Character Design for Animation and Games

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Presentation transcript:

Character Design for Animation and Games Week 5b: Concept #6: Symbiosis Maya Unwrapping Introduction to Mudbox Sculpting

Symbiosis Symbiosis is a relationship: 2 entities, 1 body. Consider fish and birds that cooperatively live on larger sea or land animals to keep them clean by eating nuisances or parasites which invade or replace the parts of other creatures, sometimes creating a new sustainable balance in the host. Show invasive or fascinating combinations of two beings in one body, whether beautiful or horrific. Compile references! Note: we are not just looking for mutations or otherwise deformed creatures: we want variations on the theme of "two entities in one body" -- two different consciousnesses in one form.

Symbiosis: Cooperative Creatures which stay together for mutual safety, hygiene, feeding, without significant damage to either organism.

Symbiosis: Parasitic One creature invades the other to gain feeding source, mobility, etc. (Note: Next page is icky.)

Symbiosis: Parasitic Some parasites replace body parts, like the one that eats and replaces fish tongues, so that the fish can no longer live without it, and it gets constant food source. Others mutate forms, like the flatworm that changes tadpole leg development.

Symbiosis: Wild Characters!

EXERCISE 1: Draw Symbiosis Concepts Brainstorm ideas for two symbiote characters, with both organisms visibly sharing the same body. Write or begin to draw: A human living cooperatively with another entity, whether animal, plant, bird, fish, insect, machine, or other. A human taken over parasytically by another entity. OR… another relationship between them. Share your ideas with a new neighbor!

EXERCISE 2a: Character Unwrapping 1. PREPARATION: Add a Checker Map: Windows/ Rendering Editors/ Hypershade to add a Checker map to the Color channel, so you can see where the Uvs are clean (squares) and where they are stretched. VIDEO TUTORIAL: http://bit.ly/29ye4hE

EXERCISE 2b: Character Unwrapping 2. UNWRAPPING: Select polygons in a Cylindrical or Planar arrangement, and apply the correct UV Map (usually Cylindrical). Hit the red T to transform the gizmo for better projection (move, rotate, and scale), so checkers are square and even. VIDEO TUTORIAL: http://bit.ly/29ye4hE

EXERCISE 2c: Character Unwrapping 3. ARRANGE UVs: Windows/UV EDITOR (2D UI for textures) Hit [w] for Move Tool, then RightClickHold for selection modes. Use “UVs” (not Vertices) to transform. Select a full piece: select one UV and then [Ctrl]+ rightClick to choose “To Shell”. To break off a polygon area, select the edges on the border you wish to split, hold [Shift]+rightclick and choose “Cut UVs”. To stitch together, select edges, hold [Shift]+ rightclick and choose “Move and Sew UVs”.

EXERCISE 2d: Character Unwrapping 3. ARRANGE Uvs: Windows/UV EDITOR 3. FINAL UNWRAP: To prepare for best painting results: (a) Reduce Seams (b) Group by Color (c) Prioritize (d) Optimize

Mudbox Mudbox is a high-definition modeling and texturing tool, where a tablet and pen can be used to intuitively sculpt and paint extraordinary detail. It is not an animation tool, but the high-def results can be projected on Maya models by the rendering engine.

EXERCISE 3: Mudbox Sculpting Load model, add 3 subD levels, choose tool, and sculpt! Add clay with Wax and Foamy See syllabus for more Mudbox notes. KEYBOARD SHORTCUTS: Tools Properties: Size=[b]+LMB, Strength=[m]+LMB, Mirror=[Shift]+[Alt/Option]+[x]/[y]/[z] Focus=[F], Frame All=[A], Wireframe=[W], Undo [Ctrl/Cmd]+[z] Redo [Shift]+[z] CAMERA: Rotate=[alt/option]+LMB, Pan=[alt/option]+MMB, Zoom=[alt/option]+RMB Add SubD Level=[Shift]+[d], Step up/down SubD lvls = [PageUp]/[PageDown] Toggle Smooth=[Shift] Invert Sculpting Tool=[Ctrl] Invert Freeze=[Shift]+[i] Unfreeze All =[Shift]+[u] 1st 9 Sculpting tools = 1-9 on keyboard

Homework #10: Revise and UVW Unwrap 2D: Draw 3 Symbiosis Character Concepts, paint one with detailed and varied Specularity. 3D: Revise your 3D character model details and unwrap your character Cut at least two parallel edge loops for each clothing detail: transitions and major wrinkles. Then move the outer line out to form the detail. Follow this tutorial to make your unwrap and paint textures: http://bit.ly/2a56J7G Post to hw10 folder in Piazza by noon Thursday: piazza.com/class/ippn0kwpb904xh

Post-Class Viewing: Game: Skullgirls

Post-Class Viewing: Game: Overwatch

Post-Class Viewing: Game Characters Skullgirls and Overwatch