Thursday, April 26, 2012
My Short Animation - Temporal Levity
The result of a semesters worth of incredibly hard work, sleepless nights, and too much caffeine comes my first ever 3D animated short, "Temporal Levity"! This film will be screened at EAE Day, and I'm planning on adding a little bit more to it this weekend if I can. I've have worked grueling hard this semester but even though the work has been hard, it's also been fun and very rewarding. It's been awesome bringing this character to life, enjoy!
Wednesday, April 25, 2012
Wednesday, April 11, 2012
The Minds Of Three Dimensions
If you have read my other blog posts then you probably have
a clear idea of why I love and am interested in animation. I am definitely not
the only soul with this interest. It has taken the creativity and ingenuity of
many others with a similar passion to develop this new field. What is the
driving force that has brought these people to the world of computer animation?
Why has the film industry evolved from the world of traditional special effects
with puppets, robots, miniatures, real explosives, and large physical sets to the
world of computer graphics to produce these same effects? Should computer
graphics be considered art and it’s practitioner’s artists? In todays blog I
intend to examine some of these questions to find out what’s driving the minds
behind computer graphics.
The discovery of perspective in the 1400’s was
revolutionary. It revealed that a three dimensional environment could be
accurately recreated using a set of rules. With these rules, many artists began
experimenting with perspective and were each able to obtain similar results.
Recreating three dimensions on a computer was inevitable; we just needed to
program the computer to use these same rules, which led to the development of
simple wireframe 3D models.[i]
Today these early 3D models might be considered super simple, but they opened a
portal to a whole new dimension of creativity!
The president of the most prestigious animation company,
Pixar, is also the one of the biggest pioneers of the field. Edwin Catmull’s
experimental research and remarkable developments in the new media of computer
graphics gave birth to the field of 3D computer animation. He first gravitated
to the field because he had a great interest in creating true curved surfaces
on a 3D model. [ii]
His research in to this subject led to the development of what are now called “SubdivisionSurfaces” which are used in every major 3D animation package for creating
smooth organic creatures and surfaces. To push himself in to new boundaries, he
worked towards the goal of emulating reality. His ultimate goal was not to
create photorealism, but by pushing towards realism, it helped drive him and
his team forward to create new big breakthroughs in 3D technology. Thanks to
Moore’s Law and developments of computer technology it is now possible to
create 3D images that perfectly emulate reality. However, the goal of most 3D
artists is not to recreate reality, but to express their imagination and
breathe life in to characters that do not really exist. “You
can create your own universe. You can visualize your wildest imagination in a
photorealistic way if you like to and you can bring it to life by animating it.
” - Mark Gmehling[iii]
When it comes to creating new universes, George Lucas is one
of the first names that comes to mind. In the original Star Wars Trilogy, Lucas teleported his viewers in to a new universe,
complete with fascinating aliens, planets, epic spaceships and new technology. At
the time Lucas had pushed the limits of what could be done using special
effects, but he had bigger worlds and ideas in his mind that simply could not
be done using traditional special effects. For his new Star Wars Prequels, Lucas went all out, using 3D computer animation
for anything and everything: sets, spaceships, explosions, and even characters were generated with computer graphics. While the new films may not have reached
the same level of greatness as the original films, they were the first films to
fully integrate 3D environments and characters with real live action actors. Other
films like Jurasic Park had
previously blended 3D imagery with the real world, but Star Wars: The Phantom Menace was the first to use 3D graphics not
just for special effects but also for 3D sets. The true beauty of using 3D
graphics in this film became most apparent in the editing stage; Lucas was able
to easily alter and recreate scenes at the computer without ever having to
reshoot anything.[iv]
An entire army of robots could only be done with 3D |
Many may wonder what the importance of using computer
generated sets as opposed to real ones is. One of the most costly aspects of
creating massive worlds in a film is the cost to build the sets. In the infant
years of cinema, gigantic sets were actually painstakingly built, but these were
problematic as they take up a lot of space and are very costly. To keep budgets
reasonable, new techniques needed to be developed. A popular technique was to only
build small sections of an environment and add in the rest with a painting on glass
which was placed in front of camera. This technique is known as matte painting.
This technique has worked quite well, but as technologies evolve, so do the
audience, and the audience wants to see moving worlds. With the 2D matte
painting, all the camera angles must remain fixed and static. 3D computer
animation breaks through this barrier, allowing total freedom of camera
movement. In addition a small set is no longer required, saving producers
money. You might not have realized it, but most of the town in The Truman Show was done entirely in 3D.
