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Modelling Process:
Polygons:
Polygons are used to help create the base shape of your
object, polygons are useful for creating all sorts of 3D models that can be
used for animation, games or for show.
To
create an object with a polygon you first need to start out with a basic shape,
like a square and use various tools to edit and reshape the shape, you can also
add other polygons to your shape to add to your object.
Extruding:
The extrude tool allows you to alter the shape of an
objects face. For example, you can choose any face of a square with the extrude
tool and you will be able to make the face stretch out from the shape or go
into the shape.
Faces, Vertices and Edges:
Faces, edges and vertices are things that can be altered and
changed in Maya.
If you have a cube, you can use multiple different tools to
change each part of its shape. For example, you can extrude that faces of the
blocks, rescale edges and move your vertices, all these will help alter your
original shape.
Animation /Motion generation
Keyframes:
Maya uses keyframes for animation, a keyframe marks
out an objects position and attributes at a given time. To set a keyframe for
your object you have to select the object then hit the ‘s’ key, a red tick
should appear on the timeline which shows you have made a keyframe for your
object on that current frame. Doing this several times to your object (whilst
placing it in different positions) should make a small animation.
Lighting:
To create a light source, go to ‘create’ – ‘lights
menu’ – and then select what light you want. You can move the light around the
objects to create shading in the final render. you can adjust the attributes of
your light, this includes the lights intensity, colour and decay rate.
Camera:
Cameras are used for animation and taking stills. You place
the camera in an area around your object or background and position it to where
you want it.
To create a camera, you have to go to ‘create’ – ‘camera’
and the select the type of camera you want.
To move the camera, you can use a track, the track allows
you to move the camera horizontally or vertically on a track.
You can also make the camera track your object by selecting
‘camera and aim’ and position the camera to the centre of the object. And using
the outliner, you can make the camera aim a child of the cube and your camera
and perspective should track your object as it moves.
Intended Application:
Film - Avatar (2009):
A virtual camera was created especially for the film, this
allowed the director (James Cameron) to shoot scenes in on his computer. Whilst
one of the actors would act out their role all Cameron would see was their
avatar character acting out the
same movements and expressions.
Game - Shadow of the Colossus - PS4 (2017):
3D modelling was used in Shadow of the colossus to create
the world map as well as the characters in it.
Unlike its PS2 and PS3 games, the team (bluepoint games)
decided to completely re make all the artwork for the game, making both the
textured and the movement realistic.
They wanted to stay as true to the original as possible whilst rebuilding everything from the ground up. This meant all character design (Although being kept almost identical to the previous games was given more detail and movement)
When the game is run in its performance mode, the resolution was turned down slightly but the frame rate runs at 60 FPS, unlike the movie mode (4K) which is run at 30 FPS but has a higher resolution as well as certain render features were also improved. The developers wanted the game to be ran at 60 FPS as it made the characters move more fluently and gives the player a new sense of the world, unlike the older game which were only capable of 30 FPS.
The
game has both a mix of animation and physics simulation
throughout the game,
the physics
aspect of the game allows the
character to step on each slightly
raised platform or tile in the
world and will raise with it.
The animations
include the running,
jumping and attack moves performed
by the player but is
made more
fluent by the physics engine
used in the game.
Animation - Finding Dory (2016):
The character Hank in finding Dory, the octopus, was one of
the most challenging animations that Pixar has faced.
An engineer worked on Hank for about 6 months working out
how to create a new type of curve that the character could use.
About a year after they started, they had a breakthrough
with the character animation as they were able to get the characters tentacles
to stick, flop and unfurl like a real octopus.
If you moved a tentacle the whole body would react to the
movement.
Once
the animators had successfully created Hank, the textural artist made an
animated texture to go all over Hank at a very cellular level, this helped them
with his camouflage and interact with the environment in a more
realistic way. 

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