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MODELLING PROCESS
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1. Polygon
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Polygons are created from geometry based
vertices, edges and faces that can be used to create a 3D model in Maya.
Polygons can create all different types of 3D models and are used in a lot of
films, video games and online content. Maya gives you the ability to do what
you want with the shape, it can become anything. An individual polygon is
usually called a face and is shown as the area bounded by three or more
vertices and their associated edges. Polygons are sides shapes that can vary
from 3 or more sides to the shape. Maya also includes n-gons, which are
polygons with more than 4 sides. Polygons can be smoothed out to create more
faces and therefore a less jagged edge.
In this photo, you can see that the 3D
character’s head has been modelled and has many faces, vertices and edges to
select from. The creator who made this model has selected the faces above his
eye. They have also smoothed out lots of the polygons to create a much more realistic
3D character. They did this by using the smooth tool, which creates more
polygons.
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2.
Extruding
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Extruding is the process of adding polygons to an
existing mesh by extruding faces, edges or vertices. You do this by using the
extrude command. Extruding helps expand your 3D model by adding new sections.
For example, when creating a character’s hand, extruding will help you make
the fingers and thumb without having to create separate shapes. The
definition of extruding is “to force, press or push out and to shape a
substance”, which is exactly how it works in Maya. In this photo example, you
can see that there is a big difference between extruding a face and edge,
giving you a large range of modelling options.
In this photo, the creator has taken a simple shape,
and extruded out and deformed the shape so that it looks like a 3D
character’s body. The arms would have been extruded outwards from the main
body.
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3. Faces,
Vertices & Edges
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In Maya, these are the three main
building options. When you hold down right click, Maya gives you the option
to choose between them. Edges can be used to create bevels, which smooth out
the edges making them look less harsh. Not only does this make the shape look
smoother, but more realistic. Polygon meshes normally share the vertices and
faces that are common between the individual faces. These are called ‘Shared
vertices/Shared edges”. Vertices can be used to finely adjust your shape for
more detailed objects. For example, if you’re creating a hand and want to
create subtle details such as knuckles in a hand. By working with the edges,
vertices and faces you can deform a shape into anything you want.
In this photo, the 3D character model’s
head has many faces, vertices and edges. To do this, the creator would have
finely adjusted using these building options. As you can see, he has
separated the ear and the head, as the ear has much more detail, meaning
separating them would make modelling easier.
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ANIMATION /MOTION GENERATION
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1.
Keyframes
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Maya used keyframes for animation. It’s basically a
marker used to specify an object’s position and attributes as a given point
in time. To set a keyframe, select the object and go to animate – set key (or
just hit ‘S’). A red tick marker should appear on the timeline near the
slider, indicating that you have “keyed” the shape on the current frame. Then
set another keyframe, move the time slider to a different frame, and use the
translate tool to alter the objects position before keying. After you set the
key, scrub the time slider back and forth across the timeline. The object
should switch between its old and new positions. To delete a key, move the
slider to the offending frame, right click the timeline and select delete. In
my case, I will use this to animate my character.
To get the character shown here to throw the ball,
the animator would have had to select the ball, set a keyframe, then do the
same to the character. Then they would move the character into position, set
a second keyframe, and then do the same to the ball. This will result in a
fluid animation where the character comes to life.
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2.
Rigging
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3D rigging is when you model a character
to have a skeleton model so that it can move. Rigging helps the animator due
to being able to not only animate faster and more efficiently, but they can
manipulate it in ways that they couldn’t have before. The 3D character cannot
be deformed or moved around without a rig. In this example photo, the
animator has made a rig out of the shape of the mouse. It has a skeleton-like
appearance to it, which is what the animator would rig to his mouse to make
it walk. If the animator was to make the mouse walk, they would change the mouse’s
position to have one leg forwards, by selecting the rigs leg and foot and
moving it forwards. The 3D model will then change its shape accordingly.
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3.
Motion Capture
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Motion capture, or mo-cap, is a process
of digital recording of people’s or object’s movements. The actions of people
are recorded, and this information is used to create a 3D digital model. The
movements are scanned through software and are broadcasted to the digital
environment. As a result, the character reproduces the human’s movements in
real time. The actor/actress wears a special suit that is covered in dots,
much in this example Avatar photo, where the actor has dots all over his
face. When using motion capture, they record and follow the movement of the
actors, and later the generated data is passed onto the animators, who will
sync up the rig with their 3D character.
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INTENDED
APPLICATION
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1.
Film
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3D character modelling is used in film
animation. For example, Disney Pixar’s Finding Nemo, they used a similar
program to Maya where they designed the characters using the above methods
and rigged them to move. 3D modelling has improved dramatically over the
years.
3D character modelling in films is also
used for CGI purposes, for example, in the 2018 movie ‘Christopher Robin’,
Winnie-the-Pooh is a 3D modelled character put into live action film.
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2.
Games
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3D characters are the main aspect of a
game, therefore is very important when it comes to designing them.
For example, in ‘Shadow of the Tomb
Raider’, Lara Croft is a 3D model created in a program. Her entire body has
been rigged to move with the players inputs, in a smooth flow to look
realistic. The designers would have worked hard creating the multiple
different outfits she can wear – as each one has lots of detail and move and
react differently to the environment.
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3.
TV Shows
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In The Simpsons episode, ‘Treehouse of
Horror VI’, Homer is made into a 3D character model. While designing the 3D
model of Bart, the animators did not know how they would show Bart’s hair.
However, they realised that there were vinyl Bart dolls in production and
purchased one to use as a model. One of the most difficult parts for the PDI
animators was to make Homer and Bart move properly without making them look
robotic. The animators at PDI worked hard on the models so that they didn’t
“reinvent the characters”.
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