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the count of polygons, vertices and racing game, only

y the
nly e
M o d e li n g edges. And the artists have to fight
them to maintain a nice ‘flow’ and to
dashboard of a car
a was
given high-resolution
lution
t n
The concept art and sketches give artists ensure that a character’s movements imagery and the
e tracks
t c
a clear picture of what needs to be appear realistic in the stages that follow. and surrounding
g
created. Modeling converts this art into To create a behavioral and a true- woods would be
e
3D representations. Yiannis K, a producer to-life model, references for creases, of low quality
and art director at Trine Games, wrinkles and other intricate details are and seemed
mentioned that one of the techniques for considered. distorted,
doing this is polygon modeling. There
r are mainly two types of
re simply because
e
A polygon can be called a models:
mod
m od low-polygon and high- they were low-poly
poly
y
foundation on which 3D polygon. The former have a
p models and the
e car’s
c s
models are created. Usually lower count of polygons, dashboard was
sah
high-
igh-
rectangular in shape and pe faces and vertices. This poly one. With so
o much
uch
representing a flat surface r e e rsco , makes them more flat, so processing power
werr available
vai a e
Ca deler s
of a model, it is surrounded Mo n e r s . tto speak, and hence less today, developers
ers
s make
ake
a e
g
with a number of edges. This d e si accurate. But they can be
ac everything on high-
igh-
technique works on individual
n ind dua rendered
re
ren
endered
n
nder faster and hence
faste
fas poly models to make
parts of a model orr can ma
make do with games and animation
mation
piece by piece, and lesser
ss processing
less
les more realistic. High-poly models have
involves vertices power.
po
p o more polygons, vertices and edges, and
or points where If you also need serious processing power.
lines meet. As rrecollect the In the initial stages of animation,
the complexity older games,
o low-poly models are used and are
and accuracy only
o the primary later substituted with high-poly ones.
of the model’s object
ob used to Another dominant technique that Yiannis
appearance look
l
loo good. For mentioned was digital sculpting, but that
increases, so does instance,
ins
n in a again is in another league altogether.

Te x t u r in g
surroundings. References from nature depends largely on the texture being
and industrial themes are used here, used. Hence, similar to the low-polygon
which adds to the time-consuming and high-polygon theory, the higher the
Texturing gives a breath of life to the process of texturing. details in texturing the closer a model is
model, an artistic and colorful life at Character details such as a fur coat to reality.
that. This stage can make or break a or clothes, hair, eye color, skin texture,
model or character. Since a modeler wrinkles, bruises and such are included
already has a crystal clear image of the in this process. Usually artists work
model and knows exactly what he wants with tools such as Adobe Photoshop
out of it, texturing too is usually done
n for keeping the character lifelike.
by him. This prevents the risk of Environmental details involve
mentally detaching the model surfaces
surfa
u and textures of
from its texture and gives it a Ca i
ina
inanimate objects such
unified feel. Textu reerscop as
a wood, stone, water
re s e
Little imperfections and for sk pecialists droplets and waves,
in, fu
glitches are fixed to make sur r, trees, leaves, smoke
envir faces,
the illusion more detailed onme and dust. To obtain
nts.
and realistic, or, on the otherr good results use
hand, to make a nicely created
ted tools such as ZBrush
model look dull and boring—it w
which provide accuracy
depends what the game calls for. n attention
and a to detail.
If you thought that modeling is In texturing, the challenge
complex, be ready for surprises. is that the closer the subject
Texturing too can be as complex and comes to the camera, the more
intricate as you want it to be. This is the need for detail. A major part of
because it’s about art and art is only quality and detail of a character
limited to the imagination. Texturing depends on the way it has
truly blends the character with its been modeled and also
COVER STORY

