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Digital Sculpture

BA2 / BA5

Disclaimer

This session will introduce and discuss the theory, development and application of digital sculpture. It will not discuss which buttons to press!

Asset Creation: Modelling
Polygons

 Vertex  Edge  Face
 Normal (“…a surface at a point P is a vector that is perpendicular to the tangent plane to that surface at P.”)
Source: http://en.wikipedia.org/wiki/Normal_(geometry)

Asset Creation: Modelling
NURBS (Non-Uniform Rational B-Spline)

Asset Creation: Modelling
o NURBS

Asset Creation: Modelling
Sub-Division Surfaces
 Geri’s Game / Pixar Paper)
http://www.pixar.com/short_films/Theatrical-Shorts/Geri's-Game http://graphics.pixar.com/library/Geri/paper.pdf

Asset Creation: Modelling
Quads are good. Tris are bad. N-gons have their place?
http://www.youtube.com/watch?v=k_S1INdEmdI#t=52

Asset Creation: Methods
o Point-by-point / Poly-by-poly
o http://www.youtube.com/watch?v=O9UZYTwwQcc

o Box-modelling
o http://www.youtube.com/watch?v=ubgvomRTW80

 Sub-division

…Sculpture

Asset Creation: Sculpture
Sub-Divided Object…

…vs. Voxels

Asset Creation: Sculpture
o Sub-Divided Object o Voxels o Dynamic tessellation (Sculptris; also see DX11)
o http://www.nvidia.com/object/tessellation.html o http://www.youtube.com/watch?v=X9H-EZuJNvk o http://www.youtube.com/watch?v=CvaGd4KqlvQ

o Re-Mesh (‘DynaMesh’ demo)

Concept Art: Concept-to-Asset

Game-Ready: Requirements

Game-Ready: Requirements
High-poly to Low poly work flow
• Transfer Detail
 Sculpt high poly *transfer to* maps:
 Normal  Bump  Displacement

Game-Ready: Requirements
Topology

Game-Ready: Requirements
Topology

Tools
Software:
o o o o o o Amorphium ZBrush Mudbox 3DCoat Sculptris Mari

Hardware:
o o o o Haptic devices (ClayTools) Scanning (Passive / Active / Photogrammetry) 3DPrinting Leap Motion

Pixologic: ZBrush
o o o o o o o o o o 2.5D Sub-Division & Subtools ZSpheres Transpose DynaMesh ShadowBox Polypaint & Projection Matcap Re-topology / Zremesher Render / Presentation

http://pixologic.com/zbrush/industry/

Pixologic: Sculptris

http://pixologic.com/sculptris/emails/operatingsystem.php

Term 2: Schedule**
Wk 10 – Briefing / Introduction Wk 11 – Dynamesh Wk 12 - ZSpheres / Transpose Wk 13 - Shadow Box Wk 14 - Materials / Polypaint / Go-Z Wk 15 - (Re-)Topology Wk 16 - UV / Transfer Maps (Baking) Wk 17 Submission – Friday 21st Feb.
** Subject to change

Check-out…
http://pixologic.com/interview/ http://www.zbrushcentral.com/forum.php http://www.gameartisans.org/forums/forum.php http://cghub.com/ http://www.polycount.com/ http://pixologic.com/zbrush/getting-started/

Questions?