modelling


I finished my drawing tablet— 29 drawings in all. (I threw out one page; an idea I had didn’t work.) Here’s the best of the second half of the tablet. The last one is NSFW.

natalie

I think this turned out well. (That’s Natalie Merchant, of course.) Well, except that I couldn’t get a deeper black with my pencil.

natalie2

WordPress used to insert a link to a large-scale version of the picture, but it no longer does. So here’s a close-up which gives a better idea of how these look on the paper.

horsie

I thought I should draw a horse. This is the first time I’ve drawn a non-cartoon horse. It turns out that, with a good model, almost anything is drawable. Who knew?

jade-tired

This is Jade from Beyond Good & Evil. Curious thing: if you do a Google image search for “woman sitting”, almost every result is at least somewhat sexualized, as if the photographer kept saying “Be more feminine!” Finally I searched for “tired woman sitting” and got the reference pose I wanted.

arno

I like the shading on this one. Drawing the back is a good study for shading, because there’s muscles and bones and stuff, but not much that you can indicate just with lines.

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You may have seen this on the Twitters. Manga artist Ikku Masa pointed out that this still from Studio Ghibli’s My Neighbor Totoro has two vanishing points where you would expect one:

ghibli-1

I thought it’d be interesting to “correct” the perspective.  This is more or less what the image would look like in one-point perspective:

Ghibli3

(Yes, I had to take the sliding doors off. Just take it as necessary to show what the entire room looks like.)

Now, why did the background artist “cheat” the perspective? I think the best way to understand this is to concentrate on the blue lines. Moving the vanishing point left, to the center of the back wall, means the lines have to spread out more. That in turn means that the left wall gets a lot bigger. The right wall is bigger too, though not by as much.

The middle frame ends up smaller, including on top, so we see more of the partial wall at the top.  (And because this frame is narrower, including the doors would block most of the far part of the room.)

The overall effect is to make the room look smaller. You don’t feel like you’re looking into an expansive room; it’s more like standing in a tunnel.

What would you actually see in the room?  Well, not quite either view. For one thing, you have two eyes, which see slightly different views. For another,  the moment you turn your head, you’re not getting a one-point perspective at all, but a two-point perspective. Once you look at the left wall, you see it as facing you, not slanting toward the distance.

On the other hand, you wouldn’t see the Ghibli view either. The artist’s choice emphasizes the walls facing us and the floor leading to it. Plus it creates a maximally wide space for the characters to move in.

(One more thought: the tatami mats on the floor, in the original, don’t lead to either vanishing point— or to a single point at all.)

Anyway, it’s a really interesting example of an artist straying from camera realism and getting a nicer result by doing so.

For about a month I’ve been trying to draw a picture every night, to try to maintain and improve my skills. Here’s some of my favorites so far.

They’re based on photos, but done by eye (no tracing). The originals are in pencil on 11″x14″ art paper.

4312-grand-small

That’s where I grew up, though I don’t remember it like that— my Dad later tore off the porch and made a little brick porch instead.

faye-medium

Faye Wong, from Chunking Express.

murray-med

Just to show that I can draw things that aren’t Chinese girls. Oh, and one more Chinese girl:

chinita-med

So, what I’ve learned so far: I can draw if I have reference. Also, despite all the neat toys in Photoshop, maybe I do better on paper. (Compare my last drawing post.) I am trying some drawings without reference as well.

The drawing pad isn’t done yet, so more later…

In the course of expanding the Almeopedia article on the Esčambra and writing a new one on the Mažtan-Kal, I decided that the portrait of Abend needed redoing. Here’s a comparison.

Abend-compare

The old pic dates back at least to 2006, and I’ve never been completely happy with it, for a few reasons.

  • I didn’t know how to draw hair. I still don’t, really, but I’ve watched a few videos and learned that hair (long hair, especially) can be divided into curls which each have their own shading.
  • I used to rely on an animator’s trick, using colored outlines; but here at least it looks too washed-out.
  • The eyes are pretty bad.  And the line of his chin goes seriously awry… it looks like his jaw gets confused with a bit of shading.

I redrew it yesterday, in the same pose, but I wasn’t satisfied— he looked way too young, like a member of a boy band. So I redid it today, and I’m reasonably happy with it. (Yes, he looks more melancholy.  He has a lot to think about.  More on that later.)

I might as well admit that Abend’s face is based on a French actor, Dominique Paturel. That’s mostly because he once played Figaro, who influenced Abend’s character, but it’s also appropriate that he’s played D’Artagnan and Baron Münchhausen, and been the voice actor for Leslie Nielsen. (He’s also the regular French voice actor for Michael Caine.)

He would be the perfect choice to play Abend, but only if we could get him from the ’60s or ’70s. It’s a little weird to see pictures of him as an older actor— I’m not sure I’d cast him as Abend today.

 

In the Planet Construction Kit, I introduced some 3-D modeling programs, but that section is pretty outdated. What I recommend now (if you can’t afford a pro package) is Blender, which is free and full of features.  But like every other 3-D program, it’s complex and baffling and you can’t really figure it out just by messing with it.  So, I wrote a tutorial that gives the basics of Blender.

blender-objects

It isn’t a full manual… that’d be a book in itself… but you can get pretty far with it.  If people like it, I could add more (I only barely cover UV maps and creating humanoids).

