Tag archive for week 06

Advanced Hard Surface Modeling Techniques

Advanced Hard Surface Modeling Techniques

This week, we are going to take a look at some advanced duplication tools as well examine the process of creating UV maps for our models. We’ll explore the art of texture painting, UV mapping and creating textures in Photoshop. Using the advanced set of mesh creation tools, we can build a series of complex shapes very quickly. New materials recipes will help us create advanced shading effects for glass and reflections in this week’s homework assignment.

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Overlapping Action

Overlapping Action

This week, we are going to explore our next Principle of Animation: Overlapping Action. With this principle in tow, our animations will illustrate the correct movements of soft bodied sections of our characters, like hats, dresses, hair, flabby skin and big bellies. In addition, Overlapping Actions allow us to communicate exaggerated movements more clearly.

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The Role of Story and Characters

The Role of Story and Characters

Dramatic elements give context to gameplay, overlaying and integrating the formal elements of the system into a meaningful experience. Basic dramatic elements, like challenge and play, are found in all games. More complicated dramatic techniques, like premise, character and story, are used in many games to explain and enhance the more abstract elements of the formal system, creating a deeper sense of connection for the players and enriching their overall experiences.

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Advanced Layer Animation

Advanced Layer Animation

We are going to look at two different animation systems during this week’s lecture. The first animation system will establish a few new key framing principles by exploring the graph editor. Here, we can easily change the speed of our animations and creating an “easing” effect on the movements of our layers. In addition, we’re going to take a look at a more advanced animation technique as we begin to explore programatic animation using Expressions. Fun stuff today!

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Modeling to Reference Images

Modeling to Reference Images

This week we will be exploring the process 3D modeling with reference images. The goal is recreate our object right down to the last nut and bolt. Before we get started however, we must explore the process of taking reference photos and how to use them in Modo. Also, we’ll examine the procedure of aligning our reference photographs to each other; an important step in the 3D modeling pipeline.

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