R ig g in g is known as a chain, which helps to


add animation controls to the skeleton,
skinning, which almost completes the
rigging process. Of course, there are
T s sta
This stage is the bac
backend
end and
d the and act as the basis of the rig. When other tools such as skin modifiers used
beginning of animating a model, and this two or more chains are linked together for polishing.
is where a character truly comes to life. as a complex structure, it’s called a Animation done using computer
Here, picture the model as though it is hierarchy. The process of making this graphics goes back to hand-drawn
a puppet which needs defined points hierarchy move or animating it is known images characters. Through this medium,
where the strings will be attached. First, as kinematics. a character’s movements, expressions
each part of the model is divided into Once the skeleton is ready and and the eight basic emotions that they
parts, depending on the complexity its movements are controllable, it is teach in the field of psychology, are
of the required animation. Each part fused into the model or the ‘mesh’. The pronounced and brought to life. Again,
is marked in places which respond process of putting the skeleton and there are many more if combinations are
to the rigging artist’s controls. Parts the mesh or model together is called taken into consideration.
once marked, are put back together Animation is obviously not restricted
to complete the skeleton or ‘rig’. With
h to live characters and is a mandate for
these points in place, the rigging artist
st ‘inanimate’ objects (like a moving tree)
seamlessly makes the model move in
n too. Incorporating technical elements
the intended way. The rig comprises such as where the weapons are
of bones, other details and certain o appear, or the outburst of
to
presets or parameters. a fire and such also need
Technically speaking, this C ar e animation.
a
Rigg erscop
e e
specrs, Maya
process involves linking or creating What we’ve discussed
a relationship between two objects, ialis here, is only a fraction of
ts.
which allow controlling each of them
m what goes into animating
individually. Another thing to note are
e the a model for a movie or a
‘bones’ created, which are pre-linked
d to
o game. But it will surely give
g
each other (somewhat like a DNA strand
rand
n you
u a good idea of how it all starts
in a cell). This linear series of objects
s and progresses.

Li g h ti n g
3D applications lack this realism, and color of the car and its windows and of
therefore bounce-lights along with the windshield. In technical terms, this is
ambient occlusion take care of it. the decaying of light, in which the light
Lighting in 3D modeling is an excellent 3D modeling is very different in live decreases as the object or its surface
opportunity and a mandate when it action movies that are shot with video moves away from the source.
comes to realism in a game or movie. cameras, especially when it comes to Here the light source is not shown,
In addition to texturing and rigging, lighting. In the 3D world the effects of otherwise there are illusions where
lighting significantly adds realism lighting are emulated to match that of the light affects its source and its
to a character and its surroundings. real-world scenarios. The model and immediate surrounding. For instance,
However in 3D modeling, lighting by its surroundings both need to change if it’s a fluorescent tube, it has to have
itself is an illusion. It determines and according to the light thrown at them, a cool haloing effect around it and for
extracts the true potential of the work just as they would in reality. a tungsten bulb, the halo changes to
which is already done on a model. On Take a look at this picture. Here the yellow. When showing a softer light, even
the other hand, it may even destroy light source is located atop the right the outline of the bulb would be seen
all of it, if not applied skillfully. corner of the car. Notice the intensity and the halo would be dimmer. While
The process has two main aspects of light moving away from the source this is just a summary of what goes into
to it: character lighting and background and hence the gradient or the loss of animation, there’s much more for your to
lighting, where both need to complement trast ffrom the back to the front.
contrast explore, so stay with us, the ride is about
each other. Both have their own Loo
Lo
oo at the glare on the surface
Look to get a little bumpier.
stages or passes such as of tthe tr
o trunk a
and
d how
o ddark
k
foreground pass, props pass
s pe t
the bonnet
bon t is, the
e
and such. Ambient occlusion r e e rsco d
Ca kgrou n
r
is an important integral part Bac haracte
n d c g
in 3D lighting. For instance, a in
light lists.
in photography, there are cia
ways to bounce light off
sp e
one object to make it fall on
another to increase illumination.
Image courtesy:
Trine Entertainment Ltd.

