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Character Design for Animation and Games

Character Design for Animation and Games. Week 7a: Evolution Challenge Projects Feedback and Lab. Team Challenge #4: Evolution B.

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Character Design for Animation and Games

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  1. Character Design for Animation and Games Week 7a: Evolution Challenge Projects Feedback and Lab

  2. Team Challenge #4: Evolution B On a parallel Earth Oxygen has always been so heavy it only covers the first 12 inches off the ground. It is still the gas that all animals breath. Design a creature that evolved on this Earth, paying attention to how it will do the following 6 necessary tasks for living beings: 1. How does it move? 2. How does it breath? 3. How does it eat? Draw and paint your design individually, post to Piazza, and presentyour solutions to the class as a team! 4. How does it communicate? 5. How does it fight? 6. How does it procreate?

  3. Review Final Projects In Progress We review for Completeness: a brief look at all projects to help everyone be sure of what they have left to do! You can work during this time but please listen closely, and take notes during your turn. • 3D Maya Character, with textures. • 2D compiled Photoshop file: 6 concepts (silhouettes, drawings, and paintings) and designated/revised 3 best concept paintings

  4. Maya Rendering: Use Provided File For 3D character you will post the Maya file and textures. You will also post renders of front and back in Three-Quarter perspective: • Open the provided (newest) Maya file. File > Import your character, delete the proxy boxes. • Arnold > Render • Orbit around your character, or use the provided camera to save two Renders: a three-quarter perspective view showing the front and right side, and a three-quarter perspective view showing the back and left.

  5. Maya OPTIONAL: Render a Sequence The provided file has 3-point lighting and a new Camera1 parented to a circle animated for a 360 degree turn. • Display Render Settings: Under Edit > Change Project Image Directory, set Images to a folder of your choosing (please SKIP THIS STEP if you already Set Project – see next slide). All other settings are prepared: size, extension, length, etc. • Rendering module > Render menu > Render Sequence (Option Box) to turn on bottom 3 options, turn on Render, and wait. [Esc] to cancel. After a time, each frame will go in the Images folder you chose! Compile into MOV with video tool like iMovie.

  6. Maya Rendering: Render a Sequence BEST WAY TO MAINTAIN YOUR PROJECT: • Create a folder named YourName_3DProject to contain your 3D file. • Create a subfolder called textures and put your .PNGs in there. • In Maya, reconnect your textures in the hypershade so they display on your models. • Menu File > Set Project (Create Default Workspace). This creates a .MEL file which both maintains your Maya file’s connection to your textures and will create the Images folder when you render, so you don’t need to set it (as we did, in the previous slide).

  7. Homework #13: Submit all Projects 3D: Revise your 3D character textures for enhanced detail. Render from provided final display file. Extra Credit: • Multiple texture maps for bump, specular, opacity, and glow. • Rig with joints, keyframe default T-Pose at frame 1, animate new pose at frame 10. • Render Sequence, compile as an .MOV. 2D: Continue revisions on your 3 best pieces. Compile your final Photoshop file with ALL 2D projects from this term, including your 6 concepts (silhouettes and paintings) and your Orthographic diagrams for 3D modeling. Label folders for your 3 best. Post all final files to Piazza hw13 by noon Thursday.

  8. Post-Class Viewing: Miyazaki Clips from multiple films: http://bit.ly/29QuCgR Hayao Miyazaki - The Essence of Humanity: http://bit.ly/1LiDefl

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