Happy modeling!

The Overwatch World Cup Viewer is great for reviewing World Cup matches.  It’s also great for no-clipping around the world, seeing how the maps are put together and getting views you’re not supposed to be able to see.

OW NEPAL

For instance, above you can see the entire Nepal map.  All three stages are loaded at the same time, but you can’t see one stage from the next.

And here’s an unusual view of Ilios showing all three stages.  You can see this statue from Ruins; it’s interesting that it actually has a face (and belly button), which you can’t see when playing.

ow ilios 2

If you compare Blizzard World to the map of it, you can see that not everything is actually modeled. There are supposed to be a Spawning Pools Water Park and a Caldeum Market to the right, a Blackrock Mountain to the east, and a pirate ship in the water; none of these exist. But the rest of the park is pretty much all modeled, though only just enough to look OK from a distance:

ow bworld.jpg

The house marked with an asterisk isn’t even on the ground.  Also note the shadowy figures in the foreground… apparently this part of the park is still open, and has visitors. You can see them moving around as you play the map.

There are even cars and riders on the monorail– though they’re rendered as minimally as possible:

ow bworld 2

Here’s an unusual view of Hollywood. I’m really surprised that so much of the city is rendered, even if there’s also a lot of model re-use. You can see the theater where you spawn– the green roof in the middle background– so all of this is off to the left when you exit spawn, so most of it can’t be seen, even as Pharah. It’s interesting that they have enough of a polygon budget that they can model all this– including the backsides of buildings that you absolutely can’t see from the playable area. (And all those pipes and air conditioning ducts and curved roofs are really 3-d modeled.)

OW HOLLYWOOD

(I’m surprised because in Hammer, the level editor for the Valve games, anything you can’t see is scrupulously removed.  If you put a cube in the distance, only 2 or 3 sides will actually exist in the level. Evidently we now have polygons to burn!)

Here’s the theater itself– the green area is the lobby of the theater where you spawn. Behind it, a little disappointingly, there’s just some random tiny buildings; they didn’t block out the actual theater.

OW HOLLYWOOD theater

I wondered if the Rialto map has all the extra bits required for the Archives event (where you are the Blackwatch team sent to deal with the Talon guy).  Nope.  They obviously re-used a lot of the map, but not the extra parts (like the restaurant).

Finally, here’s something you’ve probably seen, but only while plummeting to your death. It’s the Omnic shantytown located under the King’s Row power plant.

ow kingsrow

This view is looking up toward the power plant. Again, this is suprising in the level of detail. You can see the track for the cart; the bright yellow circular thing just visible above the track is the dynamo (or whatever it is) above the final point.

Hmm, found some figures on the web. Alyx from Half-Life 2 has about 8000 polygons, which was a lot for 2004. (The Combine soldiers have only half that.) By contrast the Overwatch characters have 30,000, not including their weapons. That’s… a lot of polygons. So a few buildings with 100 to 200 polys are nothing to worry about.

(One trick which the game engine probably uses is to load low-poly versions of things that are in the distance. Still, the point is, the polygon budget is mostly thrown at the characters.)

Not content with playing Overwatch, I’ve been watching it– i.e., pro streams and games.

For the World Cup, Blizzard created a separate viewer, which lets you follow any player, and indeed control the camera. This is pretty damn neat, and I hope they’ll implement it for Overwatch League– heck, for any games.

You can also use it to look at the whole map in ways that you can’t when playing. Biggest surprise: the three-stage maps are really one map.  E.g., Lijiang Tower:

ov4

I really thought these were separate maps with skyboxes to show the bits of the other stages that you can see.  But with the viewer you can fly from one stage to the next: everything is there, down to the last health pack. Note that you can see some of the player info– the actual gameplay is at Control Center, but we can see Night Market in perfect detail. (And note that the spaceship spawns are there, although this isn’t the current stage.)

Another example: here’s a view of the Busan map showing both the temple and the city. (There’s still some culling that goes on– if you pull back far enough from the city, it disappears.)

ow3

And here’s a closeup on the hillside, showing that at this distance from the city, the trees
are just 2-d pictures on flat quads.  (You can see a bit of the city center to the right.)

ow2

What about the actual pro play? Well, I really enjoy seeing Space or Emongg play D.Va or Zarya, or Surefour playing anything, or Fareeha playing Pharah. I don’t know if I learn much, but some things amuse me:

  • Pro players still destroy everything in spawn.
  • Space changes his players-to-avoid after almost every match.
  • His ult tracking is amazing.
  • Wait times for Top 500 are terrible: 5 minutes or more.  Nice for streamers: they can look at chat.
  • Top 500 players still complain about unbalanced matches.
  • If someone’s out of position, the callout is e.g. “Zarya feeding.”
  • Surefour sounds infinitely chill.

And speaking of Surefour, if you watch just one pro game, find today’s Canada-France game and watch the Busan map, especially the Meka Base.  He has some game-winning Sombra ults.

 

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