36 02/2009 INTELLIGENT COMPUTING CHIP


A n im a ti o n OPPORTUNITIES
In traditional (2D) animation, images
were drawn by hand on transparent The animation pipeline has several
sheets called ‘cels’. The same image was processes and there are specialists
drawn on a series of cels with only slight for each process. You could choose
differences between drawings, to show to specialize in rigging, rendering,
the movement of objects. The cels were lighting, story writing, texturing or in
then filmed in sequence. An illusion of any other area. Even within a process,
movement was created when playing there are smaller specialization areas.
back the film at 24 fps. This is how you For example, within texturing you
can create a 2D animation film. can choose to be a fur specialist or a
There are many processes in the skin specialist. Within lighting, there’s
animation pipeline. These processes are background lighting and character Acting: In this stage human actors
also applicable to game development. lighting. It would be a good idea to play out the scene. They may use props
We have already explained processes understand all the processes within like an umbrella or a ball. The idea is to
like character building (also called asset the animation pipeline. During your understand the movement of the body
building), modeling, rigging, texturing and training, get involved in as many limbs and changing positions in relation
lighting. After the asset building stage processes and departments as you to the other characters in the scene.
the remaining production processes can. You will then be in a position to Blocking: Once the movements of the
can occur simultaneously. For instance, decide where you fit in. characters in the scene are understood,
lighting and sound mixing can happen it’s time to begin blocking. In this
in parallel. Here are some important Animatics: We’ve explained that animation technique the key poses of
processes in the animation pipeline. various stages in animation production the characters are created (not the
Background building: In this stage, occur simultaneously. At some point complete movement). The objective is
you create the props and the background during the production, you want to to establish the timing and placement of
set on which you will impose the create a rough mock-up, to see if the characters and props in a scene.
characters later. It could be a street everything fits together. How will the Character Animation: The complete
or even an indoor scene. The concept scene look with motion and timing? movements of all the characters are
sketches are first created. Once they are How will the characters look against the now defined. Lighting effects, detailed
backgrounds? A series of rough drawings backgrounds and texturing may be
are put together in sequence and a dialog excluded for now, so that the file size
and soundtrack is added. This sub- is not too large. These are added after
process is called Animatics. The director finalizing the animation.
can call for changes after viewing this Compositing: In this stage, all the
mock-up. Once he is satisfied, the teams layers are put together. The resulting
can progress further, working together. image has the complete look of the
Facial animation: If your film has whole shot. The director may choose
characters of humans or animals then to make revisions. Then the render
you’ll want to show emotions. Facial specialist does the rendering. Depending
expressions convey a lot of emotion. on the complexity, it takes between 1 to
So you have to give your characters 4,000 CPUs to render a film.
approved, you refine the drawing and virtual facial muscles. In fact, you need Here's how complex it can get. Film
create a low-resolution version. Add to rig the face and define rules about has 24 frames per second. Each of those
more details to this sketch to make it what shapes different areas of the face 24 frames has multiple images of the
a hi-res one. Then you fill the objects will take to show emotions like anger, characters. There are various lighting
with shading to create a grey scale laughter, disappointment and so on. passes for the characters: background
image. A color version is produced and Layout: Here you define the placement pass, foreground pass, shadow lighting,
textures are added. Finally, you add of characters against the backgrounds. If bulb lighting and fur lighting. The
in the background lighting. Once the there are multiple characters in the shot, compositor puts all this together and
background is created, it’s time to overlay you show the position of a character in makes one image and he does this 24
the characters. relation to the other characters in that times to one second. Typically, there are
The actual animation of characters frame. Camera angles are decided, and 50 passes per frame for 24 frames, for
involves a series of sub-processes. backgrounds may have to be refined. one second of animation!
COVER STORY