Using 3D for this film allowed the director to get the perfect town which would
otherwise have to be built, quite a costly endeavor. [v]
Although computers offer numerous advantages over traditional mediums for producing art they are often discredited. Some people consider computer art cheating, but “Computers don’t generate art. Artists generate art.”[vi] states CG Artist Ron Miller. A common misconception is that computers do all the work, but artists are needed to create objects and worlds in 3D and to animate and bring them to life. Without an original copy of a 3D sculpture or digital art piece, computer art cannot be marketed in the same way that a traditional painting or sculpture could. Artist David Mattingly actually sees this lack of an original to be a major benefit to computer art, “…almost no one will ever see your original, while thousands of people will see the printed piece. Worrying about the original is so last century.”[vii] Last century art scholars may not consider computer art to be art but as new generations are born in to a world filled with computer art it will be difficult to refute the artistic merit and talent required to create computer graphics. There are many different reasons that people have been drawn to the world of computer animation, but one thing is constant: computer graphics provide the artist with total creative freedom without the constraints of reality.
Wednesday, March 28, 2012
3D And You
Thus far I’ve mainly only discussed 3D Computer Graphics in
relation to computer animated films, but there are many other uses for 3D Computer
Graphics than art. The use of 3D has become quite prevalent in a multitude of
different fields besides art. It’s a new tool which has completely
revolutionized many different facets of our society. In this blog I am going to
take a look at a few examples of how 3D Computer Graphics is being used to
better our society.
If you read my blog post on the history of 3D ComputerAnimation then you will know that it all started when William Fetter created a
3D model of a human man to help him engineer a better cockpit for Boeing. 3D
Computer Graphics was originally created as a visualization tool to help
engineers, no goals film in sight. The earliest 3D Software packages were
CAD (Computer Aided Design) programs which can be used to precisely create
objects in 3D with real world measurements that can then be either turned in to
construction plans for buildings or prototypes for engineering new devices.
Architects used to have to carefully draw out building plans
on grid paper. In order to do this successfully, the architect would need to be
able to visualize the building in their mind so that they could precisely draw
the building from multiple angles, one small mistake could lead to big problems
later on in construction. Thanks to 3D Graphics, buildings can now be perfectly
constructed in 3D and completely accurate building plans can be printed out
from every angle. Major architectural problems, plumping, electricity and potential
structural problems can now be worked out ahead of time before construct, which
leads to the creation of better, longer lasting buildings, and helps to
minimize the material costs involved with construction.
Small mechanical parts for robotics and medical industries
can be engineered virtually using 3D. The designer can test all the mechanical
pivots and actuators within a virtual world to identify flaws and produce a
better product. My father works at BectonDickinson and he uses 3D computer graphics in a much different way than I
do. He is given a 3D object of a part and his job is to work out the mechanics
of it to enable advanced CNC Laser Machines to cut the shape out from a block
of metal, creating a mold which can be used to mass produce these parts. His
company makes a bunch of different parts used in the medical field such as little
nozzles, adapters and syringes. These same processes are also used to
create parts for many different items that we interact with all the time. You
probably have some parts that were created this way on you now. Plastic forks,
cell phones, the exterior shell of your computer were all created this way.
Doctors and medical students also make use of 3D Graphics.
They use virtual recreations of the human body to help visualize how veins,
bones, organs, and cells interact with each other. Doctors now perform robotic
surgeries, practicing on virtual patients. 3D Graphics are also used to
recreate a 3D version of the brain and other organs after performing an MRIscan on a person, helping the doctors to easily identify any problems a patient
might have that could have otherwise gone un-noticed. By using 3D Graphics in
Medicine, doctors can find problems quicker, providing society with much better
medical care.
A crime scene can be very confusing, 3D Graphics can be used
to make it a lot less confusing. CSI can use 3D to reconstruct a crime scene
and run simulations to try and figure out exactly what happened. Take a car
crash for example, virtual cars can be used to recreate the incident allow the
detectives to deductively figure out all the unknown details of who hit who and
at what speed. This is of great help in cases where it is not completely clear
what exactly happened. CSI also uses programs that can take a scan of a skull
and quickly analyze it and recreate the face in under an hour or they could instead
recreate the face manually over the next few weeks, putting the investigation
on the shelf.
