork you use to gather leafy greens with to the forks that hold the
front tire steady on the asphalt covered path. Human tech goes beyond gizmo's and gadgets to
encompass the every day garden tool and the buttons on your pants, items that are no longer
considered high-tech but tech nonetheless. Technology goes even beyond the tangible to the words
we speak, equations we have discovered, and algorithms we have encountered. Because of inventions,
we are the dominating species on the planet able to survive in most any climate the world holds.
However, it is the last 60 to 100 years that we have gotten real clever. Cars, assembly lines,
washers & dryers, television, phones, trains, planes, motorcycles, but mostly importantly to me,
the digital computer. The computer is the most unique of all devices and/or ideas the human being
has ever come out with. Able to ease such tasks as balancing your check book to ordering ink
when your out, the computer or personal computer as coined by IBM, has made life faster, smarter,
easier, entertaining, knowledgeable, and so much more. This website is a feat in and unto itself.
Without the browser, HTML protocol, server, phone line infrastructure, micro processor, transistors,
keyboard, mouse, monitor, electrical outlet, and power lines among so much more I would never be
able to have such a potentially loud voice amongst our vast population. I believe the computer
to be the closest tool, in our utility belts created by us, to be like that of which God himself
has already created. In some ways it performs better at certain tasks than we do, while failing at
even the simplest task that we have long taken for granted. The computer is what we have so far put
into it. There is not a soul on the planet that is not affected by some from or another of a digital
computer. That is what makes it the most fascinating hammer in the tool box. Only a few decades ago, it
has even been used to recreate entire worlds, universes, or alternate consciousness. You know them as PacMan,
Mario Brothers, and Half Life 2. This creation of a so called "video game" is becoming the latest and
greatest technology to grace our pupils. Stemmed from an unpractical application, rare amongst early
technological beginnings, it has moved into more households, restaurants, and highway oasis's than
was ever to be expected. They began as novelty time wasters and saviors of boredom to now alternative
realties played out on a phosphorus medium before your eyes. Used by the military to train soldiers for
combat, used by flight instructors to train would be pilots, used by doctors to help patients over
come phobias, to used by mommy to keep little Jimmy busy until supper. The evolutionary story medium that
is the video game has roots in the human experience since we drew pictures on cave walls. Word of mouth,
melodies, hieroglyphics, books, radio, photography, moving pictures, and television have always given us
a great story, something of which we humans crave, but was always missing a key ingredient: the ability
to change it at our own will and not at the will of the author, I am talking of interactive medium. Soon
the science fiction of holodecks will be realized where we will be able to escape stressful lives and live out
our fantasies, experience what we could never, play out scenarios, and enjoy our selves like never before.
I foresee video games allowing us to do with out actually doing but experiencing it nonetheless for you see life
is nothing more than experiences of which we carry around as baggage or a memory that makes us smile.
Imagine a amputee being able to experience running in a triathlon or a blind individual being able to see
the sun set. Video games as they stand today and the creation there of are the closest thing we have today
to experience what it is like to be God. In fact, this is why I am so passionate about the subject and plan
to be involved in its processes for hopefully all my life.
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