G a m in g
During the game development stages,
most of the game companies use two
teams: the Graphics or the Art team
and the Technical team. The graphics
team takes care of the entire look of the
games, with respect to the characters,
environment, textures, lighting and so
on. The technical team is responsible for
developing the functionality of the game
and integrating the graphics, movements
and stages across different platforms.
While the graphics team refers to the
Game Design Document (GDD) for all the
information they need to create the art,
the technical team develops and follows
the Technical Design Document (TDD) in
parallel with the GDD. The TDD covers
all the information related to the game
under development such as memory
allocation, resource utilization, different
categories of devices in case of mobile
games, temporary storage, the platform
(PC, PSP, Xbox) on which the game is
going to work and so on. Depending on
the type of game, decisions are also
made regarding servers, downloading Creative Head, Zapak Games informs, are in place, the art team and technical
resources, planning the micro “The game engine is the code that works teams initiate the production stage
transactions and unlocking resources if as the basic DNA of the game. It is the where the art for the game is developed,
any in the game and so on. actionscript code or the C++ code that as we have seen earlier, and the coding
In the TDD, they also make a decision drives the game and everything else is for integrating the character, textures,
on the type of engine they are going to built around it”. maps and stages of the game into the
use. There are different types of engines The decision regarding the game engine begins. As we have mentioned
available for every type of game; an engine is very crucial as it also controls earlier, the coding will again be
example of this is a side scrolling engine the way the art (character, textures, developed depending on the type of
for g
games such as Mario. Tarun Durga,
g , maps
p etc)) is displayed in the game and engine and the platform of the game.
the t t n of the movement of the
h rrestriction For example, to make Flash games, they
cha
character the attributes of the racing
aracterr or th use action scripting or lingo scripting,
a p So the game engine
car, for examp
c example.
amp VC++ or C++ for PC games and J2ME or
lays
a d down
w the coding standards for the Java for mobile games. They also build
game
g m aand the
then they break it down into code so as to detect the platform and
a a, Symbian,
Java, y bian C++ and other platforms,
Symbian load the required resources accordingly.
on which
o whic
c the
he
eggame will run. Most of the For example, there are different mobile
gami
gaming companies
c
compa
ompa develop their own phones with different screen and
eng
engines
gines a
and tweak it according to the
nd tw memory sizes. So to tackle this, they
req ent of the game. And what
requirement
quireme create different resource banks and the
about the decision about the choice of
e deci resource files which match that particular
gine? Amol from EA games said,
game eng
engine? phone and its resolution is pulled into
“Th
“There always be a tussle between
here will alw
the
he game
eddesigner’s aspirations and what
desig
is technically
technic achievable. The designer
cally a
will always
w expect
a w s exp
ex
x a lot of things like
s eop nic s
stereophonic sound, for instance. But
that’s
h ’ss not always
n alwa
a a possible. So you get
n a situation
into ation where you work on what
is
s best a d what
es and wh is feasible”.
w
After the TDD is frozen and all
the TD
tec
technical requirements of the game
chnical requ

38
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LLIG
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LI
LIG
IGEENT
EN
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N T COMPUTING
CO
CO
OMP
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CHIP VERDICT
Eighty five domestic animation this. This demand gave rise to many the quality of these films left much
movies were announced at the “animation” schools in the 90s and to be desired. Also, the investment
beginning of 2008, with 28 already early 2000s. Most of these schools in production and marketing was
in various stages of production. It had a software-centric curriculum. far less. The Indian animation
was estimated that 15 animation They neglected the aesthetics or industry needs to develop unique
movies would be released over the fundamental animation techniques. concepts which could take years to
next two years. Indian animation So India wasn’t really developing gain acceptance. The Japanese, for
films produced in 2008 did not do any original content and there was instance, have Anime, which is now
well at the box office. New strategies no intellectual property to speak well known worldwide. Anime dates
were tried, like bringing in films from of. Soon the companies that were back to 1917, so it did take a long
abroad and dubbing these with outsourcing work to India found time to gain global acceptance. Also,
the voices of Bollywood stars. But that they could get this work done the industry here needs to pioneer
that did not work either. Now all at a lesser cost in countries like techniques and technology. For
animation films in production here Korea. Suddenly India had a lot of instance, Pixar invented RenderMan,
have been put on hold. competition for outsourced jobs in a software for rendering animation,
the animation sector. It was time for because they couldn’t find suitable
STARK REALITIES the industry to find another way. software that met its needs. George
The industry has been through a In the second phase (that began Lucas’ Lucas Arts invented THX
phase where work was outsourced last year) Indian studios began to sound for Star Wars.
to India because of the cost develop original IP. There were films So it takes a combination of
advantage. While all the creative based on Indian themes. Sadly investment, unique style, original IP,
work and conceptualization was many of these did not do well at serious commitment and time.
done in the West, Indian studios just the box office. Industry experts say There is huge potential, but
executed the work. Large swarms Indian studios copied concepts and success will come after a few years.
of animators were employed to do themes from Hollywood films and And yes, we need good films!

