Project proposal
Negotiated
Study in Animation
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Module Title:
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45 Credit Negotiated
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Module
Code:
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ANIM3010
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Student Name:
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Karolina Sedilekova
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Area of Study
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3D modelling (animation)
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Title of Project:
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3D character modelling
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Synopsis:
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A 3D model of a character designed in pre-production
module in the previous semester.
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Treatment:
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Overview
This project aims to look at
contemporary practices of CG character design. With the resulting project
achieving an outcome that demonstrates prior research and ongoing practical
development.
In order to do this, I must
accomplish and evidence the following outcomes in my final piece and
accompanying coursework:
·
Demonstrate the application of prior research and use of theory in the realisation of selected character.
·
Demonstrate
use of current tools and techniques used in the CG industry to create characters
at a professional standard.
The project, therefore, centres on
understanding the current industry requirements as the pivot for practice and skill development. It needs to facilitate a stronger body of work that can be used to start a career in the CG industry.
Research
Following the project
from the first semester, the research goals at the outset of this project are
to:
The results from this enquiry will develop the ability to model a character that was designed in
the previous semester, using professional software currently used in the
industry, including Maya, ZBrush, Substance Designer, Substance Painter, and
Marmoset Toolbag.
In order to achieve
these research goals a variety of resources must be utilised such as journals
and magazines about 3D modelling, texturing, lighting and rendering; books on
semiotics and how you can introduce signs into a characters design to
introduce and reinforce traits and characteristics; online seminars on the theory behind character generation and creation; video tutorials on websites
such as CGCookie/Lynda/Skillshare as well as more informal analysis of
methods displayed on artists personal websites and social media channels.
Additionally, in order
to develop an understanding of lighting and how to construct a scene that aids
in characterisation, a valuable resource may be looking at Photographers and
photography tutorials, magazines and journals relating to their practise.
This will develop an understanding of how character design and realistic
rendering can work together copacetically.
These resources should
improve skills in Maya to the standard outlined and also assist in developing
transferrable knowledge and learning new programs, such as Zbrush, Substance
Painter, and Marmoset Toolbag, which are recognised to be widely adopted programs in the industry and will, therefore, expand on any
pre-existing skills to create characters in a variety of different ways.
In order to evidence
this research, I will be regularly documenting my learning through the use of
a professional development blog, in which I will display a full timeline of
my coursework. I intend to begin by summarising the outcomes of the previous
module, and then developing the theory and design groundwork through use of
workflows that I have researched.
Objectives
The practical part of
this project is to create a fully realised model of a previously designed
character using current industry standard software used by professional
practitioners.
The character will be
modelled using Maya and ZBrush which are both industry standard programs used by professional artists in the animation and game art industry. Maya will be used for low-poly modelling, ZBrush for high-poly modelling - most likely for small details but also anything research can evidence as justified. Maya will be also used for retopology so the character will be game ready. The model will be UV mapped and textured in Substance Painter with original textures which will be created in Substance Designer, using different textured brushes, effects and photographs in order to achieve a high level of realism.
Outcomes
The final outcome of
the project is to deliver a 3D model, whose purpose will be for a Game or
Animation inspired by source material in the same way as adaptations such as
The Witcher, Cyberpunk 2077 and Metro 2033. The model should showcase the
ability to design and create a 3D character at an industry standard using the
skills obtained during research and learning part of the project and can be
presented in a portfolio that will be seen by potential employers after
graduation.
The 3D character model will clearly reflect a character’s backstory and personality, as well as easily communicate this to an audience through its design and appearance. It should also communicate my development as an artist, it should show a clear resolution of my studies in a way that goes beyond a surface level learning, demonstrating a deeper level of mature competency at the culmination of my degree level studies. |
Aims
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To demonstrate
application of prior research and use of theory in the realisation of selected
character.
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To demonstrate the use of current tools and techniques used in
the CG industry to create characters at a professional standard.
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Week
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Date
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Activity plan
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Tutorials
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Tutorials
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1
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2
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29th Jan
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Presentations
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3
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05th Feb
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Submit Proposal form
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4
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12.2.
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Zbrush practice
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5
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19.2.
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Retopology practice
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6
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26.2.
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Substance designer + painter practice
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7
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5.3.
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Head sculpting
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8
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12th March
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Screening
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9
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19.3.
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Body sculpting
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10
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26.3.
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Clothes + accessories sculpting
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11
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2nd April
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Screening
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12
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09th April
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Screening
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Easter
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16.4.
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Retopology
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Easter
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23.4.
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Texturing
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13
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30.4.
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Tutors not available - lighting
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14
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13th of May
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Submission
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Student
signature
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Date
5.2.2019
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Tutor
signature
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Date
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Negotiate assessment criteria with a tutor
Generating
and selecting ideas
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Subject-specific knowledge: understanding, attributes, skills
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X
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Investigation,
enquiry & visualization
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X
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Process
&/or concept development
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Research
& analysis of information, contextualisation & critical thinking
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Generic knowledge and
understanding,
attributes and skills
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Collaborative
& process management
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X
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Communication
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