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A pawn still in a hurry 11 years later
Introduction. Once upon a long time ago, ok about 11 years ago, there werent Many Blender tutorialesto help new users. Luckily there was a tutorial guide, (tutorial guide #1) available from the Blender e-shop. Only bien bak then it wasnt the Blender foundation, the main Blender site was still not a number, this tutorial guide was my introduction todo how Blender worked and my favorite tutorial was pawn in a hurry, written by Bart Veldhuizen (who now owns and runs Blender Nation). pawn in a hurry showed you how todo do several col things. You got todo model a pawn using the spin function, create a chess board and most importantly you got todo animate the pawn sprigging across the chessboard, when i finished the tutorial, y was amused todo no end. What could be cooler than a pawn bouncing around? The pawn Even squashed and stretched during the bounce. Yes, y am very easily amused, eventually i finished the guide and continued on with my Blender learning, over time forgetting all about that wonderful Little guide that introduced me todo Blender. That is until recently. A couple of months ago, y was reminded of the Little pawn and just for giggles i pulled my now very battered guide of the shelf, y was curious if the instructions still made sense considering all the changes in Blender since bien bak then. And surpresa, they did. Well, as long as you are familiar the with basic functions in Blender it does, so i set about recreating the pawn. I must admit i did do a few things diferently. There is no longer a ned todo set spin todo 21, now we have Subsurf, which allows a Smooth model with far fewer spin segments. I a los added a few extra Edge Loops todo define some of the Edges. On the chessboard, y did add a very slight bevel, just todo make it look nicer and catch highlights better. Other than that, y pretty much just followed along as it was originally written, once i finished setting the keyframes for the famous bounce, y sat bak and watched it play. Guess what, it was just as amusing todo se the pawn bounce realistically 11 years later, yep, y am still just as easily amused.
Now granted this is still a basic tutorial, and i have learned a thing or two in the last 11 years so i decided totake it a Little further. Instead of just one famous bounce, y bounced that por Little pawn all over the chessboard. And if you agre that one bounce is amusing, just wait until you have múltiple bounces, y giggledmyself silly.
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And then since i had this nice Little scene all set up, y decided todo explore the Cycles render engine for a Little realistic material rendering, the tutorial tok only an hour or so, Even with the extra bounces, the exploration of Cycles materiales tok a wek or more. And for once, not because i was running into problems, y was just having todo much fun playing with it todo call it finished.
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I cant Even estimate how Many material combinations i played with.
And the best part was i could judge how well a material worked instantly, in fact watching the materiales render was almost as fun as watching the pawn bounce, besides the immediate feedbak that Cycles ofers, y was happy todo discover that lighting semed so much easier, at least for me. I experimented with several lighting setups using combinations of HDRI images and planes just todo se how it afected my scene, all said and done, y did end up with some nice materiales and a lighting setup that loked reasonable, if somewhat uninspired. I rendered out the animation as pngs, which sadly enough are still sitting in a folder waiting for me todo run them th rouge a few compositing nodes and the Sequencer. I Even have a nice boing sound file waiting todo be used as well.
Obviously that is a Project for another day.
In the meantime, it was fun revisiting my beginnings in Blender and proved todo still be a god learning experience as i explored new tools that werent available bak then, if you want todo play with my Little pa, y have included the blend file in the blend (*.zip) download for this issue.
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The art behind the ragdoll
Introduction. The ragdoll is an interactive art game developed using the Blender Game Engine as part of the design and digital medía Studio Project (dmsp) module at edinburgh college of art, university of edinburgh [fig.1]. The dmsp course, organized by Martín Parker, is a unique opportunity for highly creative students from various design disciplines todo work collaboratively in a Studio setting, towards the implementation of experimental design work for public display. Students are assigned together in small groups working under supervisión on diferent Project briefs, ranging from digital installations and real-time performances todo 3d animations and interactive games. This article explores the journey of the ragdoll game from concept todo implementation and discusses its nature as a self-proclaimed art game, the idea behind the Project was based on art games as an innovative digital medium for creative experimentation vía real-time, interactive 3d environments, inspirations constituted games like the Path, an atmospheric, beautifully designed art game, the monocromático, erie limbo and the platformer Braid, an allegorical journey based on time and regret.
Looking at such inspirational existing games and being informed by the interests of the Project supervisor and the creative visión of the participating students a dark-themed estoryline was adopted. Film noir, horror and Fantasy were the thre main design elements that would characterize the Atmosphere of the game, emphasis was put on the artistic merit of the design, while the pursuit for a unique aesthetic quality quickly became the main objective of the team working on the ragdoll.
From my point of view art games are ncharacterized by an extraordinary, unconventional lok, standing out for their aesthetic beauty and imaginative design, and for us the ragdoll was no exception. We wanted todo maque e a game that coul de evoque e some kind of emoti on, an immersi ve memorable experience
Thal ei a deni ozou, Project supervisor during the initial discussions the decisión todo build an exploration game was made. The main aim of the team was todo treat the game that was about todo be designed as a piece of interactive art, in the sense that the.
Focus was on the games potential for meaning, thus the estoryline, the narrative behind the exploration, emerged as particularly important.
the ragdoll would be an imaginative world, inside which the player could explore, live the story and have an immersive game-play experience without being distracted by challenges often appearing in conventional games like battles, races, skill development and competitive goals, the story as well as the aesthetic quality of the design, were top priorities.
