Tuesday, 18 October 2011

My Project Plan


Project Title: Modeling and Rigging Project

Module Code: DD3992

Module Tutor: Ken Lau

Deadline: April 17th 2012


Aims

The aims for this project are to successfully demonstrate modeling, texturing and rigging skills.  A set of two models must be crafted, one realistic and one a caricature version.  These models must look like Michael C. Hall, the star of the popular television series Dexter.  To reach this conclusion effectively, the models will have to be modeled and rigged to a high standard in 3DS Max and also textured via Photoshop.  Once rigged, a series of motion capture files will be applied to the models.  To help assure this is accomplished a series of aims have been laid out:

        Capture motion capture files to apply to rigged model
        An authentic 3D model inspired by Michael C. Hall (Maximum 25k polygons)
        Realistic textures that are in keeping with the chosen scene
        An effective body/facial rig that could be used by an animator

Research

During the development of the project, many things must be researched and uncovered.  It is essential to maintain a high level of research to further the skills acquired for:

        Advanced Texturing
        Motion Capture
        Facial Rigging
        Bone rigs with custom G.U.I controllers in 3DS Max



Objectives

Both models will have to be rigged to a professional standard and must be ready to be used for animation.  All in all, it is vital to work towards clear and defined objectives to ensure the project is a success.  Below is a list of objectives that must be displayed by the penultimate completion of the project:
·         An Ability to carry out 3D modeling to a high standard
·         Have a proficient understanding and ability of body/facial rigging
·         A defined knowledge of using motion capture files

Actions

During the development of this project, it is essential that realistic and above all, authentic 3D models and rigs are generated.  As the model is being created for a main character in a game it will have a maximum polygon limit of 25k.  It will however have to be weighted and rigged correctly in 3DS Max.  In order to reach a successful conclusion the following objectives must be taken into account:

Task
Begin Date
Finish Date
Research source material
11/10/11
22/10/11
Capture motion capture files
22/10/11
25/10/11
Start and finish low polygon modeling
25/10/11
15/11/11
Start and finish higher polygon modeling
15/11/11
06/12/11
Unwrap and texture
06/12/11
17/01/12
Rigging process for realistic model
17/01/12
21/02/12
Rigging process for caricature model
21/02/12
27/03/12
Apply motion capture files to models
27/03/12
30/03/12
Create and render demonstration video
30/03/12
10/04/12
Compile Work
10/04/12
16/04/12




Outcomes

The ultimate outcome for this project is to further my skills using 3DS Max.  In addition to this it is essential to expand knowledge and skills using Photoshop for texturing.
In conjunction to furthering skills, some elements will be completely new when acquired.  For example it is essential that rigging techniques using custom G.U.Is and bones are learnt using tutorials and research. Finally, the motion capture process must be exercised and learnt.

Deliverables

Upon the completion of the project, a series of deliverables must be adhered to and handed in.  These deliverables must portray the new skills acquired and the knowledge used in order to reach the penultimate outcome.

·                      .           Labeled CD featuring name and student number
·         .AVI and .JPEG and .MAX Formats
·         Sketchbook containing research
·         A video demonstrating the facial/body rigging
·         Portfolio featuring 10 rendered images demonstrating expressions (5 per character)
·         A blog indicating the work pipeline of the project

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