Before the invention
of 3D Computer Graphics, the closest thing to a virtual world was our dreams,
but now it is possible to live, work, and play inside a virtual, three
dimensional society, and interact with real human beings. There are many
different online communities now, but by using 3D Graphics, the user can enter
a completely new universe, changing the way in which we socialize. Some people
actually make their livings by working in these virtual societies. In Second Life, users can purchase plots of
land, houses, clothes, and other items to add fulfillment to their virtual
life. The virtual world can be explored just like one would explore the real
world, but from the comfort of their own home without having to worry about
bugbites. A user of a virtual society can
hang out and interact with friends inside, and even more interesting, groups of
people can come together to have big events, art exhibits, presentations, parades, singing
contests and award shows. Although most may not currently be affected or
participate in such virtual realities like Second
Life or World Of Warcraft, they could
one day be a reality for most of us. Imagine plugging in a usb 4.0 cable in to
your head, suddenly you’ve entered an entire new world! You can feel a breeze
flow through your hair, smell the blossoming of Spring even though it is really
winter. This kind of environment could be very attractive to people from all
walks of life. It would also completely change the way in which we make friends
and date. It would be possible to meet a girl, take her on dates, and hang out
every day without ever meeting in person. It could also help companies who have
their job-force spread out across the globe to come together, collaborate, and
have meetings and presentations. Virtual Realities are still in their infancy,
but I think they could seriously develop and help to further bring our society
together, burning the bridges of physical distance.
It is undeniable that 3D Graphics have had a big impact on
our society. 3D Graphics have allowed many different fields to flourish and
will continue to do so. With the examples I have discussed it should now be
obvious that 3D Graphics is an incredibly powerful new technology that we have.
The ways in which we will use 3D Graphics to benefit us in the future are
unknown, but one thing is certain, the use will continue to grow and will have
a beneficial effect on all of our lives. Who knows, maybe one day, 3D Graphics
could be used to accurately predict our individual futures.
Wednesday, March 7, 2012
Visual Importance of 3D Animation
Video Sources
http://www.youtube.com/watch?v=1Fl5cghsEpU
PeneMenn. “Pene Menn : Concept Art - Space Ship Tutorial ( SketchUp Modeling ).” YouTube. Web. 9 Jul. 2011
http://www.youtube.com/watch?v=PGKmexNTHNE
ferangelini. “Pixar lamp intro from pixar movies HD 720p.” YouTube. Web. 19 Mar. 2011
http://www.youtube.com/watch?v=Iz-8CSa9xj8
wirtzenator. “My PRECIOUS!!!!” YouTube. Web. 12 Mar. 2010
http://www.youtube.com/watch?v=coXOFBjLjHI
CaptainAndreH. “La Vie en Rose (Wall-E)” YouTube. Web. 27 Apr. 2009.
https://vimeo.com/29325018
Frederik Storm. “Zbrush 4R2 - Alien dynamesh sculpt part 01” Vimeo. Web. Accessed 7 Mar. 2012
Wednesday, February 22, 2012
A Brief History of Computer Animation
3D Computer Animation is a modern art
form which has transformed dramatically during my life; maturing from an
experimental form to an esteemed art. In this blog, I will give you a brief
look at the history of 3D computer animation. Since the entire history of
computer graphics is too vast to cover in a small blog, I will only look at the
developments that are most essential to the topic. Since some of these topics
were of a very technical nature, and I am writing to a general audience, I will
cover them only briefly, sparing the technobabble.
Would you believe that the first
computer generated 3D models were produced by Boeing? More specifically, they
were created by a Boeing researcher, William
Fetter. When redesigning an airplane cockpit to be more ergonomic in
1964, Fetter created the first 3D model ever of a human being, known later as
“Boeing Man.” [1]
Compared to today’s 3D
models, his models were incredibly simple; they were just curves,
representing the contour of a man. This model was not intended for film or
animation, but it inspired others to realize that computers could be used for
more than just mathematics. “Computer graphics” was now officially born.
Around the same time that the “Boeing
Man” was created, a computer program called Sketchpad
was
developed by Ivan Sutherland in 1963.[3]
This program was the first computer-aided drawing (CAD) program and also one of
the first programs to introduce the concept of a graphical user interface
(GUI). Before Sketchpad, images were
drawn on a computer by typing lists of drawing commands, which looked something
like, “drawCircle(x = 50px, y = 50px, radius = 20px)”. Now, with Sketchpad, drawings could be created
visually using a light pen in a similar fashion as a modern mouse. Images were
stored to memory and could be scaled, rotated, moved, and most importantly,
instanced. An instance of an image is like a copy, but if the original is
further modified, all the instances are also modified. Instances are tantamount
in the fields of object oriented programming and computer graphics. Jump ahead
to 2012, software like Google’s SketchUp enables the construction of 3D
objects in a strikingly similar manner.
