Vehicle and Character evaluation

For this project we were tasked with creating a Character and Vehicle of our choice.

Character:
Influences:
For the character my idea was to make a sort of Ninja character, at first I was unsure on how to portray this; Feudal Japan Ninja, Armoured Ninja, Assassins creed like character or something completely different. In the end I decided to go with a futuristic space like Ninja. I got influences from Tron, Ender’s Game, Silver Samurai from Marvel Comics, Predator and Robocop.

What Changed?
My character is quite different to what I intended, I made it much more alien like than I was first planning to by adding lots of tendrils/spikes extruding from the costume, as I thought it would help me to add more detail to my character to improve it and would make it more creepy looking. I stuck with purple colours which is what I first decided to use. I did add a tiny bit of gold to the belt on the front. At the start of making the character I was not sure how to begin, the first way I started to make the armour did not work very well, so I rethought and found a much easier way to make it. At first I tried to use the body template from the content browser, but I did not like how that worked, one thing was that I did not want my characters arms to be sticking out, I wanted them by their side and if you moved the arms down it looked very weird. So I looked on YouTube and found a way to import body meshes from Skyrim. I found the Skyrim meshes much easier to use and the arms are already at the side on them.

Vehicle:
Influences:
For the vehicle I decided to make a futuristic hover-bike. I got ideas for this from; Tron, Fifth Element, Total Recall and Blade Runner.

What Changed?
I did not really change the vehicle much from what I originally intended I did make it more rounded underneath than I first thought I might and added a few extra turbines top it. The biggest thing I changed on the vehicle was the colours at first I was going to make it stealthy with lots blacks and dark colours. In the end I decided to make my vehicle more sporty with bright orange and blue, also by adding flame decals to the side of it. Again at first I found it hard to know where to start, I found trying to get the vehicle shape right hard at first I made it in two parts, but this made vehicle look disjointed where both part were put together. So to make it look less disjointed I remade it into one whole shape by making it with various sized circles and then using the loft tool.

I took others into consideration and worked safely by keeping to my own work station, making sure my belongings where not a tripping hazard. I made sure that I was not to loud or distracting and made sure I had no liquids or food near the computer.

Overall I am very pleased with what I have created, using the different skills I have learnt to use in Cinema 4D throughout my time of learning it.

Making my hover vehicle

My first attempt at making the body ended up not looking right and out of place, it involved scanning in one of my drawn designs, making a spline the right shape and then extruding it and using the move tool, but it did not look right and I had made it into two parts so the way they connected was not right.

So for my second attempt it worked much better I used circles to make the basic outline and then used the loft tool to join them into one 3D shape which looked much better.

2nd try body

Then I made the different parts that attach to the vehicle, the handles, seat, turbines, aerodynamic wings and dashboard. For the lights I just extruded some of the polygons out. After that I just added some textures and put the vehicle in a scene.

Making my Ninja character

First I tried using the base mesh that is included within Cinema 4D, but I thought that the body looked a bit unnatural and blocky in some places. Also I did not really want the arms sticking out, I wanted them by their side. I thought that I would find it more difficult to work with this mesh as did not think that there were enough polygons to work with for my armour to look right. base mesh

 

So to navigate this problem I found a tutorial on YouTube of how to import the base meshes from the game Skyrim, so I did this and the base mesh was more how I wanted it, more natural looking, with the arms by the sides and more polygons to work with.

base meshssFirst I selected a area for one part of the armour, I then copied it, inverted the selection and deleted the parts that I did not need. After that I just used different tools to make the selections into armour parts, the main tools that I used were; extrude, inner extrude, smooth shift and matrix extrude.

mask 0402

This is the basic helmet shape before I added more advanced shapes to it. Below is the final helmet outcome, it has a Bane-like (Batman) mouth part to it which I think look pretty good.

The neck part was the next thing I made, I used smooth shift and inner extrude a lot for this part, the move tool also came in handy for this.

The next parts I made were the main body, the arms, the hand amour and the belt.

The final parts I made were the legs and boots after that I just added some textures and put the model in one of the pre set scenes.

 

 

Ambience Loop: Evaluation

For this project we were tasked with creating a ambience loop and 8 spot effects for a game theme of your own choice, my choice was a slightly suspenseful, futuristic, sci-fi game with a retro 16 bit like vibe to it. Set on an abandoned space station in deep space. All of these games had a lot of similar sounds in them, these were mainly mechanical sounds of machines and vehicles so lots of clanging metal, beeping and electrical sounds. So these were the main types of sounds that I wanted to work with in my own ambience.

