MDU115.2 3D Production Pipeline

PRE-PRODUCTION AND BLOCKING

In the process of creating this board game, we need to separate every element into individual elements. Dunlop (2014,p 32) suggests that in both CG animation and games, where everything seen on screen is computer-generated, everything that appears on-screen is borne digital; there is someone who is responsible for creating all the digital assets: the models, the textures, the control rigs the animators and manipulates co-ordinates, and animation data itself. Pre-production is an important to know because it shows every process and expectations from the initiation of the project, detailing what impressions emotions and affect the viewer will experience. Dunlop (2014,p 32) also states that pre-production is about a global approach, which is like a rough draft for the product; production is about detail. In my opinion, when I was undertaking the pre-production and blocking of the board game, “Pirate’s Gold”, I found it was more involved and sophisticated than what I had originally thought.

 3D MODELLING OF REQUIRED ASSETS

Modeling is the process of creating geometry, which is the shape of the object and the polygon for both overall form and finer details. Modeling is also about balancing the level of detail and the overall shape. This is referred by Dunlop (2014,p 35) as “flow”— Flow is smoothness and allocation of polygons and it makes an object surface less roughly and unnaturally. In my opinion of learning 3D modeling, I found that modeling chest’s base and lid are not the most difficult part doing 3D modeling. In the process of modeling have a regular formula to follow, and you just need to produce it until the form appeared.

UV MAPPING

UV Mapping is the process of decomposing the geometry of the model, so that we can process surface using the coordinates of the model. UV mapping guide the correct allocation of surface textures. Therefore it is a vital step in creating realistic/visually striking 3D assets. In this step, I leant that it is complex and difficult to identify the parts of the chest. We also need to make sure the X, Y and Z-axis are accurate spread out in the UV Mapping process.

TEXTURING

Texturing is the process of creating the visible surface as a flat image that contains the life-like surface details. The texturing is build up in layers using Photoshop. Attention to detail is crucial as the texture needs to mimic the non-uniform characteristics of surface and materials in real-life. For example, signs of wear and damage might help give the 3D asset a more believable feel. The color of the chest is already set up for us to use in the Photoshop, we needs to attention that the layer we choose in Photoshop should be match from the process we are doing. For example, there are the layer for shadow and detail etc., when we are doing shadow’s part, we should make sure that the layer is on the shadow’s part. It’s can’t be mess up. Doing texture is better to use tablet better than mouse.

RIGGING

Rigging is the process to determine how those bones are linked together and express the natural movement. Move according to the type of dynamics/action. For example, Frog, human fantasy etc., those object have different bone structure and body movement. It is quite hard to make me understand how to use 3Dmax to do rigging, because there are some point makes me confuse so much. For example, the chest’s skeleton point, I have to link the point into other one to another one. It takes me ages to really understand what’s happen with my chest’s structure.

ANIMATION

Animation is combine rigging, movement and acting. The difference between rigging and animation are a character’s acting. Dunlop mentions that once a model has been rigged, it is ready for animation (Dunlop, 2014,p 56). I found that part is easier than rigging, because you just need to understand the movement of your object than make it move naturally and lifelike. In the case, this is a treasure box, the style of this treasure box is not realistic. Conversely, it presents a fancy and cute style instead of making a visual shock to audience (big realistic screen shot).

SCENE ASSEMBLY

Scene assembly is a totally new asset for me to learn about it, such as import elements into your scene and arrange them in a perfect place, what you want them to be. It’s not too complex step to complete it.

LIGHTING & RENDERING

In my opinion, this step is presenting how to export good quality of your frame before you begin video editing. I can set my background softer or lighter than my original picture. If I want have a class quality of my frame, I have to set up it as a high frame and it will take ages to run.

COMPOSITING

Dunlop says, “composing is the process of blending all of the rendered and live-action elements that make up a shot into a series of finished images (Dunlop, 2014,p 65). Basically, composing rely on camera-tracking, such as the fancy video camera go around your scene and take a shot in the scene which you want to present.

VIDEO EDITING

Video editing is the last process to complete this Pirate Gold board game animation. We use Premier Pro to integrate scenes we’ve shot before and export it into a video. The last steps will be easier, if the shot frame was completed.

Reference

Dunlop, R. (2014). Production Pipeline Fundamentals for Film and Games. Independence, KY, USA: Focal Press.

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