Project proposal





Negotiated Study in Animation
Module Title:
45 Credit Negotiated

Module Code:
ANIM3010
Student Name:
Karolina Sedilekova

Area of Study
3D modelling (animation)


Title of Project:
3D character modelling
Synopsis:
A 3D model of a character designed in pre-production module in the previous semester.


Treatment:

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:
  • Explore and develop technical software processes involved in character modelling
  • Investigate industry workflows in order to replicate this in my own practice

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
To demonstrate application of prior research and use of theory in the realisation of selected character.
To demonstrate the use of current tools and techniques used in the CG industry to create characters at a professional standard.



Week

Date

Activity plan

Tutorials

Tutorials
1




2
29th Jan
Presentations


3
05th Feb
Submit Proposal form


4
12.2.
Zbrush practice


5
19.2.
Retopology practice


6
26.2.
Substance designer + painter practice


7
5.3.
Head sculpting


8
12th March
Screening


9
19.3.
Body sculpting


10
26.3.
Clothes + accessories sculpting


11
2nd April
Screening


12
09th April
Screening


Easter
16.4.
Retopology


Easter
23.4.
Texturing


13
30.4.
Tutors not available - lighting


14
13th of May
Submission





Student signature

Date 5.2.2019
Tutor signature


Date


Negotiate assessment criteria with a tutor

Generating and selecting ideas

Subject-specific knowledge: understanding, attributes, skills
X
Investigation, enquiry & visualization
X
Process &/or concept development

Research & analysis of information, contextualisation & critical thinking


Generic knowledge and understanding,
attributes and skills

Collaborative & process management
X
Communication

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