Friday, 24 October 2014

Current Trends In 3D Modelling (Blog Post #2)

In this day and age, 3D modelling is used for a lot more than animations in film production as opposed to the past, and it appears that there is much more demand for 3D modelling in everyday life. This is generally due to the fact that 3D modelling software is much more affordable than it has been previously. This is why I wish to explore the current popular 3D modelling trends.

One of the more obvious trends in today’s society is the advancement of 3D modelling in the video game industry, majority of high budget video games utilize 3D modelling as a means of creating realistic assets and creating the atmosphere they wish to achieve. Using 3D modelling provides more opportunities than using standard 2D graphics as it allows players to explore 3D space as opposed to a 2 Dimensional plane.

Animation and 3D modelling are becoming fairly common in advertising for TV and other forms of visual media such as internet videos. This allows creative individuals to create advertisements they wouldn’t normally be able to without this advance in technology and it allows for some very unique concepts and ideas to really grab the audience’s attention.
(http://www.service-innovation.org/wp-content/uploads/2010/08/meerkat-com21.jpg)

3D modelling is also popular in product design as it allows the designer to grasp what the product will appear like in a 3D space without  being required to produce the actual product itself in case It does not meet what the client wishes to achieve. This approach is often used to save time and money.

Extending on my previous blog post, I was given the task of describing and showing examples of a typical 3D modelling pipeline for a current generation game asset. I have been researching the development process of the assets in one of the most popular and critically acclaimed games for the playstation 3 system, “The Last Of Us.” The project generally followed the steps described in my previous blog to my knowledge but did so in a very unique way. These steps include:

1. Pre-Production -
The staff at naughty dog went into immense detail of every aspect of the game, including the story, models and environments.

(http://conceptartworld.com/wp-content/uploads/2013/06/The_Last_of_Us_Concept_Art_Joel_Early_Concept_HN-01-680x879.jpg)

2. 3D modelling – The models of the main characters had a fairly high polygon count with majority of the geometry in the facial region which is understandable as then face of the characters are the focal point and the development team were really trying to make the emotion of the game an important factor.

3. Shading and Texturing – Various different types of texture mapping were used to make the models seem as realistic as possible ranging from texture maps to light maps to wrinkle maps. This really allowed the development to get the aesthetic they were looking for.

4. Lighting – Various lens types were used in each scene to make the lighting seem as realistic as possible and to really allow the atmosphere to set in.
(http://images5.alphacoders.com/338/338417.jpg)

5. Animation – The 3D models use combinations of Performance Capture and the traditional animation approach. The rigging of the two main characters is very extensive utilizing 326 joints and a muscle system. A lot of process went into the animation stage of the main characters as it really allows the models to come to life especially with such subtleties as pupil dilation of the 3D models.

6. Editing/ Post-Production- the naughty dog team consisted of some individuals with the title of editor whom made sure that every scene was as cinematic as possible. This is why the models seem almost realistic and the game feels like an emotional experience rather than a typical game.
Below are some links to some of the resource videos I used in this post:



Thank you for reading and please let me know your thoughts and opinions on any of the topics mentioned earlier.

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