Sunday 27 February 2011

continuos loops


This images shows how topology works on the face, by using loops of cells your able to create a muscle structure similar to that of the of a real human. Once again this creates a realistic face that helps to create emotion and tension within a game especially on close up scenes.

Full body topology


Topology doesnt just apply to the face of the games character, it has a purpose all over the body. Its important to keep proportion as well as to make a realistic animation possible. Once again the same basic principles apply of having to keep all cells four sided to help with easy division.

Anatomy


To replicate the way humans look in games most designers follow the muscles in the human face exactly with topology. By following this intricate network of muscles they are able to make  the most realistic looking characters, which inevitably makes a better game that draws the player in and is a more wholesome experience.

perfect topology

Topology in games is all about keeping each cell on the character as a four sided shape, this helps when it comes to animating and shaping the model, when the cells become triangles or higher sided shapes it becomes hard for them be split evenly when it comes to adding more details.

Topology

Topology looks at the effect muscles in the face affect the way that it moves and therefore is viewed by the audience, in games this is very important as it helps create emotion for the character through realism.

Thursday 24 February 2011

http://www.national.com/nationaledge/mar03/article.html

Topology

Topology (from the Greek τόπος, “place”, and λόγος, “study”) is a major area of mathematics concerned with spatial properties that are preserved under continuous deformations of objects, for example, deformations that involve stretching, but no tearing or gluing. It emerged through the development of concepts from geometry and set theory, such as space, dimension, and transformation.

Saturday 19 February 2011

Nintendo

Nintendo is one, if not the worlds most successful games company, bringing the games industry back from the very edge after the industries crash. Probably best known for their flag ship character of Super Mario, they are japans third most valuable company and also the worlds most valuable company per employee.


Throughout its life, nintendo as a company has had many forms going from a playing card maker to a toy manufacturer and a hotel and taxi chain.

Lionhead studios

Lionhead studios, founded in 1997 is one of the worlds most innovative games companies. The company has made a number of critically acclaimed games including the black and white and fable series. As a company, Lionhead works in a very unique way to create a family environment whilst also managing to have a release out put than many other companies.

One of the main complaints about the company is the fact that they create a lot of hype around their games and not always following it up with what they said it would do. However, the companies director Peter Molyneux challenged this stating that when talking about his games he was just referring to what the company was working on at the moment and not that it was definatly going to feature in the games final cut.


Company Comparisons....

Wednesday 16 February 2011

Inspiration

as inspiration for my animation i have been looking a lot at the art of thai chi as well as other martial arts...the smooth flowing motions really help me get an understanding of the extremes the human body can move to as well as a basic understanding of body structure...

thai Chi

Thai Chi

Saturday 12 February 2011


The recent release, Gnomeo and Juliet really shows how brilliant an animated film can be. The intriguing and friendly character designs are what really sell the overall style of the film. As soon as the film begins you instantly believe that although every character is a gnome the people could very well exist. As well as this the thing that really interested me in the film was that nearly ever gnome moved in a different way but at the same time you could still tell that they were all meant to be gnomes....

Toy Story 3...


Losto, I feel, is the character who's animation is most important to the audience receiving the full experience of the character. The character is obviously meant to be a cuddly toy bear, and this is perfectly represented in the film by using big, bold, looming movements in large arcing motions. As well as this to represents the characters age and to fill in the back story they gave him a limp and walking stick, this was brought to life really well through the animation and really allows the audience to connect with the character...