character modeling

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Character Modeling Art Directors- Ryan Kittleson- [email protected] Kristen Carter- [email protected] Objective- Character modeling is a challenging field to work in. It demands creativity, critical thought, detailed knowledge and sustained effort. The objective is to create feature film quality assets with photorealistic anatomy and details using reference. Students will create one asset per month beginning on the 1st month with the simplest character that was prepared in ANP and ending with the most complicated asset on the 3rd month. The types of characters each student creates will be completely dependent on the art tests the student passes. ASSET REQUIREMENTS ASSET REQUIREMENTS Realistic Character - FILM Naming Convention:LastName_FirstName_FILM_REALISTIC Ex: Doe_John_ FILM_REALISTIC You must create a high-resolution character with correct proportions, anatomy, edge flow, and details. The character must be posed in a way that fits the character, and the character must have proper eye and mouth cavities (including teeth.) All characters are required to have correct edge flow for definition, and all details should be modeled/sculpted for close-ups (pores, veins, wrinkles, costumes, prop details, etc Everything, including props, must be UVed Concept Character - FILM Naming Convention:LastName_FirstName_FILM_CONCEPT Ex: Doe_John_FILM_CONCEPT This option is reserved for advanced character modelers; therefore the student is responsible for anatomical and technical accuracy. You must create a high-resolution fantasy/concept character with correct proportions, anatomy, edge flow and details. The character must be posed, and contain proper eye and mouth cavities. Any mechanical or hard surface components must be modeled to be rigged. All characters are required to have correct edge flow for definition, and all details should be modeled/sculpted for close-ups (costumes,

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Page 1: Character modeling

Character ModelingArt Directors- • Ryan Kittleson- [email protected]• Kristen Carter- [email protected]

Objective-Character modeling is a challenging field to work in. It demands creativity, critical thought, detailed knowledge and sustained effort. The objective is to create feature film quality assets with photorealistic anatomy and details using reference. Students will create one asset per month beginning on the 1st month with the simplest character that was prepared in ANP and ending with the most complicated asset on the 3rd month. The types of characters each student creates will be completely dependent on the art tests the student passes.

ASSET REQUIREMENTS

ASSET REQUIREMENTSRealistic Character - FILMNaming Convention:LastName_FirstName_FILM_REALISTICEx: Doe_John_ FILM_REALISTIC• You must create a high-resolution character with correct proportions,

anatomy, edge flow, and details. • The character must be posed in a way that fits the character, and the

character must have proper eye and mouth cavities (including teeth.)• All characters are required to have correct edge flow for definition,

and all details should be modeled/sculpted for close-ups (pores, veins, wrinkles, costumes, prop details, etc

• Everything, including props, must be UVed

Concept Character - FILMNaming Convention:LastName_FirstName_FILM_CONCEPT• Ex: Doe_John_FILM_CONCEPT• This option is reserved for advanced character modelers; therefore

the student is responsible for anatomical and technical accuracy.• You must create a high-resolution fantasy/concept character with

correct proportions, anatomy, edge flow and details. The character must be posed, and contain proper eye and mouth cavities. Any mechanical or hard surface components must be modeled to be rigged.

• All characters are required to have correct edge flow for definition, and all details should be modeled/sculpted for close-ups (costumes,

Page 2: Character modeling

pores, veins, wrinkles, skin textures, etc.) Everything, including props, must be UVed

Toon Duo Characters - FILMNaming Convention:LastName_FirstName_ FILM_TOONDUOEx: Doe_John_ FILM_ TOONDUO• This project will be based on original character designs.• You must create a pair of stylized cartoon characters. Each

character is required to match the concept in terms of proportions, anatomy, edge flow and details. The character must be posed and contain proper eye and mouth cavities (including teeth and tongue).

• All characters are required to have correct edge flow for deformation.

Realistic Character - IN-GAME CINEMATICNaming Convention:LastName_FirstName_GAME_REALISTICEx: Doe_John_ GAME_REALISTIC• You must create a high-resolution character sculpt with correct

proportions, anatomy, and details. • The character must be posed in a way that fits the character, and the

character must have proper mouth cavity (including teeth.)• You must create an efficient game-resolution model with quads and

tris. This should contain correct edgeflow and accuracy to the sculpted mesh.

