ANI210 – Aftermath Post-Mortem

For the whole trimester, my teammates and I have been working on our Aftermath project. The brief for this project asked us to create a game environment in Unreal Engine that showed the aftermath of some event. My team chose to create the aftermath of a bar brawl (come on guys! What’s wrong with the aftermath of an office Nerf war?) set in the Wild West.

Plans & Pitches

First; let me show you my concepts.

thumbnails

Wow, it has been so long since I looked at these images, it’s almost jarring to see. These images were born from much research into Wild Western saloons. As you can see, I was quite bad at perspective at certain angles, but I do like to believe that my perspective skills have improved.

The research process felt a little chaotic, as if we were just collecting images without actually knowing if they fit with the style and time period we were going for. But we managed to figure out the style we wanted for our saloon, and our group leader told us the year that we were looking for and we were able to start piecing together our style guide.

We wanted – note; wanted – to create and texture our assets in an Overwatch style so we got a whole lot of images of the Overwatch map ‘Hollywood’. (For those who don’t know; Overwatch is a game made by Blizzard Entertainment.) This map has wild western buildings that we could use as reference, and we grabbed images of other Overwatch maps to get a feel of the style.

With the rest of the images on our style guide/mood board, we collected images of the interior of saloons from the time period and other small props that lay around the saloon, such as bottles, barrels, spitoons, wanted posters etc. From these we could keep concepting and finish pre-production.

We typed up a project plan we continued to draw concepts and/or started modelling. However during our project, we never looked at the project plan, it just sat in our Google Drive, not being touched and we progressed. We should have followed this plan closely, perhaps then we would not have handed the environment in so late. Without the project plan, it is most likely safe to compare our progress during the project to a blocked up funnel. We needed better planning for this project and we needed to stick to it.

Creative Work & Processes Used

From there we went onto modelling. One of the main problems faced was backwards compatibility between 3dsMax 2017 and 3dsMax 2016, for when we were modelling at home and at uni. I, personally, kept forgetting to save my files in a format that could be opened in 2016 version of Max, which really impacted how quickly I could finish assets. I also discovered that an asset you create in 2016 doesn’t stay in the 2016 format once you save a new version of the asset in 2017, that caught me up a few times while I was working.

There’s a few of my assets. It was interesting trying to work out how to make the round tables (I made a small and large one), and chairs. It was also interesting trying to work out how to break the crate. I didn’t have many problems with the modelling part of this project, and my favourite asset that I made was this one:

Saloon_model

For some reason, I just really love this model, it’s so amazing! *hem hem* Enough self praise. From modelling come texturing, and well… you’ve seen a few on my models, so I’ll show you some of my texture maps.

I enjoy texturing a lot, and the floor, dartboard and the texture for the saloon sign were some of my best this time around. The yellow texture in the corner there is for some gold bars that were in the environment. The floor was the hardest out of all my textures to make, the dartboard being the second hardest, as I had to determine the length of the floor plank, however, once I had worked that out it was a simple matter of copy and past to get the rest of the planks there.

When everything was textured we then began to place it all together in Unreal Engine, though in all honesty, we should have started this step sooner, while we were modelling and texturing. I had a problem with my broken crate pointed out to me, in which the inside of the crate was invisible due to the way I rendered out the image. Unfortunately I did not know how to fix this until yesterday, when our lecturer showed me the settings that were incorrect, as such, it was not fixed in the environment.

We discussed what triggered events we would add to the environment, and at the beginning of the project we had a lot of triggers, unfortunately, due to us running out of time, and a lack of assets, the only trigger we ended up adding was a proximity trigger on the piano that would begin playing “The Entertainer” by Scott Joplin when the player moved near the piano.

From the screenshots above, you can see that we didn’t end up sticking to our planned style of Overwatch. This is because when we began texturing, some of us tried to stick to the style, whereas others went with a more realistic style, so our textures ended up being mixed matched. However I think our environment turned out alright anyway.

Project Management & Teamwork

Our project was handed in well past its due date. This happened, first, because we overestimated how much work we needed to do to create the environment, and then later, because we all decided to focus more on the next project; our obstacle courses, over finishing our environment.

While working on this, we never realized how close the due date was or how long it would take to put the environment together in Unreal. All the weeks up to the due date were filled with modelling and texturing, and a week to import it into Unreal, then export and upload. Our project was almost too ambitious. We should have noticed the amount of backlog in assets that was happening and cut less important assets from our list.

Another problem was communication and misunderstanding. Using Slack to communicate is both harder and easier than talking face to face. While, yes, it was easier than waiting till we could meet up to discuss the project; over the internet, you lack everything you use to communicate except your words. The group would discuss details in the group chat on Slack, trying to explain their ideas, but since we were unable to gesture to images effectively, these discussions grew more heated. We should have organised to meet up at uni more often to have group meetings so that these details could have been sorted out properly.

