3D Modelling: R2-D2

Recently I started modelling my favourite little astro-droid from the Star Wars saga, and that is of course R2-D2. I started modelling this during class in my spare time but did not expect to try and finish this model as I have been focusing my modelling time primarily to my Sword model instead.

However I am very happy with how far I have got with this model so I am going to keep modelling this at home so I can hopefully texture it as soon as possible. When the model is done I would like to use it in Maya as well as After Effects to create some animations and VFX sequences based around it as I feel I need to improve in these areas more.

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So far I have created the basic shape of the droid, I started by focusing on the legs as they were a very unusual shape and I thought I would get the hard part out of the way.

I also started making some of the more detailed areas recently such as the air vents and fan on the front of R2-D2’s body as well as his eye.

I have nearly finished the bottom of the legs, all that is left for these areas is the details such as cables connecting to the fuel canisters and some other minor things. I am very pleased with how the model is coming along so far and I did not expect some areas to turn out as well as they did, especially the front details on the body as I had a few problems implementing those.

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From the images you can see there is still quite a lot for me to add to this model as well as some parts which I need to tweak and scale correctly, however so far i think it is coming along well. This is one of my most complicated models I have made so I am a little worried about UV_Unwrapping it as there are so many parts which this model requires.

I am also going to try and model individual pieces to go along with this droid such as the mechanical arm device he uses when repairing or hacking into terminals so when I am animating the model it will be a little less boring and simplistic. Another thought I had was to hollow out one of the blue panels on his head so I can store Luke Skywalker’s lightsaber inside, as it was in Return of the Jedi.

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VFX – Job Roles

Compositor

Compositor’s work at the end of the production process, responsible for constructing the final image by combining layers of previously created material. They creatively combine all the elements into the final image, ensuring that the established style of the project is respected and maintained.

To achieve this they enhance the lighting, match blacks and other colour levels, add grain where required, add motion blur where required, and create convincing shadows. They make sure levels combine together seamlessly, keying, rotoscoping and creating mattes where necessary. They also work closely with ‘lighters’ and need to have a technical knowledge of how 3D lighting works in order to understand the ‘multi passes’ that the lighters create.

Concept Artist

Captain-America-The-Winter-Soldier-Concept-ArtConcept Artists work at the beginning of the pre-production process up to six months before the filming is due to begin, responsible for producing illustrations that are striking, accurate and clear. They work on illustrations throughout the shoot and may often be required to change and adapt their original ideas as filming progresses.

Additionally they could potentially being involved in the development process, producing a series of illustrations that help to sell the film to potential Financiers and/or Distributors. Concept Artists work on big budget sci-fi, fantasy or historical films where visual and special effects create design spectacles, fantastical creatures or other invented elements.

Digital Preparation Artist

Paint/Prep Artists are responsible for rig removal tasks, painting out markers, wires and rigging before the shot can move along the pipeline. High-level quality control and a keen eye for repair work is necessary, as the work must be invisible. The work of a Paint/Prep Artist is likely to be reviewed by a VFX Supervisor, often one frame at a time, and compared back to the original plate on a cinema screen.

It is their job to digitally prepare the plate for the Compositing Department to layer in CG, digital matte painting, graphics or other photographed elements, sometimes using green screen, or effects photography. In addition, there are sometimes mistakes on the shoot, such as boom mics or crew members accidentally appearing in the frame. Sometimes images need to be restored too, removing damage in the shape of scratches and dust. The Paint/Prep team will fix these problems before the footage moves to the next department.

Layout Artist (3D computer animation)

Layout Artists break down the 2D storyboards into 3D shots by using production designs and models as a reference to build locations as well as major props. They are responsible for stagin every shot, posititioning the characters, props as well as establishing camera angles to plot the camera moves.

They ensure that everything which will be animated, such as characters and props is set up correctly and may also be responsible for deciding the lengths of each shot within a scene. However it is likely a Director and Editor will view it and make comments so the Layout Artist can make any necessary changes before the scene is passed on to animators.

Lightning Technical Director

A Lighting Technical Director or ‘Lighter’ is responsible for ensuring that there is consistency in lighting, colour balance and mood within the scenes, as well as being responsible for making sure that computer generated imagery looks photo-realistic where appropriate in order to match the live action plates.

Lighters also create the lighting that adds atmosphere to a scene, increasing the realism, tone and depth as well as clarifying the location, weather and time of day. They refer to production designs, ensuring that the aesthetics applied are as faithful to visual style as possible in order to maintain continuity.

