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Class 3D Character Modelling

  • Presentation

    Presentation

    Fundamental discipline for the production of 3D synthesis image animation. Learning relevant concepts for building 3D characters in animated cinema.

  • Code

    Code

    ULHT613-17039
  • Syllabus

    Syllabus

    1. POLYGONAL MODELING

    • introductory concepts
    • eyes, nose and mouth
    • polygonal flows. Face loops.
    • ears
    • arms, legs and hands
    • hair

    2. RIG (skeletons and controllers)

    • skeleton construction
    • foot reverse lock
    • knees, spine, arms and hand rig
    • head rig
    • face blendshapes (facial expressions)
    • global organization and controllers

    3. BIND SKIN (geometry to skeleton association)

    • Weights painting

    4. WALK CICLE (animation of a walking cycle)

  • Objectives

    Objectives

    Learn the technical possibilities of three-dimensional character modeling and skeleton building for animation cinema, visual effects and computer games.

    Professionalize students in the use of digital three-dimensional animation applications, so that they can freely and creatively develop the projects of the discipline with the quality required in the audiovisual market.

    Encouraging creative and artistic exploration of the animation process.

  • References

    References

    • Todd Palamar (2015) : Mastering Autodesk Maya 2015.
    • Sybex William Vaughan (2012) : Digital Modeling, New Riders
    • https://www.pluralsight.com/
    • http://www.creativecrash.com/maya/tutorials/

     

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