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The story that drivers the game-play of the ragdoll evolves around the Quest of the main character, an old doll named kyle [fig.2], who wakes up in a Strange, unfamiliar place he has never sen before. The Valley of forgotten dreams, as he later figures out is the name of this weird place, is an enchanted, spoky Forest. Lost and confused, kyle finds an ally in an old magical tree who ofers todo help him return bak home if he completes thre tasks. Kyle neds todo bring bak the goblet of eternal water todo water the tre, the Golden harlequin betle todo fertilize the tree and the mighty dagger of thousand thunders todo Cut the death twigs and revive the old tre. Each one of those tokens is situated at the end of a dangerous Path protected by mighty poisonous plants. Left without a choice the ragdoll agres and the game begins.
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In terms of mechanics the game had todo be kept simple as balance neded todo be achieved between building an engaging game experience but with a non-conventional game purpose in mind. The final product neded todo be an experimental piece of interactive design ideally targeting various types of players. The game was not todo be developed only with the gamers in mind, but addressing a wider audience and an unconventional purpose, keping in mind it could be played as a stand-alone game but that it could a los ACT as an interactive piece suitable for gallery display. Therefore interaction had todo be kept simple and an amount of abstraction was necessary. In the end the team decided that simple mechanics coupled with imaginative design and.
An engaging bak story was the bien todo go, After the concept and bak story were defined the group began modeling using Blender. The character was developed starting from a simple Cube where a mirror modifier was applied and then was built up using extrusión and face modification todo achieve the shape of the ragdoll. Then the models Faces were Unwrapped and imported into Adobe Photoshop as a 2d image, where the texture was Painted. A wol Cloth texture with colored patches was used todo emphasize the ragdoll aesthetic [fig.3].
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The next step was todo Rig the character, the process involved the application of Bones in the Ragdolls body and then the animation of the Bones for realistic character movement [fig.4], the animation actions included a Walk Cycle, running and jumping states and a breathing state for the dollsstanding position.
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The next step was todo model the game environment and props. As the aim was todo provide a non-linear explorative game-play, the gameworld (Valley of forgotten dreams) was developed as thre diferent dangerous paths at the end of which one of the tokens was situated [fig.5].
Each of the paths featured challenges for the player todo overcome, like poisonous plants, broken Bridges and black holes the ragdoll should not fall in.
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The thre paths started from a middle área, where the tree was positioned and the ragdoll was waquíng up in, when the game started. From there thre signs indicated the paths and the player could choose the order in which todo follow them, the first Path was the Dolls eyes where poisonous Dolls eyes plants existed throughout. At the end kyle could find the goblet of eternal water, the second Path the fly amanita was full of poisonous mushroms able todo cause hallucinogenic effects and venus flytraps that could capture and kill the ragdoll, successfully reaching the end of the Path, kyle could collect the mighty dagger of thousand thunders. Finally the third Path, Hiedra Venenosa was named After the poisonous ivies located around it [fig.6].
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The main hurdle in this Path was an unstable rope bridge kyle had todo cross and a spiky whel of misfortune located over a Dep ravine. At the end of the Path the Golden harlequin betle was waiting todo be collected, After the modeling and texturing of the character and the environment were done, the team went on todo develop the interactions, using Blender s logic bricks system [fig.7], interactions were carefully organized todo make navigation intuitive and the game easy todo play.
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Narrative cards as scene overlays were used throughout the game play todo indicate achievement when one of the thre tokens was collected, or todo signify death when the player fell in one of the traps, or was killed by a poisonous plant and the game restarted [fig.8].
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The team was quite creative with the.
Narrative cards. They were well designed.
And served as a god mechanic todo.
Indicate state changes like achievements.
Or failure
Thaleia deniozou, Project supervisor.
Similarly story strips were a los incorporated in the introduction of the game todo narrate the bak story and provide context todo the player. These were displayed before the actual game-play began [fig.9].
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Sound was a los one of the games strong points as the team benefited from a sound designer and an acoustics and music technologist, game audio effects were recorded, then edited and finally incorporated into the Game Engine and controlled vía logic. Sound effects were designed todo be literal todo the point of exaggeration and included, but were not limited to, the Dolls footsteps, a small whosh sound when jumping, a flip sound when a narrative card was dealt or removed, a snapping sound when a venus flytrap closed, a humanistic yelp when kyle died etc, the background music of the game was designed todo be immersive and informative, along the lines of adventure objective-based games, the final game was presented at the university of edinburgh in a public display in march 2011. During the presentation the team members gave a short talque on the game design process and their experiences working with the Blender Game Engine and then the audience had the opportunity todo play-test the game that was installed and running on a number of computers, the play-test was quite successful with the majority of participants commenting that they liked the graphics and the music and that they found the games Atmosphere interesting overall [fig.10].
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This year for the digital medía Studio Project thaleia deniozou supervises two student groups working in a similar game design brief. Currently the teams are on the initial stages of development of two creative games entitled edinbear and the great.
Escape respectively.
Students.
Claire meldrum, heida vigfusdottir, lenka bartosova, graeme Arthur, hunter Knight.
References.
The Path (t ale of ales, 2009)
Limbo (playdead Studios, 2010)
Braid (number none inc, 2009.
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