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Character Design for Animation and Games

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Presentation on theme: "Character Design for Animation and Games"— Presentation transcript:

1 Character Design for Animation and Games
Week 5a: Unwrapping a Maya 3D Model Multiple Texture Maps: Bump, Opacity, Specular

2 Critique: 2D Concepts and 3D Models
2D Criteria: Kids Media How well does each character communicate their role in the story? How well does each character express the forms, lines, and color qualities of the referenced children’s media artists? Limited 3D: Discuss Organic Modeling considerations: Even Tessellation, Quads, and Smooth Edge Loops.

3 EXERCISE 1: Character Modeling Support
Make progress, and help your neighbor! By next class you want the rough form complete, and try to start the clothing, hair and face details. HAIR is a combination of overall shape (think sculpted potatoes) and Opacity Maps on Shells (curved planes).

4 Multiple Texture Maps: Bump
Just as we paint the effects of light in a 2D concept painting, there are multiple “CHANNELS” in a 3D texture which can contain specific image “MAPS” designed to enhance the surface response to light. For example: a BUMP MAP is a grayscale image to fake small surface details: bricks, scratches, seams, stitches, etc: the tangible surface texture. The rendering engine interprets white as pushed out and black as pushed in, and creates dynamic highlights and shadows relative to the light source to show these details.

5 Multiple Texture Maps: Opacity
An OPACITY MAP is another way to add detail. If you put a PNG with empty space (no background) into the Transparency channel of a 3D materials, that empty space will be interpreted as a hole in the mesh. This is very useful for painting hair strands on bangs or ponytails or any other bits sticking out into the silhouette. Opacity maps are also good for spider webs, torn cloth, intricate metalwork, glass, etc.

6 Multiple Texture Maps: Specular
AMBIENT OCCLUSION is the shadows in the creases and folds of skin and cloth that help the model feel much more believable; that it is part of a real system of light. The SPECULAR MAP is a grayscale image that manages the highlights on the surface. White is interpreted as bright, gray as dull, black as non-reflective

7 Multiple Texture Maps: Glow
A GLOW MAP is a grayscale image that creates the appearance of a light source on the surface of your model. In a standard glow, white is interpreted as receiving no shadows (flat and bright) and black receives normal shadows. An enhanced glow can have a Bloom effect where the glow blurs beyond the borders of the shape, and also can actually serve as a light source, illuminating surfaces around it.

8 Multiple Texture Maps The COLOR MAP, also called Diffuse or Albedo, is a powerful way to communicate detail if painted with the same lavish care we use in 2D concepts. When combined with specular, bump , and opacity maps, the surface starts to feel like it is part of a genuine place and time.

9 EXERCISE 2a: Multiple Materials
Make a Photoshop file: 2048x2048, 72ppi. Add 4 layers and paint 4 texture maps: 1. Color: Fill the base with a solid color, and quickly paint blobs in “color” layer above. 2. Specular: Fill with black, [Cmd]+leftClick the color layer and fill with white. 3. Bump: Fill gray, draw black and white shapes. 4. Opacity: Fill white, paint top row black to look like broken shapes. Export each layer as a PNG named cylinder_maptype

10 EXERCISE 2b: Multiple Materials
1. Create a cylinder, height = Open Windows / UV Editor. This opens the 2D editor for the selected 3D model. By default, this cylinder has 3 parts in the UV map: the rectangular body and top and bottom circles. IMPORTANT: Hit [6] on your keyboard so that any textures on the model are visible.

11 EXERCISE 2c: Multiple Materials
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”. 1. Move and shrink the top circle to fit in the upper right corner. 2. Move the bottom circle to the side. 3. Scale/expand the rectangular body to fit just inside the entire UV square.

12 EXERCISE 2d: Multiple Materials
Open the Windows/ Rendering Editors/ Hypershade. From the left list create a new Blinn material. Middle Mouse drag onto your cylinder In the top Materials bar rightClick the Blinn and choose “Graph Network.” Select the Blinn and find our 4 texture channels in the right-hand Properties Editor. Click the checker icon beside each to add File nodes, and select each File node to add your texture PNGs. Add in this order to observe the results of each on the model: Specular Color, (2) Bump, (3) Transparency (opacity), (4) Color

13 EXERCISE 2e: Multiple Materials

14 Homework #9: Revise and UVW Unwrap
Progress and Revise your final project 3D Character Model towards a full form with detailed features: clothing, hair, and face. Optionally, start your UVW Unwrap. Post screenshots [Cmd]+[Shift]+[3] to the hw9 folder in Piazza by noon Thursday: piazza.com/class/ippn0kwpb904xh

15 Post-Class Viewing: Game: Shadow of the Colossus

16 Post-Class Viewing: Game: Oddworld

17 Post-Class Viewing: Game: Cuphead

18 Post-Class Viewing: Game Characters
Oddworld, Cuphead, and Shadow of the Colossus


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