Right here at the University of Utah,
some of the most important algorithms in 3D
computer animation were developed. After the creation of Sketchpad, Sutherland taught at the University of Utah from 1968 to
1974 and co-founded Evans and Sutherland in Salt
Lake City in 1968, a company specializing in computer graphics. [4] Sutherland
and his colleagues and students at the University also developed some of the
most important algorithms used in 3D Computer Graphics: Henri Gouraud invented
the Gouraud
shading technique, which blends edges to make a faceted polygonal
object appear round; Franklin C. Crow, invented practical anti-aliasing
techniques, making jagged edges look smooth; and Edwin Catmull, the
president of Walt Disney Animation Studios and Pixar Animation Studios, led the
front-lines, using computers to create an entire feature film.[5]
The first 3D computer models were mere
wireframes, think
connect the dots, but in three dimensions.
The surface in between these dots (vertices) is known as a polygon. The
representation of polygons as a solid, shaded surface is known as rendering.
Sutherland developed an algorithm called hidden
surface removal, which displays only the polygons that can be seen by the virtual
camera, hiding the rest.[6]
Further algorithms, like Phong and Blinn
shading, for rendering surfaces were tested on the now famous “Utah
Teapot”. Martin Newell created this classic model of an ordinary teapot in
1975.[7]
The teapot was the perfect model for testing because it had both rounded
surfaces and sharp corners. Ever since the teapot was created, much research
has been put in to creating photo-realistic images on a computer.
Wireframe model of the Utah Teapot © School of Computing at the University of Utah |
Edwin Catmull was the first known person who wanted to develop computer technology for use in feature films. “…my goal was not as lofty as emulating all of reality; it was to make an animated film.” - Edwin Catmull.[8]
The first 3D
rendered animation, was of his Catmull’s own hand. He was also
the first to create an animated face.
To create the illusion of motion in
film, at least ten frames need to be shown every second. In traditional
animation, each frame is painstakingly drawn by the animator. For just a single
minute of animation, at least six-hundred frames would need to be drawn! 3D
computer animation lifts this burden by using a technique called tweening. To
tweening is done with the use of key frames, representing a key position or
pose in an animation at specific point in time. The difference between two key frames
is interpolated by a computer, creating all the frames in between! Imagine a
ball bouncing, the first key frame would be set when the ball is above the
ground, the second would be when the ball hit the ground, the third would be
when the ball was back in there air. In 3D computer animation, any element that
can be modified can be key framed: allowing very complex motion to be
recreated. The concept of tweening key frames was first developed in the 1974
by Edwin Catmull of course.[9]
Keyframing is the most essential part of creating animation on a computer,
saving animators thousands of man hours.
The 1970’s had led to a lot of
technical development of 3D computer animation but it was not until the early
1980’s when 3D computer animation really started to take flight in feature
films. Intrigued by the possibilities computer animation could offer, George
Lucas created a 3D animation department at Lucasfilm during the production of
“The Empire Strikes Back” known as The Graphics Group, which would later become
Pixar.[10] [11] The
first computer generated (CG) special effect done by The Graphics Group was for
“Return Of The Jedi” in which a wireframe view of the trenches
of the Deathstar are shown. [12]
The early 1980’s had CG imagery
popping up everywhere in feature films, but in 1982 Disney’s Tron was the first
feature film to completely rely on the use of CGI (Computer Generated Imagery).[13]
Tron however did not have computer animated characters, which would be the next
big goal in computer animation. Computer Animation broke ground in 1984 with
the release of The Adventures of André and Wally B. by The Graphics Group.[14]
This film is known as the first CG short and was also the first film to showcase
Character Animation. Character Animation was further revolutionized in 1985 when the feature film Young Sherlock Holmes brought a believable stained glass knight to life on the big screen. In 1986, Character Animation finally succeeded in capturing the hearts of an audience, showing emotion for a desk lamp, in the Oscar winning short by John Lasseter, Luxo Jr. Luxo went on to be the official mascot of Pixar.
Up until
the mid-1980’s, CGI was done on in-house software. A company known at the time
as Wavefront started producing 3D software which they
marketed to major studios. Their software would later evolve in to Maya, the most popular software used today.[17]
Wavefront revolutionized the market, spreading the use of 3D Animation from a
select few to many different studios who could now hop on the 3D bandwagon.