the program. For mobile games, the sounds are usually not integrated with the game. After these bugs are fixed,
respective service providers also provide the game in the alpha build. "After the game is sent for deployment testing,
the Software Development Kits (SDK) for the clients give their feedback on the where the game goes through checklists
the games to be integrated in the code game and the required changes are and certifications and then goes for the
such that the games can be distributed incorporated, the sounds are added to Porting stage.
on their network, and to ensure that it is the game and we get the beta build of Partho Sengupta, R&D Lead,
built according to their requirements. The the game," says Vakil. There are many Indiagames explained porting in brief.
code also defines the stages, difficulty iterations that go on between these “Porting a game basically involves taking
levels, speed of the car, path, check stages as there are several challenges your game code for one platform and
points and all these important attributes that are encountered during the game rewriting a part of it so that it works
of the game. The initialization code for development process. Once all these on another platform. Most common
different platforms is also mentioned in iterations are done, the game then goes differences between different platforms
the coding stage. into the testing phase. occur in the way they handle sounds,
After the code and graphics are Testing is the most important stage networking, their display configurations,
integrated in the engine they get the of game development as a lot of time, file and data management. So a
alpha build of the game which is sent to effort and investment goes into programmer trying to port
the clients to see if all their requirements making the game a game between platforms
are met. As Yashraj Vakil, Game and a bug will needs to study the functioning
Development, Zapak Games informs, ruin it all. Mobile of both platforms thoroughly
games go through and figure how out how to
two types of testing: make things work on the new
Frontline testing and platform without affecting
Deployment testing. the game too much”.
In frontline testing, After the porting stage,
the game is tested for the game is ready for
things like the playability release on a platform
of the game, difficulty like online, mobile, PC or
level and checking the Playstation.
integration of sound with feedback@chip.in

Image courtesy: Jump Games


COVER STORY

According to a Nasscom report, the Indian Gaming and Animation industries

In d u st ry E x p er ts
are poised for growth. We asked industry experts about what it will really take
for India to develop world-class films and games. These experts have many
years of experience and work at prestigious institutions.

Whistling Woods
Visual Computing Labs, Gokul K
Tata Elxsi International
HOD, Animation

In the first batch 90 percent of our students got placed


in different studios. One is working in Rhythm and Hues
(a VFX studio with live action and animation), another at
Dreamworks, and three are in Big Animation (an IP studio).
Two have gone abroad for higher studies. All these students
had three offers. They made a choice about what they
wanted to specialize in and where they wanted to join. So
the students developed a vision of where they want to be.

Pankaj Khandpur
Creative Director
Prakash Moorthy S Miditech
Animation needs both Head of Animation
a creative and technical
mindset. Many students I feel there should be a national curriculum that takes the
think that if they can’t draw, quality of teaching to a particular level. We need to generate
they can’t be animators. our own content and our own creative IP. We also need to
That’s not true. You don’t have countrywide appreciation programs (workshops) to
have to be an artist to be an show aspiring students the depth of the subject and the
animator. Of course it does full cycle. These workshops will give students a complete
help. In rigging, modeling overview of animation and an update about what’s being
and lighting you don’t need happening around the world.
to know drawing. But it
helps to have an interest
in any of the visual forms Alva Brothers
ation: design,
of communication:
Nikhil Alva
Executive Chairman
photography, sculpture,
ng.
video shooting. “Altough 2008 was a bit of a damper, the good thing is that
If you are we started making digital content for Indian audiences. Of
technically course, very little of this content will be exported. But that
inclined then isn't such a bad thing—at least we made a start. If we create
ps.
that also helps. our own style and our own storytelling technique (like the
ven
The art is driven Japanese Anime technique) then the industry will survive. It
nd
by the high-end will not survive on back-end work done cheaply here on an
technology. outsourcing basis.”

