Monday, November 7, 2011

WEEK 10: Texturing & Shading 1: Intro to Viewport Canvas and Photoshop 3D paint

Did you know you could have been painting right in your 3DS Max viewport this whole time? Well.. with Viewport Canvas you can. Photoshop has similar capabilities we can experiment with as well. We'll take a crack at it and very quickly learn why --for now-- painting in the 3D viewport is still pretty laborious, but occasionally very useful.
Here are the intro videos we'll be using for this class:
"Using the Viewport Canvas" - video #44 in the Intro to 3DS Max series.

http://game.georgebrown.ca/~tdonovan/movies/ts1_viewPortCanvasIntro.mov
http://game.georgebrown.ca/~tdonovan/movies/ts1_viewPortCanvas2.mov
http://game.georgebrown.ca/~tdonovan/movies/ts1_viewPortCanvas3.mov
Click here to download the material files for this class.

If you want more practice at this you should check out the Digital Tutors lessons:
"Texturing Using the Viewport Canvas in 3DS Max" - a course in 10 lessons.
Autodesk's "Viewport Canvas toolset" is a good brief overview as well.


It's time for our last texturing assignment -- your own choice from your city models.

This assignment is worth 40% of your grade so it should be something pretty chunky - I'd recommend you set this up for your portfolio by making it a set piece -- you could group some props with ground and wall planes, maybe a fence with some grass growing up from some cracks, for example.  

City models – planning and organizing
"Mood Boards"
Start UV'ing city models to texture next week

Assignment 6: Final Assignment
Assigned: November 8th
Due: December 13th in class
% of Final Grade: 40%
File sizes should be either 512x512 for smaller props or 1024x1024 for larger ones.
Filenames:
tdonovan_ final_000.max
tdonovan_final_descriptor_diff_001.tga
tdonovan_final_descriptor_nrm_001.tga
tdonovan_final_descriptor_spec_001.tga
etc.

WEEK 10: Animation Direction 1 - Game Cycles -- #1 Treadmill Walks!




You're going to get lots of practice setting up game cycles: walks, runs, jumps, and idles, and finally, blending them seamlessly together.

First cycle on the agenda: Walks. It's time for a whole new level of picky: treadmills.  You are about to become very involved with your Graph Editor. If that scares you, it's time to learn to love this indispensable tool.

Walk Reference:
Treadmill Walk: Dude
"Endless Reference"'s You Tube channel (also see sidebar link -->)
Monster's Inc
Iron Giant

You need to pick a rig to use for all your cycles.
Here's a post about a whole bunch of license-free rigs.

Getting good at cycles requires patience and practice. You should try a few different ones so you get faster at setting them up. It's always better work from reference. Shooting your own reference can be invaluable so you understand the mechanics.

Your final cycles are all due near the end of term but we'll have lots of in-class time to work on them.

Assignment 4: Animation Cycles
Assigned: November 7th
Due: December 15th in class
% of Final Grade: 50%
Please keep file sizes under 2MB
Filenames:
tdonovan_ anim_000.ma

Please include your rig in the same file as the animation so I can reference it in.

Animation work-in-progress will be critiqued in class. The final blended animation sequence will be graded as one project. The sequence must contain at least 3 of the following cycles, blended together into one scene.
1.Walk
2.Run
3.Jump
4.Idle
For example, your sequence could be Walk-Run-Jump, or Idle-Walk-Run. You can have more cycles if you wish. Every cycle must include all of the Principles of Animation. The character should have believable weight, a clear personality, and move with fluidity and clarity. The cycles should blend together cleanly with all necessary weight shifts, anticipations and reactions added to the final file. 
Good luck!

WEEK 10: Character Acting 1 -- Quadruped Study - Royal Winter Fair

Field Trip!!
Okay, that doesn't sound as fun as a Road Trip, but it's still pretty cool.

We'll be sketching 4-legged animals as part of our quadruped study. Sketching at the Royal is a long-standing tradition of animators and artists around the city (see attached!). It is very hard work but awesomely fun.
If you Google "sketching" and "Royal Winter Fair" you'll see a huge selection of intimidatingly beautiful work. Here are links to a couple of really good collections, one by a current Sheridan student and one by the rather well-known illustrator Bobby Chiu.

http://sprogisonline.blogspot.com/2009/11/royal-winter-fair.html
http://imaginismstudios.blogspot.com/2007/11/farm-animals-at-royal-winter-fair.html

If you can't afford to come with us, or you want more practice drawing live animals, I heartily recommend a sketching trip to Riverdale Farm -- a free model farm in the heart of Cabbage Town, open every day from 9-5.
Visit it now before The Fords chop it forever!
http://www.friendsofriverdalefarm.com/tips.htm

soon to be you!

Saturday, October 29, 2011

WEEK 9: Character Acting 1 -- Quadrupedal Anatomy and locomotion

We are lucky to have a guest lecturer who is very experienced in animating 4-legged animals :

CATHERINE FERADAY MILLER began her career at Dreamworks as a classical animator, working on the features The Prince of Egypt and The Road to El Dorado. Switching to 3D animation in 1999, Cathy has worked for various feature and game companies in San Francisco and Toronto, and has taught 3D animation at the Academy of Art University in San Francisco and at Max The Mutt Animation School in Toronto. A Toronto resident since 2009, Cathy is now working with her husband Tim as Art Director and co-founder for their own independent game studio, Rocket 5 Studios.

Click  here for Cathy's 2D demo reel

We'll talk about quadrupedal anatomy and locomotion, analyze video reference and draw significant key positions of quadruped walk.

All of this study leads into our field trip next week at the Royal Winter Fair.
If we're really nice, Cathy might join us :o)

Click here for an excellent site comparing human and animal anatomy.
Click here for a collection of reference images of animals skeletons.
Click here for animal walking reference from Muybridge.