For the research I looked at the sounds of existing games that had a similar theme to my idea, I looked into Elite Dangerous for busy space stations, Dead Space 3 and Alien:Isolation for tense, suspenseful and more claustrophobic atmosphere. They helped me to expand my ideas for what I was going to create. I liked how all the different sounds linked together well and helped to make the game feel whole. Like in Dead Space where they have added a lot of echo to most of the sounds to help show how empty the space station is and it adds to the sense of being all alone in a unfamiliar place. They have got the volume of all the sounds right, so that you can easily distinguish between all the different sounds, yet still clearly hear the characters when they are talking to each other. In Alien:Isolation they make the sounds of the Alien more distinct than the rest of the sounds, this helps to make the game more tense, as the sounds of the Alien are so different to the rest of the sounds in the game, with most of the other sounds being the prominent. In this game I also like how the background music drastically changes based on what the scenario is, it is more tense with more bass when the Alien is near you and more chilled out when you are safe.

For the recording of the sounds I used my phone recorder for the majority of the sounds when not in college and when in college I used a H4 recorder for the sounds which needed to sound clearer. I only downloaded one sound from the internet which was an explosion sound which I edited to make my own using volume, EQ and reverb for depth cueing. I edited the sounds by first getting rid of any unwanted frequencies and then changing the EQ, volume and adding reverb to get the right sound for my ambience. The best sound to record was a electrical spark sound as I used a sparkler I bought to record it to make it more fun to record and to try and make it more realistic sounding. When all the sounds were in place I self looped it so it would play right when looped over. For a few of the sounds I reused the original recording but changed it to sound like different things to help save some time to do things. Some of the things that I recorded to get sounds were; a car engine to make a machine starting sound, toilet flush to make a water pipe rushing sound, dropping different items on the floor one of these things were fun snaps which are tiny paper bags that are full of tiny stones and a small bit of gunpowder that make a banging sound when thrown on the floor I used this sound to make the sound of a gun firing, air con unit for background noise and a computer starting up for machine functions. For the laser gun sound I used the create frequency in Adobe Audition and edited the EQ, and reverb to make it sound more futuristic. For the robot warning speech I used the generate speech function in Adobe Audition, with the flanger feature to make it sound even more robotic by slightly changing the delay adding phasing of the sound signals.

The software we used to make the ambience was mainly Logic Pro, but we also used Adobe Audition for some things, I wish that we only used Audition as Logic Pro is not available on Windows, so I was unable to much at home which would have helped me to make more improvements to my ambience and spot effects by having more time to fine tune things like the reverb, EQ and volume. This would have helped to improve the depth cueing of my effects like the laser gun, beeping machine and explosion. I liked learning some of the skills in using the different software; changing the EQ with the space designer, making the volume and reverb change automatically in Logic and in Adobe Audition using the spectral frequency display. This all helped to broaden my knowledge of both programs and how to depth cue efficiently.

I think that I managed my time well for the amount of time we had, like I said before it would have been easier if I was able to do more at home. I kept all of the files in a folder called Assignment 1: Sound, I then had three more folders, one for spot effect files, one for anything to do with the ambience loop and the last one for the original recordings of sounds. Most of my sound files were saved as WAVs, or MP3s. These folders I kept all on my Google drive so that I could access them easily from both home and college.

I would say that the ambience I made was changed from what I initially expected, it was less tense and suspenseful than I thought I might of made it as I was thinking of more of a horror sounding ambience, but I decided against this as I knew it would suit a wider audience if it was not too suspenseful or claustrophobic. I think that the background keyboard tune could of been improved to make it sound more professional and less out of place than it does, but I do not have that much experience with music software, so it took me a while to figure out how to use a lot of the features correctly, like the space designer and the EQ tools. I think that I could have made some of the sounds more distinguishable from each other and made them go together slightly better. For example I think that I could have made the gunshots sound slightly more realistic with more of a echo coming off of the shots and maybe making some of the shots sound both closer up and further away to add to the depth cueing. I also think that I could have improved the electrical sparks by making them sound more distinct, adding more sparks throughout the ambience and working a bit more with the depth cueing of them.

Overall I enjoyed this project as it was quite different to any other projects that we have done so far. Some of it could have been improved, like the depth cueing of close up sounds like the gunshots, electrical sparks and the robotic voice, also some of the more distant sounds including the explosion and the more far away sounding gunshots furthermore like I said about the background tune being improved to sound more professional but all together I was pleased with what I accomplished for the project.