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  1. Face Re-topology and Rigging for Performance

    Posted by Eric Patterson
    / April 24, 2012 / Leave a comment
    See these notes. There will be no class meeting Thursday. Instead, meet to complete this exercise or finalize any last touches on layout, lighting, rough-cut edit, or on animating your shots. This exercise may replace a low homework grade:
    • Download a demo version of 3D-Coat.
    • Complete a re-topology of at least the main area of your face, using the .obj file mesh from your 3D face capture as the “base mesh.”
    • Back in Maya, model at least one blend-shape action for your new mesh.
    • Upload a .mov of your animated re-topo’d mesh and any needed Maya files to Blackboard.
    Posted in Announcements, Assignments
  2. Python Scripting in Maya

    Posted by Eric Patterson
    / April 19, 2012 / Leave a comment

    We’ll be discussing some scripting in Maya with a few basic, hands-on examples.

    • Simple Procedural City Builder
    • Quick Camera Shake

    One of the nicer ways to get started in coding with Maya is to use Python, particularly with the assistance of PyMel. Jump to the documentation here.

    Posted in Announcements
  3. Quiz extended until Tuesday

    Posted by Eric Patterson
    / April 14, 2012 / Leave a comment

    Work as a group to assemble all production-related assets into one scene file (named, organized, labeled, scaled) that we can use to begin layout — for both productions.

    Individually, each have two still-frame renders (one from each production) up on your screen on Tuesday at the start of class, also bringing a print-out of a short paragraph describing what you have done so far on the projects and also how you specifically helped everyone assemble the scene files.

    Posted in Assignments
  4. East Cost Game Conference (ECGC): April 25, 26

    Posted by Eric Patterson
    / April 14, 2012 / Leave a comment
    Several of us will be attending this, and you may find it interesting. Kevin Boggs and some other ACM and 220/320 people have been working out plans. Kevin has already posted this, but I’m posting it again for convenience. The conference should be a nice opportunity, especially for something fairly “local.” There will be program tracks related to game development for academia, art, business/”serious” games, design, programming, social, mobile, and using the Unreal Development Kit. If interested, talk to Kevin or me about it — we’re going to figure out carpooling and any room sharing, etc. to help keep it low cost. :-)
    Posted in Announcements, Inspiration
  5. Goals for this Week of Production

    Posted by Eric Patterson
    / April 10, 2012 / Leave a comment
    • Models organized, cleaned, scaled, and layered in one Maya project folder (Model supervisors, model leads, and others enlisted to help).
    • Any additional set pieces added (such as ground, clumps of grass, floor, etcetera). (Model supervisors complete or enlist help).
    • Characters cleaned, organized, scaled, and checked — ready to animate. Short guide text file for each. (Individuals, character TDs)
    • All sets, models, props, etcetera in one scene file and project folder with organization and layers. (Layout artists and model supervisors as well as others)
    • Set file is “pre-lit” by lighting artists and those enlisted to help with assistance as needed from model and layout sups to coordinate.
    • Shot files with animated, locked shot cameras and roughly blocked characters for each shot on the shot list to coordinate to animatic. (Layout artists, storyboard artists, directors, editors, and others).
    • Editors and assistants begin edit with animatic to blocked layout playblast transition, starting sound as well.

    The overall goal for the week is to have a clean, organized, named project folder for each production with shot files for each shot. Playblasts should be made for each shot layout completed to give to the editor to work with the edit and begin working with sound, music, etcetera as well as check timing and cuts before final animations are begun.

    Assets should be named ABC_shot#_whatever where ABC is the three-letter production code, # the number of the corresponding shot, and whatever corresponding to layout, animation, etc.

    Either Dropbox or some other centralized server should be setup to coordinate production asset transition. A filespace in the DA lab can be created if needed to mount from all of the Macs in the lab.

    Posted in Announcements
  6. Rhythm & Hues Posted Apprentice Program Info (Lighting & Texture Painting)

    Posted by Eric Patterson
    / April 10, 2012 / Leave a comment
    http://www.rhythm.com/jobs/los-angeles/apprentice/
    Posted in Announcements
  7. Rigging Quiz

    Posted by Eric Patterson
    / April 3, 2012 / Leave a comment
    Deux Character
    Posted in Assignments

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