Monday 23 September 2013

3D software used in different sectors.

3-D Software being used in different sectors.


Games -

In gaming, there is a lot that goes into what they are creating, because the player has to be able to interact with the games interface. So they have to do a lot more for their end product.
Making a game is difficult because not all players will take the same routes to do one task, so game developers will have to account for that as well when creating a game.


An example of this would be when you are walking around a game.




Using the map above and the routes that have been highlighted one can see the different routes a gamer may take when doing a task. If you were playing this game and wanted to get to point #31, the reservoir, there are different ways to get there. I have marked a few that people might take, there are multiple others.
This is what the game makers have to be prepared for when there making the game, they have to make sure that there are different ways because not every one will go the same way unless its marked off to them where it is they need to go and what direction and that's not always done.
Also there are different obstacles they have to put in places so that players don't get bored walking around the game.

Films -

Films probably find it easier to make there product because there is only one rout in which the story can take and it’s them making that rout.

Film producers have a large amount of money to put into their products unlike that of the publishing industry that have only recently bought into the idea of 3-D modelling to help the readers see the characters and scenes as the writer/illustrator sees them.





Despicable Me 3-D animated movie. Co Directed by Pierre Coffin and Chris Renaud. 

This is set out like a roller coaster, where there's a beginning and an end, but there's a whole lot in between but it is all leading to the end there's no going off the track.
This can only go in one direction and that is the direction in which the directors want it to go, so there is nothing extra that is needed in scenes if its not going to be seen or interacted with by the characters, because then they would just be wasting time.

Architecture - 

Architecture uses 3-D modelling to be able to make and create structures and change finite details. Using this type of software allows for a company to show their clients the building from different visual points and also to take them on a virtual tour of the structure, showing them what it shall look from the inside and also making it so that they could see it from bird’s eye and ground view.

House made with 3-D software
This is an image of a house that was made in 3-D software this is just an example of what you could see.
When creating this they can change the colour palate and have a variety of different models just based on the different colours. Also 3-D software is used to flesh out the blue prints, this is to make sure that what may look doable on paper is also doable physically, making sure that the structure will be sound and in some cases making sure that the building fits into its surroundings. 

Advertising/Marketing -


Adverting and marketing uses 3-D modelling to get across points of views before they decide to make the actual product. They can make prototypes on the software; sell the idea before making it into actual fact. Doing it like this makes it easier for people selling products to show how it’s going to work and can easily tweak it they people they are selling to make it more to their liking.



This advert uses 3-D technology to impose dinosaurs into the scene where there are two guys hiding under a table away from the dinosaurs trying to be quite and quite frankly utterly fail at doing so when one of them ends up crunching on a mouthful of the Crunchy Nut cereal.  The advertising companies don't get as big a budget that films and gaming industries do, so they have to make sure that they are using it to its best in the small amount of time that they have.


Similarities -

A similarity between all three of these industries is that they all make prototypes/concepts in 3-D software.
Films do this to make sure that there characters or backgrounds work properly in the software and that they look good to use within the films, this is because if they don't figure out if the characters move correctly that could ruin a whole film because the animation will be ruined.

Film -

A film that deals with 3-D was 'Tangled' by Disney; this was one of the harder movies to animate due to Rapunzel's hair. They had the debate whether or not to do 'Tangled' in 2-D.
This was because the character Rapunzel has a key feature and that is her hair.

To create Rapunzel and her hair they had to create a new piece of software that was used to get the organic look for her hair but still make it look natural in the animated style. 


Rapunzel from 'Tangled'
Making the hair was one on the hardest things that had to be done during the creation of 'Tangled'.





Making this possible cost lots of money and time because they has to have twice as many people work on it due to the different elements that went into creating this hair.
As you can see this being as hard as it is they had to have prototypes that they tweaked until they finally rendered the best one.

Flynn Rider and Maximus, 

This is a concept of two of the characters from 'Tangled', as you can see it isn't as refined as the final models. That is because these are only starting points or rough drafts that are made in the 3-D modelling software that they use. This is to help the designers get an initial idea was to what it is that they have to work with. 
Rapunzel

This is a concept of Rapunzel with her hair that was made in the newly created software to make sure that they new that the hair would flow the way that they wanted it to.


Advertising and Marketing - 
3-D model of a car

3-D modelling is used a lot by marketers and advertisers to show there concepts before they create the real thing. Creating a model of, for example, a car would be time consuming and cost more money than to just create one on 3-D software.
This way they can easily change things that will benefit them or that their customer does not want and they need to modify the model to fit its design more exactly.
Being able to do this makes the design process much easier because as long as they know how to use their software effectively they can make and change multiple designs easily. Doing this cuts down on the time.
Doing concepts in advertising and marketing makes it easier for them to get rid of glitches that may be coursed by a fault in the design, doing it in 3-D software allows them to manipulate the small and big components of a project rather than to build one from scratch and realize halfway though that it will not work due to a miscalculation.
Making different parts of a model may need different software so make sure that the model is done to the best of its abilities.

