Monday 9 December 2013

The anatomy of humanoid zoomorphs in games
Brief
Problem Statement
Zoomorphic characters in games sometimes lack believability due to anatomically impossible features.
Games of the fantasy genre that portray zoomorphic creatures focus on delivering a compelling design for such characters often with exaggerated features which would make them stand out. However although these characters look interesting from an artistic point of view, at often times they lack believability from an anatomical and functional standpoint detracting from the games immersive experience.
User
The user for this product would be a company creating a game in the fantasy genre such as Blizzard Entertainment’s MMO “World of Warcraft” which would feature creatures such as Minotaurs, Centaurs, Satyrs, etc. The characters should be designed to look and function in a believable way in order to create a more immersive experience for the player base
Product
The final product will consist of a video showcasing 3D models of cat, wolf and bull humanoids accompanied with an animation of how the skeleton of each animal would have to evolve in order to support a bipedal stance. 
Analysis and Research summary
The creation of the final product will require a study into how zoomorphic entities have been perceived and portrayed throughout history in order to uncover how the expectations of the audience for the authenticity of such creatures have evolved; a study of believability in game characters in order to assess the audience opinion about the outstanding features that should be present in the design of the models; research into human and animal skeleton and muscle structure and distribution, as well as the theory of human evolution which can be used as a template for how the features of the animals would have to change in order to support bipedal functionality.
A study of the depictions of humans and animals in mythology

Some of earliest representations of zoomorphs are petrographs, one of the most famous sites of this form of art being the Chauvet cave in France. One of the pieces that stand out is The Venus and the Sorcerer which contains a depiction that seems to be a human body with the head of a bull. There is a debate whether these primitive pieces of art are depictions of the surrounding world or have some deeper religious meaning generated by the shamanistic beliefs at the time. The Bradshaw foundation’s website (2011) features a section where it describes expeditions into the cave and the conclusions these haves generated. Dusan Boric (2007) speaks about the meanings of these paintings and their religious motifs.

Greek mythology also contains numerous depictions of hybrids portraying them as the result of breeding between deities or humans with different animals. Pottery and bas-reliefs as well as other forms of art from that time depict creatures such as the centaurs or the minotaur which resemble fusions of features from different species. The website theoi.com (2000-2011) offers information about the lore surrounding such creatures.

Another depiction of such beings comes from ancient Egyptian religion. Some of their gods resembled humans with features (usually the heads) of animals of that time. The Gods image could have been inspired by animals which were associated with different events. For instance Anubis, associated with death and the afterlife had the head of a jackal which is a scavenger ( a creature that prefers to feed on corpses rather than hunt it’s pray ) .

 

A study of believability in game characters
This area will focus on a study of what features of a character are most required in order to convey authenticity. Jesse Schell (2007) speaks about characters on both an aesthetic and functional role and avoiding the “uncanny valley” (a phenomenon where a character looks human but behaves in a counterintuitive way ). Petri Lankoski and Staffan Björk  (2007) speak about non player character behaviour in games using examples from Bethesda’s” Elder Scrolls IV: Oblivion”.
A study of the evolution of human and animal anatomy
This study will focus on the evolution of the human skeleton and muscle mass from the four legged prime ape to the bipedal stance we have today. The development of the human skeleton would serve as a template that could be applied to the animals that would be portrayed as humanoids. This will contain among other changes modifications to the pelvis in order to sustain the weight of the upper body, the thumb, and redistribution of the muscle mass in a way that would allow for a natural range of movement.
Choice of tools/techniques/approach
For creating the zoomorph models I will use 3D studio max for the low polygon modelling and the unwrapping. The high Polly meshes will be created using Mudbox . For baking the normal from the high Polly I will use xNormal. Once I have a normal map of desired quality I will use it to generate an AO map using NDo2 or Crazybump. The AO will serve as a template for the diffuse texture which will be used as a starting point for the specular map. The skeletons will be modelled in a similar way and I will use a series of scale and freeform deformation morphers to animate them. Some of the bones such as the ribcage could be made from one solid mesh with an opacity map in order to maximise efficiency
I prefer to use this workflow as it allows a lot of flexibility in tweaking the models and textures at any point. xNormal is very easy to use and produces very clean normal maps.
 I find sculpting in Mudbox very good for creating detailed organic meshes and the software is easier to use than others.
The workflow is based mostly on my personal experience with different pieces of software and I consider it is the one I am most comfortable with. However the workflow might change if I find a way that is more efficient or a piece of software that works better than the ones I am currently using .

Design specification
For the design of the creatures I will start by creating the skeleton for each of them. This can serve as reference for the proportions of the creature model.

This is a reference image of a human and ape skeleton featuring their pelvises.
The ape skeleton could be morphed into the shape of the human one by scaling some of its bones, as it has a similar structure.

Cat skeleton.

Bull skeleton

Wolf skeleton
Using the ape to human skeleton modification as template for acquiring a bipedal stance, a similar method could be applied to these animals by widening the hips, elongating some of the limb bones, shortening the neck and reducing the size of the skull, reshaping the rib cage and the position of the shoulder bones and clavicles, repositioning the vertebras into an “S” shape, reducing the size of the vertebral spines and finally changing the structure of the front legs in order to create a structure similar to the human thumb.
The creature models will be created separately using the proportions from the bipedal creatures as reference for the distribution of the muscles. 
 
Product development plan
For the development of the product I have chosen to finish my research on the aforementioned areas and then move on to start the development of the models and write the report at the same time so that I may record my progress more efficiently.
This chart shows the time periods I have allocated for each of the tasks. After the research is done I will leave myself 2-3 hours a day for creating the models and writing the report. However the time I have allocated per day might change depending on how the work is advancing.

Reference
Jesse Schell “The Art of Game Design” (2007)
P 310-312
Petri Lankoski & Staffan Björk (2007)
Gameplay Design Patterns for Believable Non-Player
Characters

P 416-421
Dusan Boric (2007)
Images of Animality: Hybrid Bodies and Mimesis in Early Prehistoric Art
P 89-99
Aaron J. Atsma, New Zealand(2001-2011)
Theoi.com
Images
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivSUykRbiBP9TTq0ycqES36cuHBi4x5V2CdQroH7giO4l3c4WevluWTLSVgvQHw8LaXZ_0ASmFBjk2sUsJtiT1jP3KTZ_wZsxPOoAxPUkbpg7DMkmNSkGtLWbC82aIFqsoh-Bk1h0ZM34/s1600/cat-skeleton-A.jpg
http://wolvessoldierspack.webs.com/a_Skeleton.jpg
http://i01.i.aliimg.com/photo/v0/386259565/Exquisite_bull_skeleton_for_students_and_doctors.jpg




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