Explanation of the Prototype

Since the Gundam customiser (creatively named Custom Gundamiser!) is designed as a downloadable, external application, an interactive website prototype did not seem so appropriate. The following are screenshots that illustrate the steps a user would take in order to customise a Gundam using the Custom Gundamiser application, focussing mainly on the generative aspects.

There are four main areas in which a Gundam model kit can be customised. These are:

-colours
-armour
-markings
-weaponry

The way that the user carries out customisation is a linear process since there are dependencies and relationships between the different customisation areas, as will be explained below.

For the purposes of this prototype, I have chosen to follow a model of the highest complexity grade through the customisation process, since the idea is that the higher the grade, the more customisation options are available to the user, and at a lower cost.

The user interface
Basically, the application works like a simple 3D/CAD program. Along the top are the generic icon bar features – New, Open, Save and Export (upload and send file to manufacturer!)

On the left hand side is the perspective viewport, which displays everything the user has chosen to accept as part of the custom model. The user can use standard mouse controls to rotate view and pan, etc. to get a full view of the model.

On the right hand side is the customisation window – the user’s design space. There are tabs for each of the customisation areas along the top, in sequential order.

On the bottom left of this window are the cart tabs where the user can view everything they are going to purchase as part of the kit – you have the model itself, the weapons, the markings and instructions, and then the cost-calculator so that you can see approximately how much it is going to cost you.

(click on all of these to enlarge if you want)


Step 1: Open up a New Project

Upon downloading, installing, and opening up the program, the user selects ‘New Project’, which opens up an options box where the three preset models are presented from which the user selects one and specifies the scale and complexity grade of that particular model. In the case that the user is new to Gundam, there is a link for the explanation of the grading system.

Due to the sheer number of different Gundam models available, which is constantly increasing, it would be difficult to database all of them. Therefore, customisation is limited only to these three popular (and rather generic) models.



Once the user selects the model he/she wishes to customise, the model (with all its default settings) is shown, and an explanation of the interface and the customisation process can be viewed as a quick video tutorial.




Step 2: Customising Colour Scheme

The user selects from colour swatches the general colour scheme they would like for their Gundam. I have chosen to use colour swatches rather than the colour-selector window, as I personally find that using swatches makes your choices a little clearer, whereas having the whole spectrum makes you kind of randomly navigate your way around and stop if you find something pretty.

Using the swatches is also an important part of the colour-scheme generative component. The generative system in place here is a parametric one. The user selects a colour swatch (which has its own values for hue, saturation, brightness) and then sets the degree of deviance they would like, and also whether they would like to use transparency (for special clear parts). The deviance basically determines how far to the left and right of that swatch’s HSB values the generated design would go i.e. sets the parametric range. Having the swatches ensures that the colours the user chooses and the generated colours are colours of plastic that the manufacturer already makes, can make, or is willing to make.

The different possibilities using the user-selected colour range and scheme are generated below.



The user can then scroll through the different designs and pick one they like, or if they are not happy, they can use ‘regenerate’ to view more combinations.


In the case that the user is almost happy with the colour scheme that the system generated for them, and just wanted to tweak it a little, they can double-click on the one they like, and the exact values of that particular colour scheme are displayed, which they can modify.



The user then drags and drops their selected colour scheme into the viewport to accept.




Step 3: Customising Armour Components

Under the Armour tab, the user is presented with the parts that they can modify. The number of customisable parts and customisation options are limited to ensure viable manufacturing, and compatibility of parts.




Once again, there is a parametric generative system in place. Upon selection of part, the parameters of that part are presented e.g. pointiness, length and width. The user can adjust these using the sliders and the generated designs are shown below.



If the user wishes to tweak the part, or sculpt their own (if they are adequately proficient at 3D modelling), they have the option of moving the edit points directly, but rules would be in place to restrict what they can do, to ensure compatibility e.g. the joint fittings cannot be modified.



Step 4: Customise your Markings

Markings can be user selected, user uploaded or system generated. The user can select from the dropdown menu a category, in which case preset decal designs would pop up, or to customise using their own uploaded designs.

The part we are interested in is the “suggest me some” button.



Using the “suggest me some” button, the system takes into account the colour scheme the user has selected and the degree of modification to the armour components, and uses a knowledge-based system to determine the style of Gundam the user may want. For example, using a pastel colour scheme of pink and white, with rounded components, may cause the system to generate you some fancy/pretty/decorative marking designs.

In this example, I have chosen a bold red, grey and gold colour scheme, which the system associates with a tribal sort of look, and generates me some tribal-looking markings.

Since markings are the perhaps the most noticeable and important part of the customisation of Gundam, I have introduced an evolutionary system for markings as well. If the user likes two or more of the system-generated markings, but are not entirely satisfied with them, they can choose to “merge” them, which would give out some evolved designs using the select ones as parents.



When the user is happy with the markings, they can drag and drop onto the model to accept, and also move them around to tweak positioning.



Step 5: Custom Weapons

Customising Weapons step works in much the same way as customising the markings. You can choose presets from the menu or you can have the system generate you some.



The difference is that this time, the style of markings determines the shape, style and type of weaponry. I think that the markings and weapons have the biggest influence in determining the visual style of the model, and therefore these two aspects should work together.



Just like with markings, the generated weaponry designs can be evolved. In the example above, the user has selected the two highlighted designs and has decided to “merge” them. Below are the designs the evolutionary system produced.



Drag and drop to accept, and the custom Gundam model is complete!



Optional Step
As a user interaction feature, in the case that the user is confused as to what he/she said yes to, they can view the model and its components separately by clicking on the tabs along the bottom left of the customisation window.

decals...


instructions...


Step 7: Save and Export

With the project saved, the file is ready to be exported and sent to the manufacturer for production. And all you have to do is wait for it to be delivered to you door!

In summary

The user follows a linear design process in customising their Gundam, since there are relationships between the customisation areas that work together to form a cohesive style for the custom model. If a user tries to go back to modify, say colours, they would be required to go through the process again since the parts etc. are not guaranteed to be compatible if they backtrack. But the redoing is not so tedious thanks to the generative systems helping with the designing!

A parametric system generates possible designs using the colour scheme the user selects. Armour is also modified parametrically. What the user does in terms of colour and armour helps the knowledge-based system in determining the style of markings the user may want. These, the user can use directly or further evolve. The style of markings then determines the style of weaponry and these the user can also evolve.

These relationships means that the custom Gundam produced will be truly unique, since it is very very unlikely that people would choose exactly the same combination of so many variables, and with a bit of randomness thrown in by the generative systems. That’s a good thing to have in a customisation application.

It’s also interesting to note that I have changed the order of the way things are done when designing a Gundam, as opposed to building one. When building one, one would start by building the actual model, then the weapons, then applying the decals. In designing one using my program, you are required to select your markings first, which determines your weapons. Personally, I hate building weapons, and always do them last, but that wasn’t the main factor in my design decision-making. It just made more sense for the generative systems to work together that way.

So that’s how you customise a Gundam using the Custom Gundamiser.

Tags: 3, assignment, prototype

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