Individual Production Journal - WEEK 8
This week me and my team had another meeting, we continued to discuss any changes to the characters and we have finally decided to start working on 3d assets.Tommy brought in his first environment concept and it was excellent Me and it was excellent, it had some excellent designs for the main buildings and set the mood i was looking for. We gave him some feedback and then he came up with an updated version that looked even better. Me and James decided to start working on the composition of the fly through to decide what we needed to model, we decided it should be a night scene. It being a night scene would make lighting harder, but it would bring interest to the neon lights and hide any flaws with modelling and texturing.
Describe and show visual examples of typical 3D Modelling & Animation Project Stages
The storyboards are used to decide the composition and rough timing of each shot required for the project, this is especially important for a 3D production as the storyboards help the production team understand what parts they have to model and it helps out with laying out each scene. It outlines basic movement and camera movement for each shot which is useful guide for the animators.
The basic position of each element in every scene is placed in a 3d scene. This is when all the locations are designed.
The model sheets are clean drawings of each character, showing all their possible expressions as an aid for animators to keep them consistent. These are also sent to the modellers as reference.
Rough animations are made for complex scenes and VFX heavy scenes to help the director plan them out.
In this stage the layout artists reproduces the storyboard into a 3d scene with basic geometry, in this stage the camera movement, character movements and composition is decided.
The modelling departments are usually split into organic modellers (characters) and hard surface modellers (buildings, weapons, vehicle, etc.). The modellers us the model sheets and work with the original artists to produce a loyal reproduction of the 2d reference, they also work closely with technical artists to make sure the rigging process is easier. They finally produce a model that has enough detail and has efficient topology. They usually also unwrap the models so they are ready for the texturing stage.
Texturer’s reproduce the colours and detail of the original concept onto the 3D model. They do so by painting or manipulating photos on the flat uv map made by the modeller. In this stage some of the detail that wasn’t efficient to make with the model is painted in a way that it look as though it is part of the model.
With lighting the mood and believability of scene is set. A lighting artist has to bring the development team vision to life , as well as keep all the 3d elements together by considering light intensity, how it interact with shaders, and colour theory and harmony.
The technical artist has to define how a character moves, or how a mechanical objects move by assigning bones and controls to a finished model. They have to make basic animations to see how the mesh deform and make correction if needed, by adjusting the wighting of individual vertices.
In this stage the animators meticulously work on several scenes assuring the poses, timing and flow of the animation is at a finished level. If it is motion captured animating then animator will work on cleaning up the animation and animating the eyes and hands. In this stage the effects team work highly computational effects such smoke, water and explosions.
The compositing department is in charge of bringing together all the lighted 3d scenes and making the final render. They make corrections were needed, they do colour grading and other rendering related tasks.
They prepare the final sound mix, adding any effects sounds and ensuring lip sync.
This is the final stage where all the scenes are put together in a way that it satisfies the the original vision. Any unnecessary scene are cut out and any extra effects are added.