As the name suggests, this is the stage in the 3D production pipeline where the visual, 3D objects (or models) are created, based on the art that was conceptualised during the pre-production phase, while ensuring that it adheres to the established art direction. Some of these assets can include characters, props, and environments. These models can be created using a number of different 3D software packages such as Maya or 3D Studio Max. No matter which tool is chosen, they all share some common concepts and components that are the fundamentals of all 3D modelling. Some of these include, vertices, edges, polygons, and NURBs.
These surfaces can then be combined together and manipulated using translation, rotation, and scaling to create any number of objects, from basic shapes (primitives), to complex characters and environments.
Pluralsight – Rigging a 2D Character in Unity Using IK
Is this Class Right for Me: Hey Guys! Do you want to learn the secrets and techniques to rig your own 3D Assets? Would you like to understand the how's and whys of the rigging process? This class is for those who wants to rig their characters and props but don't have any rigging knowledge at all.
This class is aimed towards students with basic knowledge in Maya, however the tools that we will be covering are easy to grasp and easy to follow. We will be using Maya 2022 so make sure to have your software up to date. Join me and you will be rigging inside of Maya in no time.
Over a period of a few months, I was able to pick up some basic 3D workflows and build a simple scene inside a game engine. I looked into character design, 3D modelling, model rigging, animation, real-time 3D, game development, and more. I learned how to wield three deep, powerful, and freely available digital authoring tools: the graphics suite GIMP, the modelling tool Blender, and the real-time 3D development platform Unity.
With some kind of a model sheet in hand, I could start building a 3D model. I dived into the Unity Game Dev - Intermediate Art course, skimming prop modelling content, focusing on the character model series. In retrospect, it might have been a good idea to stick to the syllabus and do the treasure chest example first. On the other hand, translating the ZBrush instructions to Blender meant that I had to spend a good amount of time figuring out how to do equivalent things in Blender. I was following the course instructions while at the same time building a bookmark collection of Blender tips and tricks.
The at times challenging and frequently tedious rigging process is the final step in creating a fully fledged 3D character. The essence of rigging is the configuration of a mesh deforming bone (or joint) structure inside the 3D form. A bone is essentially a directed, oriented link between a pair of points in 3D space.
I didn't invest in character textures, but I did want to try and do one proper texturing job using the shader graph. I put together a sand material that had all the maps for bumps and more interesting light behaviour, and then tried my hand at making a sand impression shader following another snow tracks tutorial. I couldn't get it quite right, so that ended up getting cut as well. Still, having done snow tracks twice, I think I have a pretty good idea of how to do it. 2ff7e9595c
Comments