Summary of
3D Modelling
In this report I explain briefly
the key roles of modelling in an animation industry, and talk about the process
of my model. This will be supported with quotes from books and my blogs I had
made as well as searching the job roles of each in the industry on the internet.
The main job roles of 3D modelling
in the Animation Industry
Through researching the different
roles that are included with the 3D animation production pipeline, I had
blogged on why each role is crucial by searching job advertisements and what
the companies that were hiring were asking for specifically. The roles I needed
to find were a character modeller, a character technical director, and a
character rigger. Each of these roles form crucial parts in the production pipeline:
the character modeller models the characters with help from the storyboards and
design team; the character technical director works with the character
modellers, riggers, animators, and the director of the whole animation pipeline
ensuring deadlines are met; and lastly the character rigger who rigs a modelled
character to a skeleton by binding the mesh with the rig and weight the limbs
so that they work in the 3D environment without any glitches or unnecessary
movement. Below is more about each role.
Character modeller
The following quote supports what
is essential that any character modeller thinks about when making their models.
“Sometimes
it’s easier to construct your 3D model with simple shapes first before starting
any kind of complex modelling.” [Kater, 2005, P239]
Looking on websites, the role of a
character modeller seems to be looking for someone who can model to a high
detail. They also need to make sure that the model can be used with the riggers
later on in the process and to make sure that the model is what the Director
wants it to be. They work with them making sure that the concept art links up
to the final model being made. They are expected to know software that is able
to model such as Maya, Cinema4D, 3DS Max, Blender, or Mudbox and also know how to
use UV textures properly when adding textures. They also need to liaise with
the rigging department who will then add a skeleton to the character later,
making sure they can go over any mistakes made. I feel this next quote explains
more about UV texturing too.
“If
there are multiple identical objects, they will often be duplicated off of one
existing mesh that has been unwrapped to maximize the resolution of the
textures.” [Petroc, Lanning and Baysal, 2007, P44]
Sometimes, the character modeller
needs to know how to make a deforming and non-deforming model. If they need to
create a humanoid character, they need how it should deform and if they are
making a robotic character, how that will not deform but still be able to move.
This information is then relayed onto the rigger who will be told about the
areas that need to be weighted.
Character Technical Director
The role of the character technical
director is the leader of technical design of the character modelling and
rigging process. They are recognised by the company that employed them as being
one of the best character modellers and riggers and trusts them to ensure that
the whole process of making the character runs smoothly. They create ways to
work around errors and problems for the character design team, ensuring that
they can achieve a nice workflow, and are responsible for setting up the pipeline
for the staff to follow, allowing for the pipeline to flow evenly.
Character rigger
The role of character rigging
solely focuses on making a skeleton rig for a character that will have the use
of IK/FK chains that can be moved around nicely for when the animators use
them. In liaising with the character modeller, they make the skeletons of the
rig using the grid view, place the joints on the areas needed to be placed, and
then place IK chains on the rigs that will make the joints of that whole ligament
move. Once they make the rig, they need to ensure that it can deform nicely. If
it doesn’t, the character modeller goes over the design in the area that needs
to be fixed, then hands it back to the rigger. Once it works, the rigger then
weights the character, ensuring that when joints move, they do not affect all
the areas and only affect the areas that need to morph (e.g. when the rigger
weights the arm, they need to make sure that the arm joint only effects the
shoulder area to morph and not the sides of the body. A way to weight is
explained in the quote below from an author explaining a way they made the
character weight:
“I
pose my head and then tweak the weighting; by doing so, you can actually see
the points move into different alignments, and it makes the tweaking of weights
actually mean something visual.” [Osipa, 2007, P247]
This is helpful to anyone who rigs
to help identify where things need to be weighted so that they can target
specific areas to add weight on or take weight off. Sometimes, if a character
has non-deforming properties, the rigger will also need to take weight away
from those objects ensuring that the rig does not affect those areas. They will
identify how the model moves and if the non-deforming properties need to be
moved too.
From what I have learnt in
researching the character modelling process, I have seen that industries ask
for people who know a lot about the technicalities of 3D character modelling,
the program that is the most useful for the company, and how their skills and
specialities incorporate into the industry.
For 3D modelling, I have realised that a lot of liaising needs to be made with the director and rigger, ensuring that the model works well before the animators use them.
For the rigging, they are only fed information from the modeller and director to put in the weighting for the character and send back any problems need fixing.
For the technical director, I have seen that they ensure that everything works well within a time limit before animating can begin.
For 3D modelling, I have realised that a lot of liaising needs to be made with the director and rigger, ensuring that the model works well before the animators use them.
For the rigging, they are only fed information from the modeller and director to put in the weighting for the character and send back any problems need fixing.
For the technical director, I have seen that they ensure that everything works well within a time limit before animating can begin.
References
Kater, G, 2005, Design first for
3D Artists, California, Wordware Publishing Inc.
Osipa, J, 2007, Stop Staring
Facial modelling and Animation Done Right, Indianapolis, Wiley Publishing
Inc.
Petroc, Z, Lanning, K, and Baysal
T, 2007, d’artiste Character Modeling 2, Mylor, Ballistic Media
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