• UVs must be efficiently laid out for games, utilizing mirrored space when necessary

• Character must deform correctly• Normal, diffuse, and spec maps are the minimum required maps.

Maximum map size is 2048 x 2048

Toon Duo Characters - IN-GAME CINEMATICNaming Convention:LastName_FirstName_GAME_TOONDUOEx: Doe_John_ GAME_TOONDUO• This project will be based on original character designs.• You must create a pair of stylized cartoon characters. • You must create two high-resolution character sculpts with correct

proportions, anatomy, and details. • You must create an efficient game-resolution model with quads and tris.

This should contain correct edgeflow and accuracy to the sculpted mesh.

• The characters must be posed and contain proper mouth cavities (including teeth).

• UVs must be efficiently laid out for games, utilizing mirrored space when necessary

Page 3: Character modeling

• Characters must deform correctly• Normal, diffuse, and spec maps are the minimum required maps.

Maximum map size is 2048 x 2048. Characters should have seperate maps.

Concept Character - IN-GAME CINEMATICNaming Convention:LastName_FirstName_GAME_CONCEPTEx: Doe_John_ GAME_CONCEPT• This option is reserved for advanced character modelers; therefore the

student is responsible for anatomical and technical accuracy.• You must create a high-resolution character sculpt with correct

proportions, anatomy, and details (including costume/hard surface). • You must create an efficient game-resolution model with quads and tris.

This should contain correct edgeflow and accuracy to the sculpted mesh.

• The character must be posed in a way that fits the character• UVs must be efficiently laid out for games, utilizing mirrored space

when necessary• Character must deform correctly• Normal, diffuse, and spec maps are the minimum required maps.

Maximum map size is 2048 x 2048

Character Modeling Final Turn in RequirementsFILM_REALISTIC• Scene files-(same naming as turn-in folder) (with UVs, posed and non-posed

models, all props included, Lights and Environments on a hidden layer)• 10 most important Reference Images• ZTLs• 3 JPG Presentation Renders - 1080 HD• Sub folder named Work Progress containingo Time Tracker screen grabo Weekly Work In Progress imagesFILM_CONCEPT• Scene files-(same naming as turn-in folder) (with UVs, posed and non-posed

models, all props included, Lights and Environments on a hidden layer)• 10 most important Reference Images• ZTLs• 3 JPG Presentation Renders - 1080 HD• Sub folder named Work Progress containingo Time Tracker screen grabo Weekly Work In Progress imagesFILM_TOON DUO• Scene files-(same naming as turn-in folder) (with UVs, posed and non-posed

Page 4: Character modeling

models, all props included, Lights and Environments on a hidden layer)• 10 most important Reference Images• ZTLs (if applicable)• 3 JPG Presentation Renders - 1080 HD• Sub folder named Work Progress containingo Time Tracker screen grabo Weekly Work In Progress images

GAME_REALISTIC• Scene files-(same naming as turn-in folder) (with UVs, posed and non-posed in-

game resolution models, all props included, Lights and Environments on a hidden layer)

• All texture maps, correctly sourced• 10 most important Reference Images• ZTLs and additional High-Res scene files• 3 JPG Presentation Renders - 1080 HD• Sub folder named Work Progress containingo Time Tracker screen grabo Weekly Work In Progress images

GAME_TOON DUO• Scene files-(same naming as turn-in folder) (with UVs, posed and non-posed in-

game resolution models, all props included, Lights and Environments on a hidden layer)

• All texture maps, correctly sourced• 10 most important Reference Images• ZTLs and additional High-Res scene files• 3 JPG Presentation Renders - 1080 HD• Sub folder named Work Progress containingo Time Tracker screen grabo Weekly Work In Progress images

GAME_CONCEPT• Scene files-(same naming as turn-in folder) (with UVs, posed and non-posed in-

game resolution models, all props included, Lights and Environments on a hidden layer)

• All texture maps, correctly sourced• 10 most important Reference Images• ZTLs and additional High-Res scene files• 3 JPG Presentation Renders - 1080 HD• Sub folder named Work Progress containingo Time Tracker screen grabo Weekly Work In Progress images

Page 5: Character modeling