Your next two assignments are connected .

Assignment 3: Quadruped Walk Study
Assigned: November 2nd
Due: November 13th
% of Final Grade: 10%
Please keep file sizes under 2MB
Filenames:
tdonovan_quad_walk_000.jpg

Draw significant key positions of quadruped walk using video analysis.  Use any animal you like but bear in mind that we'll be drawing livestock and farm animals next week so it will be very beneficial to have studied them in advance.

Assignment 4: Quadruped Live Sketches
Assigned: November 9th
Due: November 13th
% of Final Grade: 10%
Please keep file sizes under 2MB
Filenames:
tdonovan__ quad_live_000.jpg

Sketch at least 3 different quadrupeds from life. Sketches can include full body or just details, as well as motion studies. Please do not draw from photos or video. These sketches should be done live at our field trip or you can draw on your own at another location such as Riverdale Farm or the High Park Zoo (both are free!).

WEEK 9: Animation Direction 1 - Intro to Maya & Animation Review - Bouncing Balls

Animating a Bouncing Ball is nearly always the first animation assignment given to both 2D and 3D animation students.  This deceptively simple exercise can teach you a lot about the nuts and bolts of animation tools, but more importantly how to give believable weight and appealing timing to your animation.
Strobe photos are fantastic for showing the beautifully symmetrical parabolic arcs followed by everything that leaves the Earth... except a rocket.

Basket Ball
Golf Ball
Tennis Ball


Great reference vids:
Experiment with weight and through timing & spacing -- create 3 bouncing balls with contrasting sizes and weights. Keep practicing until you're very comfortable in Maya and with the timing tools we used in class.

Check out the Digital Tutors 'Intro to Maya' and also their Visual Guide to the Graph Editor

Friday, October 28, 2011

WEEK 9: Texturing & Shading 1: WIP, Hydrant, continued

Next we'll introduce two more types of maps:

Normal and Specular.

Normal Maps create the illusion of extra detail while Specular Maps define the shininess of different materials. There are a few ways to generate normal maps. Some common tools for creating them from our diffuse textures are CrazyBump and nDo.  We'll go through how to install and use both of these tools in class. You will need them to complete your homework. If you can't install them at home you will need to complete your assignment at school.

nDo's download site is currently down. Click here to download the zip file.

Click the CrazyBump & nDo logos to visit their sites.

Please always bring a stylus - they are required for painting your texture maps.

TEXT2010 Assignment 4
4th Assignment, Part 2: 10% <-- NEW!!

Assigned: Tuesday, Nov 1st
Due: Sunday, Nov 6th <-- NEW!!
Hydrant, UV'd and textured: 3DSMax file, diffuse map, normal map, specular map
SAVE your work uncompressed (2048 x 2048 PSDs recommended)
SEND me only Targas (.tga), one for each of your maps.
Maximum resolution: 512 x 512 bit, no alpha
File naming convention example:
tdonovan_hydrant.max
tdonovan_hydrant_diff.tga
tdonovan_hydrant_nrm.tga
tdonovan_hydrant_spec.tga


Save your Max file with the maps applied and the paths stripped, and all textures in the file so they apply when I open it.


Please be very careful with your naming conventions.  All assignments are to be handed in via FTP.

Wednesday, October 19, 2011

WEEK 8: Intercession!! Now G'wan home..

Step away from the computer.. go rake some leaves and jump in 'em. Draw in those sketchbooks.. 
It's vacation time.. *

*except my classes who all have homework. 

Tuesday, October 18, 2011

WEEK 7: Texturing & Shading 1: WIP, Hydrant, continued


You should be finishing up unwrapping your hydrants and getting ready to work on painting the diffuse.

Finish up painting your hydrants over the break and get them ready for adding more maps.


Sunday, October 16, 2011

WEEK 7: Character Acting 1: Weight

Back to Acting for Animators, we welcome once again our guest instructor, Second City veteran, Ed Sahely.
 116-lb  Marilou Dozois-Prevost makes 228 lbs look like a q-tip.
Please be in the Octagon at 12, ready for action.

The secondary topic for today is weight.

We'll study some key forces at work in creating the illusion of weight in our animation.

Pushing, pulling, moving weight, and even just balancing our own body weight takes effort.  Emphasizing that effort is key to making our animation believable.

Making our characters appear to be bound by Earth's gravity makes them look like they share the same real-world environment as we do.

Click here for photos + video of last week's sword-fighting class.

WEEK 7: Animation Direction 1 - Anatomy of Movement 2: Muscles

Human Anatomy 2 + Photoshop Basics, continued.  Once again we're in lab 520 continuing with part 2 of our Human Anatomy study: the muscular system.

Bring drawing materials, and a stylus.

Description:
Part 2: Muscles
Continuing working on the same file with the action photo as your base layer, and your skeleton in the middle, draw the major muscle groups that move the skeleton as a final overlay. Feature the most visible and important muscle groups for artists and animators. Show perspective in the shading as the muscles wrap around the body, the direction they lie and the deformations caused by the effort of the pose. Use colour variation to differentiate between the bellies of the muscles and the ligaments and tendons that attach them to the bones.

Aim to make your drawing a portfolio piece that shows both your knowledge and your artistic skill. The drawing can be very detailed or you may generalize forms as shown in the study above.

This layer should be saved separately from the skeleton file:
tdonovan_anatomy_002.jpg

Please hand in both the skeleton and muscle study together by FTP by the deadline, 
 October 25th <--NEW!


Looking for a good muscular system study reference? -- ok, maybe more 'memorable' than good? Click here!
No, seriously, these are better - Front, Back