Semester Two – Week 3

3D Digital Literacy / 3D Digital Literacy – Assignment 1 Introduction /

Animated Narratives / Animated Narratives – Assignments 2 & 3 Introduction

 


3D Digital Literacy  – UV Mapping

Today in class we got the opportunity to learn and practice UV Mapping via a variety of exercises, and even got to watch Alec show us how he would do this

Exercise 1 – Dice

This exercise featured as introduction to the world of UV Mapping, demonstrating the button/keys/tools that are used during this. Introducing to concept such as using Planar projection, Cutting and Sewing, Flipping faces, and the Layout Tool.

Exercise 2 – Cylinder

This exercise was a bit deeper and more difficult to wrap one’s head around. In this exercises we had to create the UV Map ourselves, along with cutting a seam in the cylindrical part of the Cylinder, unfolding it, and adjusting/straightening the UVs so the checkerboard-pattern is even and consistent. Also learned the importance of UV Mapping after you’ve completed the model, because any further changes mean you’ll have to UV Map it again.

Exercise 3 – Barrel


This third exercise felt like a combination of all the things we learned in the previous two exercises, combined. Had to Cut the Top & Bottom faces (Planar Project via Y Axis), then Cut a seam in side of the Barrel (Planar Project via X or Z axis), Unfold, and straighten the UVs. For straightening the UVs the best methods seemed to be; Manually straightening themvia Scale Tool, Unfold via U/Y, or using the ‘Straighten’ tool, sometimes some of these didn’t work effectively so I found myself mixing and alternating between them.

Exercise 4 – Arm

This exercise featured Mapping an organic model, an Arm. While this followed the same principles as the previous exercises, it still took me a little bit of time to wrap my head around because of the natural Warping/Distortion of the model. But from my understanding, the principle of keeping the Checkerboard pattern squares the same size, and keeping the their direction consistent seems to still be the priority.

One thing I found interesting was the placement of Cuts. Along the Arm (until the Wrist) you want to keep the Cut underneath/towards-the-body because it would be mostly hidden on the full-body model. And the cut on the hand should go the whole way around the outside until the top of the thumb, so when it’s unfolded it’ll have that butterfly shape.

Still not if my understand of UV Mapping on this organic model is 100% correct, would like to try texturing it at some point to see how it would look.

Exercise 5 – Hard Surface Model

This Model was like a pelvis for a Robot, and was the most complicated model so far as it featured multiple objects including geometry that wasn’t flat, along with Bevels.

This model took the longest to get my head around, cos I was still learning the tools we had used in previous exercises, and was still experimenting with them to gain a more thorough understand of the range of their uses.

Because of the geometry, the main part of the Pelvis followed the main rules of a 6-sided die, so I Mapped each face individually but because of the deformations of the geometry, it made it difficult to stitch edges together and without completely warping the checkerboard pattern across the Faces.

One of the most valuable tips I learned from this exercise was that if a model

The Pelvic bolt of the model was awkward but simpler than the main pelvis. It followed the main principles of UV Mapping two cylinders, but with warped cylindrical sides. If found this meant that If I straightened the UVs for these parts, it would warp the checkerboard pattern, but straightening one edge is effective.

I again would really like to practice texturing models like this, so I can truly the impacts of my UV Mapping and where I can improve.

 

 


3D Digital Literacy – Assignment 1 Introduction

This week we were recommended to take a look and do some research into what type of model we wanted to create for our assignment, and create some reference images for. Our options included;

A Windmill, Mantel Clock, Treasure Chest & Treasure, Sword & Shield, Sci-Fi Door, Old Well, Magic Witch/ Wizard Staff.

Searching for an Idea

I reviewed some of the work from the previous years to see what they had created and to see if anything would spark some inspiration. One of the models that stuck out to me was Artorias’ Sword & Shield from Dark Souls. As massive fan of Dark Souls and a fan of medieval  worlds such as the Lord of the Rings, I wanted to create a model that would exist in this world.


Idea – The Mimic Chest

One of my initial ideas was to create a Sword & Shield inspired Isidur and his shattered blade from The Lord of the Rings. I originally wanted to create the shattered blade because I thought that it would be a very interesting to attempt and challenge myself. But I wanted to browse a bit more before I settled on a decision.

As I browsed through different potential in this genre, like staffs and environmental architecture of a well I remember about the Mimic chest in Dark Souls (one of my favourite enemies).

 

This enemy basically disguises itself as a chest, to lure unsuspecting adventurers in and eat them. Because of the complexity of the model, and my lack of experience, I would just be aiming to model the Mimic in its Chest form with the lid slightly opened and bearing its teeth, similar to the one above.

Reference Board

This is the reference board that I made showing the Mimic from as many angles as possible, as well as additional details like the lock on the front, the handles on the side, the chain on the side, and an open-mouth shot to get a clearer view of how the teeth a modelled. Granted, I am aware that I may not be able to make these, and I could be being a bit too ambitious. But I guess we’ll find out.


Animated Narratives

This week we got introduced to our two upcoming assignments.

Assignment 2 would involve us having to create two separate animations; one would involve us studying and showcasing an animation in body mechanics and movement, whilst the other would involve us studying and showcasing an animation in character emotion.

Assignment 3 would involve us gathering into groups, then organising and creating a 15-30sec animation that incorporates the theme of ‘adventure’.

During class we got to get ourselves into groups and decide what we wanted our Animation to be about, and we also got some 3D animation exercises to work on throughout the week.

Introduction to 3D Animation

We had some exercises to do to get used to Maya’s 3D Animation interfaces.

These mostly included messing around with a basic bouncing ball animation, and understanding how to use the Onion Skin (ghosting), viewing keyframes on the Dopesheet, and using the graph editor. I found the transition to Maya’s tools relatively easy so far cos they operate under the same principles as After Effect’s animation tools.

Groups for Assignment 3 (Group Animation)

This week we had to decide what we wanted our Group Animation to be. We also got introduced to what the Animation Pipeline & Planning process would be like (including diagrams).

We brainstormed a variety of ideas ranging from a Takeshi’s Castle-styled action-race, to sneaky through a haunted house. We eventually all settled on the idea that our animation will be about a Prison Break.

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