Zapak Digital Rohit Sharma


Entertainment Chief Operating Officer

Gaming Industry in India is recession proof. Worldwide gaming is the largest


entertainment revenue generator, and in India gaming is one of the top five
usage models on the Internet. Gaming in India is not at a nascent stage
anymore. It is young and growing. For the rapid growth of this industry and to
put India on the global gaming map, the companies in our country who have
taken gaming as a serious business need to face the challenges and recognize
opportunities together. The Gaming industry in India is getting more and more
aggressive.

40 02/2009 INTELLIGENT COMPUTING CHIP


Trine
Somil Gupta EA Games India
Entertainment Ltd. Mobile Division
Managing Director

I believe in India the gaming market could be as big as


countries in North America, Europe and North East Asia if
we get more localized games like these countries do. To
achieve this we need support from the gamers of India by
saying no to pirated games. The revenues generated by
selling legitimate copies can only support the production of
newer and better games. Piracy is the only reason why we
have not seen localized quality games so far.

Amol Gurwara
Jump Games Mobile Division
Salil Bhargava
Chief Executive Officer
Career prospects in the
The Gaming industry is less than a decade old in India. It's gaming industry are huge.
only in the past few years that it has grown considerably, EA itself has got about 400
that too only in certain segments like mobile and casual people in Hyderabad. There
gaming. In terms of PC and console gaming, India still has are several career options in
to catch up with international players in that space. India is the mobile gaming. People
also growing as an outsourcing destination. A lot of mobile can become programmers,
game porting and online game creation or art asset creation artists, graphics designers or
for PC and console games gets outsourced to India. even product analysts.

WHAT TO LOOK FOR IN AN INSTITUTE


1. VISITING FACULTY: While doing and film making. How many schools camera cranes, lighting equipment
the course, it is important to have emphasize on the importance of and recreational facilities.
industry perspective. This will help perfecting the classic animation (2D) 7. HANDS-ON TRAINING: How much
you understand industry requirements technique? Do these schools conduct time is spent on sketching, rigging,
and you can relate to topics in the workshops on alternative animation lighting, sound recording and other
curriculum accordingly. Only industry techniques such as Claymation? processes? Do they teach you film
people like producers, composers, 4. CURRICULUM: The duration and making techniques? Will they let you
directors and studio executives can curriculum is often an indicator of handle a camera or sound mixer?
give you this kind of perspective. Ask the quality and depth of the course. 8. PLACEMENT RECORD: Ask about
if the institute invites guest lecturers It must be a full-time course (full the placement record of previous
from the industry. day) of at least two years duration. batches. Where are their students
2. FACULTY EXPERIENCE: Perhaps Is the curriculum aligned to industry working now? What kind of contacts
the most important thing to check requirements? Ask for a preview of does the institute have with studios
is the background of the faculty. the syllabus. in India and abroad?
If your guru is knowledgeable and 5. SHORT FILMS: The best way to 9. TECHNICAL PARTNERSHIPS:
experienced you can be sure that learn how to make an animation film Students must always have access
you will actually learn something. is to make a short film. In doing so to the latest technology. Some
How many in-house trainers does the you go through the complete pipeline institutes have technical partnerships
institute have? Who are they? Check and understand the techniques. You with IT hardware manufacturers like
their industry experience. What films also learn to work in a group. This Apple, Intel and nVidia. They sign up
do they have to their credit? Have will develop leadership and project for R&D programs and also get the
these won awards like BAFTA? management skills too. benefit of getting upgrades regularly.
3. TRAINING TECHNIQUE: Most 6. INFRASTRUCTURE: Does Then there are special licensing
institutes focus on the software. the institute have the latest schemes for animation software.
They teach you tools such as Maya, software? How often are the 10. EXPOSURE: Exposure to global
3DS MAX, Zbrush, Combustion, systems upgraded? Do they have standards is important. What kind of
After Effects, Premier and others. a render farm? Also look for other resources does the institute offer to
But there’s very little focus on infrastructure such as a library, keep its students abreast with the
aesthetics or the art of animation dubbing studio, film cameras, latest developments?

INTELLIGENT COMPUTING CHIP 02/2009 4


41

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