Many other popular 3D packages were soon released near the 1990’s like
Autodesk’s 3D Studio, and NewTek’s 3D Toaster.[18]
Films
like Terminator 2:
Judgment Day and Jurassic Park in the
early 1990’s proved to audiences and producers that CGI could be used on the
big screen to replace costly animatronics and set a new standard for
photorealism. I can remember seeing Jurassic Park as a child and believing that
the directors used real dinosaurs. Disney also started using CGI to great effect
in their movie Beauty and the Beast. Even
though the film had a 2D visual style, 3D Computer graphics allowed Disney’s
animators to produce camera movements that simply were not possible with traditional
2D animation.[19] Around
this time Disney decided to partner with Pixar to produce a feature length
animated film. When the first full-length feature, Toy Story came to
theaters in 1995, it completely shocked audiences, not with photo realistic graphics,
but because they had given real life and personalities to computer animated
characters (Of which the general public had not yet been exposed to). [20] I
actually was not too shocked at the time. I remember enjoying the film, but
since I was only eight at the time, I did not understand the films importance.
By the end of the 1990’s, CGI was showing up everywhere, movies, TV Shows, advertisements, and in my home. Many special effects using miniatures were soon being replaced with CGI. It was now undeniable that CGI was here for a long term relationship. CGI was also becoming extremely accessible to students and hobbyists, who can use 3D software on their personal computers to create their own independent 3D Computer Animated films. I first got my hands on some 3D Animation Software in 1997 when my father bought me a copy of Bryce 3d, a program that first inspired me to explore computer animation.
By the beginning of the 2000’s, 3D Computer Animation was now fully established, all the major breakthroughs had been achieved. However, in my world, 3D animation had only just begun! Throughout my journey in the last ten years I have used countless 3D software packages. Much of what I do now in 2012 is very similar to what I did in 2000. Many things have evolved however: 3D software has become more intuitive and easier to use; processor speeds are now incredibly fast, allowing me to view complex, raytraced scenes in realtime; I can now easily handle billions of polygons; and there are better training materials available. 3D software is now more accessible than ever! Free 3D software packages like Blender 3D, Sculptris and Google Sketchup have made 3D animation available to anyone with a computer. Hopefully, 3D animation will soon become a standard addition in elementary curriculum. In film, the focus has shifted from mind-blowing graphics to perfecting a story without the limits of reality.
[1] Experiments in Art and Technology (E.A.T.), "History," E.A.T. 1966 2002, accessed February 20, 2012, last modified 2002, http://courses.washington.edu/eatreun/html/history/h_nw.html .
[2] Wan Link Sniper, "William Fetter and the Boeing Man," Wan Link Sniper, accessed February 20, 2012, last modified October 2, 2009, http://wanlinksniper.blogspot.com/2009/10/william-fetter-and-boeing-man.html .
[3] Ivan Sutherland, s.v. "Ivan Sutherland," by Wikipedia, accessed February 21, 2012, last modified November 26, 2011, http://en.wikipedia.org/wiki/Ivan_Sutherland .
[4] University Of Utah School of Computing, "U of U School Of Computing History," U of U School Of Computing , accessed February 20, 2012, http://www.cs.utah.edu/school/history/#sketchpad-ref.
[5] "Ivan Sutherland," by Wikipedia.
[6] Dmitry Shklyar, "3D Rendering History," CGSociety, accessed February 20, 2012, last modified 2004, http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/3d_rendering_history_part_1._humble_beginnings .
[7] Computer History Museum, "The Utah Teapot," Computer History Museum, accessed February 20, 2012, last modified 2010, http://www.computerhistory.org/revolution/computer-graphics-music-and-art/15/206 .
[8] Ed Catmull, "A Conversation with Ed Catmull," interview by Pat Hanrahan, ACM Queue, November 2010, page #s, http://queue.acm.org/detail.cfm?id=1883592 .
[9] IEEE Computer Society, "Edwin E. Catmull, 2008 Computer Entrepreneur Award Recipient," IEEE Computer Society, accessed February 20, 2012, last modified 2008, http://www.computer.org/portal/web/awards/catmull.
[10] Michael Morrison, "Computer graphics history, 1970," HISTORY OF COMPUTER GRAPHICS, accessed February 21, 2012, http://hem.passagen.se/des/hocg/hocg_1960.htm .
[11] Pixar, s.v. "Pixar," by Wikipedia, accessed February 22, 2012, last modified February 22, 2012, http://en.wikipedia.org/wiki/Pixar.
