BA2-BA5 Digital Sculpture

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    Digital Sculpture

    BA2 / BA5

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    Disclaimer

    This session will introduce and discuss thetheory, development and application of digital

    sculpture. It will not discuss which buttons to

    press!

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    Asset Creation: Modelling

    Polygons

    Vertex Edge

    Face

    Normal (asurfaceat a point Pis a vectorthatis perpendicularto the tangent planeto that surface at P.)

    Source: http://en.wikipedia.org/wiki/Normal_(geometry)

    http://en.wikipedia.org/wiki/Surfacehttp://en.wikipedia.org/wiki/Vector_(geometry)http://en.wikipedia.org/wiki/Perpendicularhttp://en.wikipedia.org/wiki/Tangent_spacehttp://en.wikipedia.org/wiki/Normal_(geometry)http://en.wikipedia.org/wiki/Normal_(geometry)http://en.wikipedia.org/wiki/Normal_(geometry)http://en.wikipedia.org/wiki/Tangent_spacehttp://en.wikipedia.org/wiki/Perpendicularhttp://en.wikipedia.org/wiki/Vector_(geometry)http://en.wikipedia.org/wiki/Surface
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    Asset Creation: Modelling

    NURBS (Non-Uniform Rational B-Spline)

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    Asset Creation: Modelling

    o NURBS

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    Asset Creation: Modelling

    Sub-Division Surfaces

    Geris Game / Pixar Paper)

    http://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Game

    http://graphics.pixar.com/library/Geri/paper.pdf

    http://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Gamehttp://graphics.pixar.com/library/Geri/paper.pdfhttp://graphics.pixar.com/library/Geri/paper.pdfhttp://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Gamehttp://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Gamehttp://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Gamehttp://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Gamehttp://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Gamehttp://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Gamehttp://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Gamehttp://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Game
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    Asset Creation: Modelling

    Quads are good. Tris are bad. N-gons have their

    place?

    http://www.youtube.com/watch?v=k_S1INdEmdI#t=52

    http://www.youtube.com/watch?v=k_S1INdEmdI#t=52http://www.youtube.com/watch?v=k_S1INdEmdI#t=52http://www.youtube.com/watch?v=k_S1INdEmdI#t=52
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    Asset Creation: Methods

    o Point-by-point / Poly-by-polyo http://www.youtube.com/watch?v=O9UZYTwwQcc

    o Box-modellingo http://www.youtube.com/watch?v=ubgvomRTW80

    Sub-division

    Sculpture

    http://www.youtube.com/watch?v=O9UZYTwwQcchttp://www.youtube.com/watch?v=ubgvomRTW80http://www.youtube.com/watch?v=ubgvomRTW80http://www.youtube.com/watch?v=O9UZYTwwQcc
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    Asset Creation: Sculpture

    Sub-Divided Object

    vs. Voxels

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    Asset Creation: Sculpture

    o Sub-Divided Object

    o Voxels

    o Dynamic tessellation (Sculptris; also see DX11)o http://www.nvidia.com/object/tessellation.html

    o http://www.youtube.com/watch?v=X9H-EZuJNvk

    o http://www.youtube.com/watch?v=CvaGd4KqlvQ

    o Re-Mesh (DynaMesh demo)

    http://www.nvidia.com/object/tessellation.htmlhttp://www.youtube.com/watch?v=X9H-EZuJNvkhttp://www.youtube.com/watch?v=CvaGd4KqlvQhttp://www.youtube.com/watch?v=CvaGd4KqlvQhttp://www.youtube.com/watch?v=CvaGd4KqlvQhttp://www.youtube.com/watch?v=X9H-EZuJNvkhttp://www.youtube.com/watch?v=X9H-EZuJNvkhttp://www.youtube.com/watch?v=X9H-EZuJNvkhttp://www.youtube.com/watch?v=X9H-EZuJNvkhttp://www.nvidia.com/object/tessellation.htmlhttp://www.nvidia.com/object/tessellation.htmlhttp://www.nvidia.com/object/tessellation.html
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    Concept Art: Concept-to-Asset

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    Game-Ready: Requirements

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    Game-Ready: Requirements

    High-poly to Low poly work flow

    Transfer Detail

    Sculpt high poly *transfer to* maps:

    Normal

    Bump

    Displacement

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    Game-Ready: Requirements

    Topology

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    Game-Ready: Requirements

    Topology

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    Tools

    Software:o Amorphium

    o ZBrush

    o Mudbox

    o

    3DCoato Sculptris

    o Mari

    Hardware:o Haptic devices (ClayTools)o Scanning (Passive / Active / Photogrammetry)

    o 3DPrinting

    o Leap Motion

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    Pixologic: ZBrush

    o 2.5D

    o Sub-Division & Subtools

    o ZSpheres

    o Transpose

    o DynaMesh

    o ShadowBox

    o Polypaint & Projection

    o Matcap

    o Re-topology / Zremesher

    o Render / Presentation

    http://pixologic.com/zbrush/industry/

    http://pixologic.com/zbrush/industry/http://pixologic.com/zbrush/industry/
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    Pixologic: Sculptris

    http://pixologic.com/sculptris/emails/operating-

    system.php

    http://pixologic.com/sculptris/emails/operating-system.phphttp://pixologic.com/sculptris/emails/operating-system.phphttp://pixologic.com/sculptris/emails/operating-system.phphttp://pixologic.com/sculptris/emails/operating-system.phphttp://pixologic.com/sculptris/emails/operating-system.php
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    Term 2: Schedule**

    Wk 10Briefing / Introduction

    Wk 11Dynamesh

    Wk 12 - ZSpheres / TransposeWk 13 - Shadow Box

    Wk 14 - Materials / Polypaint / Go-Z

    Wk 15 - (Re-)Topology

    Wk 16 - UV / Transfer Maps (Baking)

    Wk 17 SubmissionFriday21st Feb.

    ** Subject to change

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    Check-out

    http://pixologic.com/interview/

    http://www.zbrushcentral.com/forum.php

    http://www.gameartisans.org/forums/forum.php

    http://cghub.com/

    http://www.polycount.com/

    http://pixologic.com/zbrush/getting-started/

    http://pixologic.com/interview/http://www.zbrushcentral.com/forum.phphttp://www.gameartisans.org/forums/forum.phphttp://cghub.com/http://www.polycount.com/http://pixologic.com/zbrush/getting-started/http://pixologic.com/zbrush/getting-started/http://pixologic.com/zbrush/getting-started/http://pixologic.com/zbrush/getting-started/http://www.polycount.com/http://cghub.com/http://www.gameartisans.org/forums/forum.phphttp://www.zbrushcentral.com/forum.phphttp://pixologic.com/interview/http://pixologic.com/interview/
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    Questions?