Saturday, October 31, 2009

Week 7 - Independent Study

FINAL RESEARCH ASSIGNMENT SUBMISSION:

9 Image Captures.



3-4min Video.



Answer to Research Question.


After thorough evaluation, and in-depth testing I have concluded that the simplest method to successfully interact with your own custom 3D models in Crysis, is to model/texture it in Google SketchUp, then import it directly into Crysis. Not only does this workflow have less steps than the Solidworks, 3DS Max, Crysis workflow, but SketchUp's interface is much simpler and user friendly. Textures are much easier to apply, and from my experience the advantages gained by using 3DS Max were simply not worth it. As well as this, in my research SketchUp didn't restrict the amount of polys I could import into Crysis. For a complex model with multiple different parts that need intricate texturing, I will admit the SolidWorks, 3DS Max, Crysis workflow may be more appropriate. But when it comes down to what is the simplest way to interact in a real-time environment with your own custom 3D models a SketchUp, Crysis workflow is definitely the standout.

FINAL EXP2 SUBMISSION:


Final Animation


Week 7 - Lab

Town Hall Animation.

This animation takes you through a basic navigation of my Town Hall Model in Crysis. You can see how much floor space the main stairs take up on the mid level platforms, leaving minimal space for passengers to wait. The implementation of my installation will increase the platform space, thus giving commuters more room to wait for their train. It will also reduce the congestion during the process of passengers boarding and alighting from the train.


Wednesday, October 14, 2009

Week 6 - Independent Study

Two CAMstudio video clips that demonstrate an aspect of the research question.

Seeing as my research question is to find out what is the simplest methods to successfully interact with your own custom 3D model in Crysis. I have decided to post two videos captured using CAMstudio to show the export process from both SketchUp and SolidWorks. These are the two different mediums used to create our 3D models for Crysis in both EXP1 and EXP2. The SketchUp file is exported as a .kmz and the SolidWorks file is saved as a .stl file.



Week 6 - Lab

ARUP Lecture.

How does an element of Stuart Bull's lecture reflect our work
on EXP2?
The main thing I noticed from Stuart's lecture was the integration between specific programs. He spoke about plugins used to export files from programs like "Rhino", "Revit", "AutoCAD" and truss specific programs. This process came across as very similar to the way we have been using SolidWorks, 3DS Max and Crysis in EXP2. Utilising each program to the best of their ability, then exporting the model to another program to take advantage of its new features. He also mentioned the redundancy of 2D modelling software, and how certain clients simply reject people that aren't prepared to work in 3D. This is appropriate to our work in EXP2, as we are using up to date modelling software in collaboration with cutting edge gaming technology to allow a complete degree of real-time interation with our Town Hall environments.

Crysis Image Captures.

These images show the final model of Town Hall Station after having textures applied in 3DS Max and being imported into Crysis.

Week 5 - Independent Study

Research Question.

What is the simplest method to successfully interact with your own custom 3D models in Crysis?

In the outline for the research assignment it states that we are to "be perceptive to and document the strengths, weaknessess, opportunities and differences in the two workflows engaged with in EXP1 and EXP2". For my assignment I figured what better question to ask than what is the simplest method to get your own custom 3D models into Crysis. After having to complete both workflows for our compulsory experiments I hope to have a decent knowledge of the pathways taken, and to find out which is not only the most successful, but the simplest method to allow for real-time interactivity with a custom made model in the gaming software Crysis.

Town Hall Subway Station.

These images show a comparison between my SolidWorks model of Town Hall Subway Station and the real life floor plan.


Wireframe image capture of the overall model in 3DS Max.


Week 5 - Lab

Strengths, Weaknesses and Opportunities of SolidWorks, 3DS, Crysis Workflow.

The initial processes involved with the SolidWorks, 3DS and Crysis workflow were quite intimidating. Having very limited experience with 3D Studio Max the intricate settings required to successfully achieve the desired output were quite confusing. After already being familiar with the workflow between SketchUp and Crysis I found it hard adapting to the new software. However having said that, after watching the tutor explain the process multiple times, and referring to the provided documentation I familiarised myself within a few hours of using it all. I think that this particular workflow is not very user friendly. With lots of steps to remember, and many different file extensions I don't think that simply anyone could complete this.
Once the user is efficient with the process there are definitely many strengths of this workflow. Being able to apply as many textures as you please to any surface, as well as being able to adjust the size and angle of the texture on its surface. The biggest strength of the process comes in SolidWorks. Its ability to model up complex shapes and assemblies is astounding. However this potential is let down when it comes to 3DS Max. Max cannot export to the appropriate Crysis file extension if there are too many polys and/or nodes in the model. Thus restricting the potential of SolidWorks.
In terms of an overall critique, this particular workflow has a great deal of potential for complex and detailed models to be imported into Crysis. The biggest challenge is familiarising the user with the required steps.

Town Hall Subway Station.

These are some images of my finalised SolidWorks model of Town Hall Subway Station.


These images show my model being imported into Crysis. I wasn't able to import it all as one solid as it had too many polys. I had to go back and segment in into different parts. The textures applied in 3DS Max can also be seen here.