[12] "Pixar," by Wikipedia
[13] Tron, s.v. "Tron," by Wikipedia, accessed February 21, 2012, last modified February 21, 2012, http://en.wikipedia.org/wiki/Tron.
[14] The Adventures of André and Wally B., s.v. "The Adventures of André and Wally B." by Wikipedia, accessed February 21, 2012, last modified February 14, 2012, http://en.wikipedia.org/wiki/The_Adventures_of_Andr%C3%A9_and_Wally_B.
[15] Michael Morrison, "Computer graphics history, 1980," http://hem.passagen.se/des/hocg/hocg_1980.htm
[16] Luxo Jr, s.v. "Luxo Jr," by Wikipedia, accessed February 21, 2012, last modified February 11, 2012, http://en.wikipedia.org/wiki/Luxo_Jr.
[17] Alias Systems Corporation, s.v. "Alias Systems Corporation," by Wikipedia, accessed February 21, 2012, last modified October 27, 2011, http://en.wikipedia.org/wiki/Alias_Systems_Corporation
[18] Michael Morrison, "Computer graphics history, 1980,"
[19] Michael Morrison, "Computer graphics history, 1990," http://hem.passagen.se/des/hocg/hocg_1990.htm
[20] Darkclaw1256, "A History of Toy Story," Retro Junk, accessed February 21, 2012, last modified 2010, http://www.retrojunk.com/details_articles/6884/.
[21] Michael Morrison, "Computer graphics history, 1990,"
Wednesday, February 8, 2012
3D Animation and Me
My right
wrist is syncopated to the rhythm of music streaming through my ears, feeding
my subconscious. With each twist, small layers of volume build and come
together, realizing an object that was until recently confined to the isolated
walls of my skull. Within minutes I’ve created from nothing, a realized
prototype. I stop; adjust the focus of my eyes, and analyze this creation.
Perhaps I should make the face longer, maybe the brows more defined, more
muscle, or perhaps more bone. The variations are infinite. Back
at it, I try some of these ideas, cntrl+z
(The control key plus the z key
on a keyboard; a common hotkey for undoing an operation). I experiment more,
toying with shape and form, cntrl+z
again. I keep trying new ideas, exploring until I’ve achieved a form that I
like, sometimes love. Ideally, I aim for a form that is more interesting than
originally envisioned.
What am I doing exactly you may wonder? I am sculpting, but not in a traditional sense, I am sculpting digitally, and it is just as fast as sketching with a pencil! Using an application called ZBrush (A computer program for both Windows and Macintosh that is geared towards digital sculpting and painting), I can create anything I can imagine from nothing. The creation process in ZBrush is simple, most 2d (two-dimensional) artists could make the jump to 3d (three-dimensional) within a day using ZBrush. It was not always like this. Before, software like ZBrush, objects had to be created insipidly, polygon by polygon. This is a much more time consuming and less creative process.
I thoroughly enjoy creating things virtually. It’s not just a simple hobby, but something I’m very serious about and want to do as a career. Outsiders who have never been exposed to the clockwork of computer graphics sometimes give the field less credit than more traditional mediums. I consider 3d graphics, video games, and graphic design to be true art form. Being something that I’m obsessed with, I find this to be a wonderful subject to blog about!
My fascination with 3d animation sparked in 1997 when my father gave me a program called Bryce 3D. This program gave me the ability to create virtual worlds complete with mountains, skies, lakes, and some primitive objects. I was entertained for weeks, but eventually I developed an itching to create my own characters, vehicles, and buildings. Bryce 3D did not have polygonal modeling tools, I was limited to cubes, spheres, torus’s, and pyramids. At the time I was unable to find any affordable programs that I could convince my parents to buy me. An everyman’s 3d software package simply did not exist then, only pricey programs used exclusively by Hollywood artists. My fascination with 3d soon simmered, but never died.
Currently I am modeling a robotic character for a shortfilm. I first started this character using a polygonal process in Autodesk Maya 2012 (A very popular 3d software program, in fact it is installed on just about every computer at the University of Utah if you’re curious. In case you were wondering, there’s no relation to the Mayan calendar.), and I am finding modeling in Maya to be simply tedious. Ergo, I switch to my favorite polygonal modeling program, Modo by Luxology, and find the process to flow much smoother. Maya is an incredibly powerful program, it can do it all, but this is also Maya’s downfall. Modo has been optimized for modeling, which works out in my favor for this task. As a 3d artist, jumping between different software programs is similar to switching from a pen to a pencil. Both work in a similar fashion, but I see each as simply a tool and I will use whichever one works best for my situation.