Games -

Brink game concept art.
Concept art in gaming is a key component to creating characters and weapons. Making a character on paper is very different then creating a character that will move smoothly in a game. Concept art is used by gaming companies to make sure that there designs not only look good but they can function properly, they have to make sure that the clothes and other things don't mess with the movements or set up of a character.
Concept art helps game designers
visualize objects in a game and whether or not they sit properly within the environment. 
Concept art by Robert L King.

This is a concept for a Facebook game called 'Inheritance', now this is a concept and can be manipulated. This is an example of where an object may not fit within the environment. Imagine I was to put a sky scraper in the background. Due to the rural setting, that would not work, so there are concepts made for games to see what works and what does not. Not everything will fit together seamlessly. 

Architecture - 
Architectural concept.

Concepts and prototypes are used widely in the architectural industry, this is because they cannot just go out and build a structure and just expect it to look right, there is too much room for error. Making their concepts in modelling software is cheaper and also a lot less time consuming, they can make multiple concepts and show them to their clients and see what they like and don't like about the design and change it until it fits to what it is that the client wants. (Sometimes meeting a client's expectations is impossible because their ideas may be a bit to outlandish and would be impossible to construct.)
Making models allows architectures to tweak and look around the building before it has even been made and this way they can look for imperfections sooner rather than later, when it might be too late.
  • Another similarity is between Architecture and Advertising/Marketing, is that they both use 3-D modelling to show their projects.

In Architecture, they use 3-D modelling to show their clientele the structures before they finally build them; this is to make sure that the customer is happy with the design and what the end product will look like. This is similar to that of advertising and marketing, this is so that they can make sure that all the pieces of a product are correct before its made and so that they can easily tweak it if need be. This is also so that these types of companies don’t loose a lot of money building such things and making it harder on themselves when they can do it on a computer programme where they can sort out all the tiny details fast and effectively.

  •  Film and Gaming have bigger budgets to work with.

Gaming and Film have a large amount of money that they can use to create their gaming or films, so they have a bit more a free rein when it comes to using 3-D software to model with. They also have room to create new software that will better their animations making them more realistic with their movements and other such things.
Gaming and films bring in a lot of profit if they do well and to do well they have to be interesting and also look good, so creators and directors put a lot of money into these projects and hope they will profit off them. In these industries depending on how popular or well known they are sometimes depends on how big of a budget they may get, this is also true to gaming.

Estimated costs: Despicable Me 2 cost $76 million and Tangled cost $260 million.


Despicable Me 2


Tangled


Estimated costs: Call of Duty Black Ops cost $18-28 million and Super Mario Bros cost $1.4-15.8 million.

Call of Duty - Black Ops


Super Mario Bros
As you can see depending on how popular these are to the public depends on how much people are willing to risk investing in gaming or films, making some of them have a very large quota and some small.

  • Characters.
In games and movies there is always a main character that you will follow (sometimes this may change) and you will either watch the life of this character through film or you will have to play as this character in a game.

Creating characters from scratch is hard and that is usually what an artist has to do when making a film or game because they like to have their original idea. This is hard to do and both games and films do it.

They both have to put their 3-D characters though a rendering process and make sure that their design works.

Sometimes they don't make their own characters but use existing worlds such as DC and Marvel to make their characters, but these still have to go though the process of being made into 3-D characters due to them mainly being illustrations in comics or 2-D flat animations. 

Hal Jordan - Green Lantern - Animated


Hal Jordan - Green Lantern - Comic Series


Hal Jordan - Green Lantern - Game
As you can see both the gaming industry and film industry have 3-D'd this 2-D original from the comics. Showing that they don't always make up their own characters but that they sometime both lead in the same area with their characters, even if they don't always look like same.

Differences -

  • Architecture and Marketing have a different base of using 3-D modelling to that of Gaming or Film.

With gaming and film most of their time and energy go into creating characters than creating individual objects because their projects are usually based around a character. Architecture and Marketing spend time on buildings and objects because that is what they are created to do, they don't have to make characters, but they do have to make functioning 3-D models of their projects to show them to clients and be able to sell their ideas to the public if need be.


Lara Croft


3-D model of house



  • Film and Gaming have a different a way of thinking about creating their characters. 
When in motion in a film a character can only go the way the director chooses so the film character creators don't have to worry about what their character will look like at every second because its already planned and can't go off track.
In a game however because an outside influence the creators don't know which way it is that the character is going to turn or what its going to do, or when. So when making their character they have to think about what their character will look at all times.
  • Money
Gaming and Film have larger budgets than those of Architecture and Marketing, this is probably because gaming and films are for a larger audience than the others.
Architects and Marketers are usually for a small sum of people that want one very specific thing like a building or a car, games and film are for a wide range of ages and have to be entertaining for at least a couple of hours making sure the customer is happy to spend money on their products.

  • Software
Film uses a lot more software than that of Architecture. Architects use about 3-5 different programmes to make a model. CIVIL 3D, autocad architecture, vue 8 xstream are to mention but a few. Films however use lots more and sometimes while their project is in production have to create new ones. In 'Tangled' by Disney they had to create a new software for the characters hair, this software then went into the creation of the hair of main character form 'Brave' from the Pixar animated film. In the 'Transformers' by Michael Bay film dealt with Maya, Zeno, mental ray, RenderMan, Photoshop, Shake and in house were

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