Here is a screenshot showing my progress at the end of the class. I finished both rooms by the end of the class so I will not be re-posting this in my "Week01:Independent Study" post.
Screenshots of completed rooms from the UT3 tutorials can be seen in the previous post. Below is a screenshot of my 3 completed george street models with an applied texture in the DM-BENV2423_Template.ut3 map.
"A game is a physical and mental experiential encounter requiring those involved to apply skills to overcome the inevitable obstacles governed by a set of rules and parameters to achieve goals and/or a goal."
Examples of games,
Sports - Tennis: - Physical and mental encounter. - Serve. Proper ball toss. Forehand. Backhand. Lob. Net. Running. Endurance. - Lleyton's "c'mon!" tries to fire himself up. Possibly scare the opponent. - You're losing the match and you're a set down. Too many double faults. The sun is getting in your eyes. It's too windy. - Foot behind the line when you serve. Can't hit the ball out. Must hit the ball in a certain area depending on the game whether it be singles or doubles. Can't touch the net. -Main goal - win the actual game Sub-goals - win points to win games > sets > the game
Board game - Connect Four -Physical and mental encounter. -Foresight. Adapt to the situation. Generate a game plan. -Keeping a straight face when you see a possible connection. - Can't find a way to connect four because you're opponent keeps blocking your opportunities. - Take one turn after another. Can only put one piece at a time. - Goal - connect four pieces in a straight line. sub-goals - stop the other player from achieving the same goal as you.
Computer game - Counter Strike (FPS): - Physical and mental encounter - Two opposing teams. Terrorists and Counter-Terrorists - Choosing the right gun. Knowing the map. - Wide open spaces = choose a sniper rifle - Tight enclosed spaces = choose a rapid fire gun - Good aim = good mouse and keyboard control - Using the map to your advantage, trying to trick the opposition. Throwing smoke grenades and flashbangs to severe opponents vision. - The other team has better skilled people. Your connection to the server is too slow affecting your performance. Your team does not cooperate. - No hacking. No auto-aim. No God mode. No spawn camping. - Goals - Kill the other team. Save the hostages. Defuse the bomb, etc
Final words of reflection. I started experiment 02 with the understanding and intention to create the X% and Y% cuts from the full 363 model that were both inspired by my experiments in experiment 01 and also at the same time to cut it in an intricate way to make the building actually functional. By that I mean, realistically possible to walk through some of the spaces where explosions could take place. I realised only last Thursday that this was never meant to be the case. Foolish of me to believe a space could be inhabitable if it was exploded to bits. Therefore, it meant that the model could be cut in any way possible provided it was relevant to your ideas.
I spent a lot of time creating my 50% model so that you could actually walk through some of the voids or spaces and experience what it would be like within them as an explosion took place. Particularly on the bottom and middle levels I tried to keep the spaces in tact whilst trying to explicate my ideas of explosion and porosity. It was my mistake to have this original understanding. If I knew you could cut it any way you wanted and not worry about the building being an actual building, my model would look completely different and definitely better. If I could turn back time, I'd love to re-create my model but nonetheless I am quite happy with my current model.
Below are my three final published animations required for experiment 02.
Pan
The panning animation above shows a sectional model of the full 363 george street model. From watching and reading my final machinima submissions for experiment 01, I had originally used the 2-d grid to create a 3-D building tower-like structure that had three separate and distinct levels. Each level had a theme and effect to it. The top level focused on destruction with the aim of highlighting the destructive side of an explosion. The middle level focused on the idea of restriction with the aim of countering the predictability of an explosion by preventing objects from being launched randomly outside of the space. Finally, the bottom level focused upon my original idea of "jumping" whereby an explosion caused affected objects to be scattered violently into the air. Therefore, conveniently I decided to split the 363 george street model into these three distinct parts in order to make the cuts for my X% and Y% models which you can see below.
Zoom
The above video shows my Y% = 25% model of the 363 george street model. As aforementioned, I decided to divide the full model into three parts. The top level I designed to show the theme of destruction A new porosity had been formed as the numerous jagged and broken shapes of the top level suggested the effects of a central explosion within the level augmented by the sharp and twisted extensions protruding from the edges symbolically mimicking the random movement of flying debris. The middle level had been designed around the idea of restriction. The cuts into the building aim to create a cage like structure with tight spaces making it difficult for any sort of movement within and out of the space caused by a possible explosion. I have tried to emphasise this by zooming into this particular section of the building and zooming back out and up above the model to suggest my idea of moving vertically or "jumping". Finally, the bottom level was based upon the idea of "jumping". Using the existing voids on the lower levels from the cactus model, I tried to connect their internal walls to the exterior with diagonal cuts and jagged edges. This directional connection between the internal spaces and exterior aimed to exemplify the "jumping" out movement of objects within the spaces caused by an explosion. These aforementioned themes are further diversified in the next model below.
Rotation
The above video shows my Y% = 50% model of the 363 george street model. The principle of this model was the same as my 25% model. Continuing on with the ideas of destruction, restriction and jumping, I modeled the structure in a more diversified way. The top level no longer had the twisted and jagged protrusions as seen in the previous model that tried to mirror the movement of debris. It was cut to create a space purely focused upon the destructive side of an explosion with a multitude of jagged cuts. In the middle level, I re-created the internal voids and spaces to make them very tight in order to represent the theme of restriction. Additionally, these tight spaces had tiny circular holes through their internal walls that went through to the exterior. The idea of this was to make it almost impossible for debris inside the spaces to escape when exploded. On the exterior of this middle level I had bar like structures, similar previous model, which I aimed to symbolise as steel bars of a jail which surrounded the level, giving it that idea that what was inside was restricted. Finally, the bottom level was modeled the same as it was in the 25% model and was designed to create bigger voids or cuts for objects within the lower spaces to easily jump out of the building, hence, contradict the idea in the middle level which had smaller cuts designed to restrict the effects of an explosion.
References All models were created by me using Solidworks and 3ds MAX. All video footage was created by me using 3ds MAX and Sony Vegas Version 9. Font used was downloaded from http://www.dafont.com/acens.font Accessed: 8/09/08