At the age of twelve, a diehard computer nerd, I was experimenting with different Linux distributions, aka “distros”, compiling code and adjusting the components of the OS (operating system) to suite my tastes. During this time I discovered a program called Blender 3d. This was a Linux program for 3d Modeling and Animation; the best part, completely free, but not yet open source. Where Bryce 3d had sparked a mere fascination, Blender was a gateway, a black hole with no escape. Instead of exhausting my time manually compiling source code when I could simply download a pre-compiled binary(After a program has been transcoded from Human-readable code to machine code, it is referred to as an executable binary.), I spent this time learning everything I possibly could about this program and 3d Animation in general. Like any skill, I was just terrible at first, but with my over-obsessive desire to realize my ideas in three dimensions, I prevailed.
What am I doing exactly you may wonder? I am sculpting, but not in a traditional sense, I am sculpting digitally, and it is just as fast as sketching with a pencil! Using an application called ZBrush (A computer program for both Windows and Macintosh that is geared towards digital sculpting and painting), I can create anything I can imagine from nothing. The creation process in ZBrush is simple, most 2d (two-dimensional) artists could make the jump to 3d (three-dimensional) within a day using ZBrush. It was not always like this. Before, software like ZBrush, objects had to be created insipidly, polygon by polygon. This is a much more time consuming and less creative process.
I thoroughly enjoy creating things virtually. It’s not just a simple hobby, but something I’m very serious about and want to do as a career. Outsiders who have never been exposed to the clockwork of computer graphics sometimes give the field less credit than more traditional mediums. I consider 3d graphics, video games, and graphic design to be true art form. Being something that I’m obsessed with, I find this to be a wonderful subject to blog about!
My fascination with 3d animation sparked in 1997 when my father gave me a program called Bryce 3D. This program gave me the ability to create virtual worlds complete with mountains, skies, lakes, and some primitive objects. I was entertained for weeks, but eventually I developed an itching to create my own characters, vehicles, and buildings. Bryce 3D did not have polygonal modeling tools, I was limited to cubes, spheres, torus’s, and pyramids. At the time I was unable to find any affordable programs that I could convince my parents to buy me. An everyman’s 3d software package simply did not exist then, only pricey programs used exclusively by Hollywood artists. My fascination with 3d soon simmered, but never died.
Currently I am modeling a robotic character for a shortfilm. I first started this character using a polygonal process in Autodesk Maya 2012 (A very popular 3d software program, in fact it is installed on just about every computer at the University of Utah if you’re curious. In case you were wondering, there’s no relation to the Mayan calendar.), and I am finding modeling in Maya to be simply tedious. Ergo, I switch to my favorite polygonal modeling program, Modo by Luxology, and find the process to flow much smoother. Maya is an incredibly powerful program, it can do it all, but this is also Maya’s downfall. Modo has been optimized for modeling, which works out in my favor for this task. As a 3d artist, jumping between different software programs is similar to switching from a pen to a pencil. Both work in a similar fashion, but I see each as simply a tool and I will use whichever one works best for my situation.
At the age of twelve, a diehard computer nerd, I was experimenting with different Linux distributions, aka “distros”, compiling code and adjusting the components of the OS (operating system) to suite my tastes. During this time I discovered a program called Blender 3d. This was a Linux program for 3d Modeling and Animation; the best part, completely free, but not yet open source. Where Bryce 3d had sparked a mere fascination, Blender was a gateway, a black hole with no escape. Instead of exhausting my time manually compiling source code when I could simply download a pre-compiled binary(After a program has been transcoded from Human-readable code to machine code, it is referred to as an executable binary.), I spent this time learning everything I possibly could about this program and 3d Animation in general. Like any skill, I was just terrible at first, but with my over-obsessive desire to realize my ideas in three dimensions, I prevailed.
The ZBrush Process
The process
of taking an idea and transforming it in to a 3d object in ZBrush is not monotonous, but wonderfully
creative. It is not a requirement to have concept images drawn when starting a
sculpture in ZBrush, as it is in most
3d software packages. An artist can flesh out the basics of an idea, starting
with nothing, ending with a 3d model, complete with textures that can be
imported to other programs for animation. Although one can create anything they
desire in ZBrush, the program works
best for character and creature creation.
To start, the artist can create a
basic rough form of what they want by manipulating what are called “ZSpheres”. These spheres can be interconnected
with further spheres. It is difficult to describe exactly how these function without
images, but remember those “Learn to draw” books you might have read as a
child. In these books, the drawings usually started as a bunch of circles. The
process here in ZBrush is similar,
and is incredibly quick to produce a basic shape to start sculpting on.
