Showing posts with label Mesh. Show all posts
Showing posts with label Mesh. Show all posts

Friday, 13 July 2012

Characters and stuff.....

Well hello there people of the internet, today's post is going to be about characters and stuff. So as I may have already said my final aim for this project is to model a character, rig said character and animate it, I am slowly starting to find out what I like to do and at the moment it seems like modelling is my love so I may change my project to just making a high quality character and leave out the animation side of it, one of the reasons for this is not just because I like modelling its because i lack good character art to model from since I am not the best drawer in the world, I have asked my friend who is an amazing artist to draw me up some character art to model and he did it however i lost the link he sent me so I cant get the art again >.< since his internet is currently down "saying that I did see him today and totally forgot"


Hopefully I will follow through with my first plan since I have already done planning into it and that lucky if I cant get the art of him there are lots of free character art on the lovely internet which I could use as long as i quote the sources so the examiners don't fail me as soon as they look at it -_-


A lovely bit of character art done by David Revoy for Blender cookies 2011 character modelling tutorials.
Good thing about that lovely bit of art above is its totally free to use, ahh there are kind people on the internet.
After researching enough and reading books I have finally found the correct order of events in a art section of a games studio that involve a 3D artist basically this is the chain.

Concept Artists:
The first line of arty people these guys/gals create the concepts for the characters, weapons, world and draw them up in pen and pencil then scan that drawing into a computer and finish it up on a bit of editing software for example "Photoshop" or "GIMP". "For any examiners out there that think I have put the word GIMP down as a joke I am not joking its actually the name of a piece of editing software see link at the end of the post for proof :)"
Once the Concept Artists have done their amazing work the finished drawings are handed over to the 3d Art team.

3D Artists:
You peeps know mostly what these guys and girls do I talk about them enough, they take the concept art put it into a 3d modelling program like Maya or Blender and make the models for the drawings so for example, one person would make the player character model well the other makes the objects for the player character to hold the finshed models are handed over to riggers.
There's my buddy !




Riggers:
Riggers use a technique known as Skeletal Animation here is Wikipedia's description of the technique: "Skeletal animation is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans or more generally for organic modeling, it only serves to make the animation process more intuitive and the same technique can be used to control the deformation of any object — a spoon, a building, or a galaxy." - Wikipedia on Skeletal animation
The characters "rig" or bones are highlighted in green the animation can use these to control the models moves much like a puppet being on a string.

Rigging is a very important stage with out a rig the model would not be able to be animated easily a model needs a rig just like a human needs a skeleton.

And finally the....

Animators:
After the model is made and fully rigged it is handed over to the animator or team to create the animations for the models such as the famous walk cycle It is worth noting that these three jobs in some companies are all handled by one person like wise their could be a few modellers and only a few animators who would take on the role of rigging themselves as well, this is down to the type of studio for example a big company like Ubisoft will have multiple people doing all these jobs because they can afford to pay all the people where as in a indie company where staff numbers are often few staff may be called upon to do multiple roles and its not uncommon for a animator  to rig his/hers own models.

And like i promised last time heres another picture of my current model enjoy :)






Till next time.


Sources used in this post:
http://www.davidrevoy.com/data/images/portfolio/projects/2011-cgcookie/4_Kara_model-sheet_by_David_Revoy.jpg

Image two in this post is a picture of the character Abe from the Oddworld games series and is owned by Oddworld Inhabitants I do not own him or his design and do not intend to use this picture for the purposes of making money the image is used under  The Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.
Where the image was found: http://www.411mania.com/game_article_pictures/12313.jpg


http://upload.wikimedia.org/wikipedia/commons/f/f2/Sintel-hand.png
http://en.wikipedia.org/wiki/Skeletal_animation












Creative Commons License
Simple Animations by Conor Scott is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

Saturday, 23 June 2012

Polygons & Nurbs and other such animation sorcery

Hello everyone, after setting up the wonderful blog your are currently chilling on i went back to research into 3D modelling as this is going to be the first skill i need to learn to actually create the final model well looking things up and finding things out i came across two different things using in 3D modelling these are Polygons and Nurbs, now you may know what a polygon is but i hear you cry "WHAT THE HELL IS A NURB!" I had no clue until about 10 minutes ago allow me to tell you lovely people out there what the hell a nurb is and what a polygon is and comparisons between them.


Polygons


You all may know about these they pop up in maths a lot, so a polygon is made up of the following things....

-Vertices
-Edges
-Faces
-UVs


So if you haven't caught on by now a "Square" or "Triangle" or a "Pentagon" I could go on forever but i am sure you understand. "Well I say I could go on forever but I would start running out of shapes -_-"
And with that in mind you can use these to model with called "Polygon modelling" heres the quote taken directly from Maya's user guide on polygon modelling, "Polygons are straight-sided shapes (3 or more sides), defined by three-dimensional points (vertices) and the straight lines that connect them (edges). The interior region of the polygon is called the face. Vertices, edges, and faces are the basic components of polygons. You select and modify polygons using these basic components" - Maya user guide

So a polygon model is made up of all faces of the polygons and when you connect enough of them you end up with a polygon mesh kinda like this....
Creepy right.....
As you can see the faces of the polygons can be seen pretty clearly on the mesh, the mesh gives the model a base. The modeller can also set divisions, divisions are the amount of faces on a model or mesh etc. and basically the higher the division number the higher the amount of faces the smoother the model looks heres a useful image that's in the Maya user guide:


The middle sphere is more blocky looking than the higher division spheres.

Nurbs

Just like polygons, Nurbs are also used in 3D modelling after some digging though ye old guide i came across the meaning of the word Nurb turns out it stands for (Non-Uniform Rational B-Splines) and is used to create 3D curves "Hmmm curvy ;)"  "NURBS are useful for constructing many types of organic 3D forms because of the smooth and minimal nature of the curves they use to construct surfaces. NURBS surface types are widely used in the fields of animation, games, scientific visualization, and industrial design." - Maya user guide

Ah so smooth and curvy kinda want a doughnut now.....
And heres one more picture showing how smooth nurb models are to their polygon brothers heres the same model made one with polygons and one with nurbs.
And of course not just models Nurbs are also used to create wonderful geometry scenes so you can create pretty looking hills and mountains Maya has a useful tool called soft selection which lets you bend the Nurb mesh fluidly and naturely allowing the modeller to create nice landscapes.

Cool hill bro needs more trees and stuff

And that's, that for this post Nurbs and Polygons and all sorts we are learning fast right xD next time... well I am not sure what next whatever I start looking at just expect another post whenever :)

Till Next time.
P.S Because I used sources that were not mine in this post i need to credit them or the scary examiners could fail me for plagiarism so this section below is to keep them happy you don't really have to read it but if you want knock yourselves out.


Sources used in this post:
http://download.autodesk.com/global/docs/maya2013/en_us/images/comp_snap01.png
http://download.autodesk.com/global/docs/maya2013/en_us/images/comp_poly_primSUBDIVdefX.png
http://download.autodesk.com/global/docs/maya2013/en_us/images/GUID-F60A5CAC-898C-491F-8F7B-3BEECBA7E8DF-low.png
http://www.3dtutorialzone.com/Polygons_To_NURBS/1.jpg
http://download.autodesk.com/global/docs/maya2013/en_us/images/GUID-8B5CB835-D6EF-4767-B425-B5F911A13560-low.png
And finally the very very useful Maya 2013 user guide itself
http://download.autodesk.com/global/docs/maya2013/en_us/