Near the time when we were meant to hand in our environment three of us were discussing the possibility of asking out team leader to step down as it was felt that she wasn’t doing her job to the best of her abilities. I had noted that it was far to late to be considering a change in leadership, and while my teammates conceded to my point, it was easy to see that they still wanted to press the point further. Any problems with leadership should have been dealt with in the first weeks of of the project, not talking about it towards the end of it.

But aside from this, I enjoyed working with them, and I am happy with the end result of the project. I hope I have more chance in the future to work with an amazing team.

~Icetail~

Updated: 9th of May, 2017, 11.45am. 1.15pm. 4.12pm

2D Obstacle Course Assignment – Part 2

About a month ago, I wrote a blog post about this assessment, detailing my research into the movement of Papyrus from Undertale and Obelix from Asterix and Obelix. During that month I have sketched, lined, blocked out, and finalized my obstacle course animation. It was not a simple task to complete, and there are parts that I wish were different, as well as the several mistakes that I have come to notice.

In the thumbnailing process I first was just simply sketching the characters on a blank photoshop document, trying to work out who would be the easiest for me to draw, and it became clear, quite quickly, that one character was simply impossible for me to draw.

Papyrus and Obelix sketches 01

As you can see, I was unable to draw Obelix, and as much as I would have loved to animate him, I simply didn’t have the time left in the trimester to work out how to draw him, so I had to abandon that idea. I moved onto trying to make the supplied rig work with Papyrus.

Papyrus and Obelix sketches 02

There’s what I managed to come up with. I am inspired to draw Papyrus now. Before I do that however, I shall finish this post. When I was interpreting Papyrus onto the Normi_ *hemhem* Norman rig, I tried to find the perfect blend between the two. In the end, I just kept the scarf. Had I of had the time, I would have most certainly made the animation solely Papyrus with no sign of the supplied reference.

After the sketches came the thumbnailing of Papyrus across the course. We were supplied with two courses and told to do both. So here they are:

Rebekah B Obstacle course papyrus 1

Rebekah B Obstacle course papyrus 2

This consisted of a lot of copy and paste of the march frames. Ultimately I chose the first one, I felt that I could do more with it, and there were more unique actions in it. From this came the block out of my animation. A few differences from the planned course, but still mostly the same.

MyAnimation2

I particularly like his start/end pose, and his jump animation. They are quite cute. My lecturers told me that Papyrus couldn’t clear obstacles with his bones as elevators because that was almost the same as him clearing the course by jumping over it and bypassing everything. Well Papyrus would hate to be that lazy! So I made him climb the wall instead. My father also suggested that Papyrus slide down the slope on his butt instead of surfer like, and it did make more sense.

Papyrus Line

Next we have the lines. He’s climbing up bones now, isn’t it cool! Anyway, there are a few timing issues in this, mainly the fall down after he hits the wall and then when he’s sliding down the slope. If you can notice the other mistake I made, I will applaud you, as I am told that it isn’t actually that noticeable.

Papyrus Finished

And here is the final gif. Yes, I forgot to colour parts of Papyrus on some frames. It is hard to fill colour when the colour you are filling is almost the same colour as the workspace behind the character you are animating. In this gif, Papyrus’ fall after he hits the wall is faster and his slide flows more smoothly into the stand-up and crouch for his first jump onto the poles. When I coloured Papyrus, I didn’t want to make him pure white, but I was restricted by the colour swatches of Adobe Fla_ *hemhem* Animate, so he is cream instead. And his scarf, of course, had to be bright red.

Next time I do something like this, I want to make the character likeness more accurate, make it look more like the character I am animating and less like the images of the supplied rig. If I had more time on this project, I probably would have gone and fixed the frames of the march cycle so that he is marching a full cycle instead of a half cycle.

What I learnt about animation during this assignment was a new way of animating a character. Instead of making each moving part a separate layer in the Animate document, I animated Papyrus on one layer as solid line. This was really hard to do, but also easier for me. It was hard because I couldn’t erase lines madly when I made a mistake or when I was getting rid of guides, so this made my progress slower. However less layers meant that I didn’t have to scroll through the list of layers to find the layer I was working on, and I didn’t have to pull my timeline up to see all my layers giving me a larger workspace on my laptop’s screen.

While doing this animation I learnt that copying all required frames is important, lest you make a cycle only half complete, that there are several different ways for different characters to traverse their terrain depending on their abilities and personality, and that there are no bones in bananas.

Okay, that last point was a joke.

I really enjoyed animating Papyrus’ scarf, and working out how it would flow behind Papyrus as he moved. It was certainly easier than animating the folded wings of my walk cycle in my second trimester, but still hard, none the less. This was a fun endevour, and I’m happy with the way this turned out.

See you all in my next blog post.

~Icetail~

Link to Part 1