ZSpheres in Zbrush |
With the ZSphere shape, a simple skin of polygons can be generated that takes this shape. The artist will sculpt on these polygons. Each polygon is a plane with three or four edges. In order to provide more polygons to manipulate, the polygons can be subdivided. This exponentially increases the polygon density; each single polygon is now four. The beauty of ZBrush is that we only have to worry much about polygon density. Topology (The study of how polygons are interconnected and flow with the structure they represent) does not need to be considered now. At this stage, the artist is free to manipulate their object as if it were clay.
Good Topology |
Good Vs Bad |
Once the artist has finished sculpting their object, it can be painted, and then exported out to another program for animation. The only problem with this process is that for animating an organic character, the sculpture will need to be retopologized. Retopology is the process of drawing a new polygon structure on top of the detailed sculpted object. This is necessary to both reduce the number of polygons in the model and to create a structure which will deform well during animation. This process may be painstaking, but it is much less than modeling a character from scratch, polygon by polygon.
Polygon by Polygon
This workflow
involves creating an object polygon by polygon. The use of reference images during
this process is incredibly helpful, sometimes necessary. This can be extremely
slow and tedious when trying to create organic creatures and characters. This
is because each polygon, edge, or vertex (The point where an edge intersects) is
manipulated individually. Each new polygon can be created from extrude operations,
or by slicing edges in to existing polygons. There are actually two different
techniques to this process, box modeling and polygon by polygon. Box
modeling involves
starting with a box and cutting more edges to refine the form. Polygon by
polygon involves manually adding each polygon. Both techniques are often
combined.
Careful
consideration needs to be taken when polygonal modeling to create a good topology. This means that the polygons need to
flow with the shape they are trying to represent. For the shape of a box, the
edge of a polygon should be placed at the edge, not cutting across it. Or for a
face, edges should flow around the eyes in a circular fashion. This may seem trivial, but can pose
many problems and interrupt the creative process.
Polygonal
modeling is not the best choice for modeling organic characters. It is a great
choice however for creating simple objects, and complex buildings. This is
because a lot of man-man objects are built using squares, which are easy to
recreate using polygons!
Why do I have a desire for 3d Animation?
I have always
had an insatiable desire to create. The main advantage of creating things
virtually is the lack of material cost. Armed with a working computer, no other
physical materials are necessary for me to create. Once I have created an
object virtually, I can take it a step further and bring it to life through
animation. Real life sculptures can only be observed in a static pose. I prefer
to see art in motion. With computer animation, I can create an entire world
with endless buildings to explore given the time. To rival this in real-life I
would need either god-like powers or a bottomless pool of cash.
Why would I want to create, when I
could simply relax and enjoy the creations of others? I do enjoy consuming the
creations of other’s, yet there is a part of me that will never feel complete
unless I’m being productive. The desire to explore and imagine is fundamental
to what has made us human and technologically developed. I create because it
feels good; to do otherwise would drive me to despair.
Pricey Programs
Most 3d Animation software packages have a tradition
of being outrageously expensive. Some of the priciest programs are: Maya, starting at $3,495.00; Softimage, a bit
cheaper, only $2,995.00; Houdini takes
the cake, starting at $2,595, annually, and that’s just for the base package!
Student licenses however are very affordable; Autodesk (The developers of Maya,
Softimage, and 3ds Max) offers a 13
month license for free!
What
about the hobbyist that is not a student? Luckily, there are now some notable,
free programs available: Blender
3d is
the best out there, being both free and open source, providing tools that are
in some cases better than the professional ones; Pixologic (The developers of Zbrush) offer a free sculpting program, Sculptris; Google provides a popular drafting
tool for architecture called Sketchup. Although price might first scare the
casual hobbyist, it is no longer a wall. 3d Animation is becoming widely
available to anyone interested in the subject.
Short Film
Currently I
am working on a short computer animated film for my Computer Animation II class
taught by Lien Fan Shen. The film will be roughly five
minutes in length. It takes place on a spaceship that is a space trucking
service, transporting cargo from one end of the galaxy to the other. There are
two characters, an alien named Martin and the ship’s built in computer A.I.
system. I’ve created Martin, but still have to create the ship
and the computer. I won’t detail the entire plot here, but it involves the
computer A.I. pulling a prank on Martin. I’ll be finished with the film in
April.
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