Thursday, 29 September 2016

Pre-production and 3D Modelling


Pre-production is “gathering reference materials, motion tests, layout drawings, model sketches, and such together to make the actual GC production as straightforward as possible” (Derakhshani, 2013, p. 4), i.e. the planning stage.

 

Everything starts with an idea, and hopefully you’ve got a good one to work with. Get a good idea and stay with it. Dog it, and work at it until it’s done right” (Walt Disney, as cited in iNeedMotivation, n.d.).

A writer will then take that idea and turn it into a story, or script. The script will determine the setting, characters, and dialogue for the production.

An artist will use the script to create a storyboard, which not only illustrates the story, but will also include scene blocking, camera moves, and character performance.  

 

The storyboard will then be used to create an animatic, which is where each panel is edited together, adding dialogue, music and sound effects to see how it flows as a movie. This is an important step in the process, as any changes that need to be made are still inexpensive and non-time consuming at this stage. The animatic determines the amount of animation needed for each sequence.

The design stage is where the style is created for the project.
Design can happen at any time in the pre‐ production phase and ranges from characters to environments to clothing to props and vehicles. Guides (such as character bibles) are created to enable artists to draw or digitally sculpt elements within the design parameters. Conceptual paintings are done to establish design of environments and setting ambiance. (Gossman, 2011)

This is the point at which the 3D modelling begins. “The most typical means of creating a 3D model is to take a simple object, called a primitive, and extend or ‘grow’ it into a shape that can be refined and detailed” (Gray, n.d.).


The software being used depends on the exact process of constructing the mesh, but can include the following:

·       Spline or patch modelling: a spline being a curve in 3D space defined by at least two control points. A cage of splines is used to create a skeleton for the object to be built on. A patch of polygons is then created between two splines to form the skin. This is one of the older forms of 3D modelling.
·       Box modelling: using a primitive (basic shape), most commonly a cube, and adding detail by extending the faces into the desired form.
·       Poly modelling: where a mesh is created point by point and face by face. Poly modelling isn’t as fast as box modelling, but is better for creating organic shapes.

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References

Derakhshani, D. (2013). Introducing Autodesk maya 2014. Indianapolis, Indiana: John Wiley & Sons.
Gossman, R. (2011). The animation production process. Retrieved from
http://nir3d.com/handouts/Handouts%20History%20of%20Animation%20- %20(DIG1022)/Ani_Prod_Process.pdf
Gray, A. (n.d.). Introduction to 3D modeling. Retrieved from
            http://www.animationarena.com/introduction-to-3d-modeling.html
iNeedMotivation. (n.d.). 45 unforgettable quotes about ideas. Retrieved from
            http://www.ineedmotivation.com/blog/2008/07/45-unforgettable-quotes-about-ideas/