Match Move Artist

Match Move Artists position the tracking points in live action shots and uses those
tracking points in order to create a CG scene with realistic movement. The information they provide enables the CG geometry to fit more accurately and convincingly to the live action plates so that everything in the scene feels realistic and as if it belongs there.

Match Move Artists must be meticulous in their work.

Without accurate match moving, the later stages of production will not work. 3D tracking is very time consuming and requires a lot of focus, accuracy and patience.

Animation Director/Supervisor

Animation Directors are responsible for the quality of the animation, for keeping it on brief and for delivering consistent performances by assigning, or casting, the appropriate Animators. The role of Animation Director may only exist on larger projects and is often combined with the Director role on smaller productions.

They interpret the brief from the Director and other relevant departments. They then guide, supervise and review the work produced by the Animators and Assistant Animators. They need to understand the implications of performance, style, quality, continuity, technical, scheduling and budgetary requirements.

Matte Painter

Matte Painting itself is as old as the history of VFX, originally done by oil painting directly onto glass in front of the camera in order to help with the creation of wonderful worlds as seen in the original Star Wars movies for example.

A Matte Painter is responsible for creating virtual backgrounds used in order to either replace or enhance live action photographed plates. The artist works with stills taken from live action photography, digital still photography, rendered CG elements and digital paint to create believable ‘environments’ that are seamlessly integrated into the film by compositing artists.

Roto Artist

Roto Artists trace the areas of live action frames where computer graphics will overlap or interact with live images. This creates clear areas (mattes) within the frame to allow all elements of the scene to be layered convincingly. This enables Compositors to combine all the various elements accurately.

This process is called rotoscoping and originated in 2D animation when live action was traced as reference for movement or to establish where drawings needed to match to areas of live action. Rotoscoping is the first skill required by Compositors and continues to be part of a Compositor’s role. On smaller projects, Compositors may do their own rotoscoping.

VFX Producer

As the VFX industry continues to grow, the role of the Producer is becoming more and more necessary to a working studio. A good Producer effectively manages the project, making sure everyone is working to a deadline and is working correctly, while also making sure the project is staying within budget and project is profitable.

Some of the more specific details of the job may vary from studio-to-studio – some Producers will end up meeting a lot more with clients than others, for example – but the basics of making sure the project is running on time and within budget is the same.

Technical Director

A Technical Director is a somewhat broad term for a range of disciplines within VFX. Generically, they are in charge of running simulations and programs in order to create desired effects, but the science and artistry involved means that nearly all Technical Directors are very specialised. For example, a Groom Technical Director would be responsible for generating realistic hair and fur.

Technical Directors will write script to generate the effects, and will experiment with various attributes and figures until they achieve the perfect result. This makes things impossible to animate by hand easy to create for artists later in the pipeline, like realistic water, fire and smoke.

VFX Supervisor

Working with the director or producer of a project, the VFX Supervisor will decide on the VFX needs for every shot. For bigger productions, sometimes prototype effects may be required for the director to examine before production. During production, the VFX Supervisor would need to spend time on-set making sure the shots that require visual effects are being filmed correctly to allow for a clean edit.

VFX Supervisors are the leaders of a team of artists in the visual effects studio. They are responsible for ensuring the creative aims of a director or producer are met. They need to maintain a good relationship with their own artists, the editor and the client to ensure the end result is exactly as intended.

Runner

A Runner in a VFX studio will find that a lot of their job relies on making sure the site itself remains operational and the atmosphere remains positive. Whether this is acting as a messenger between two departments, gathering resources for an artist or simply making a cup of tea, the Runner is an integral part of any studio.

The added benefit of working in a VFX studio is all of the knowledge and artistry involved. Budding VFX artists will find plenty of teachers and opportunities to impress while working as a runner, and can use it as a platform to move on to greater things.

Rigger

A VFX Rigger is responsible for creating the “skeleton” of a 3D model, ensuring that all the joints and muscles work correctly and accurately so the animators can start to position the models creatively.

This process is done by using a 3D Animation software like Maya or 3D Studio Max. You create the skeleton by manipulating a model and placing joints where necessary, making sure everything fits and looks natural as you do so. A rigger will have to work closely with the modeller to make sure the model’s design allows for the type of movement a rigger will seek to implement.

Modeller

Modellers build three-dimensional computer models of everything that is needed for a CGI project. They work to established designs and need to produce an accurate translation of the design reference, staying on model (in style). They may do their own research or scan in a sculpture as reference.

The models they produce need to meet the creative requirements of the Production Designer, Art Director and/or client, but it is just as important that they should satisfy the technical needs of the CG department and be efficient, reliable, to scale and to be easy to rig and animate.

Further on in the process, Riggers will rig the models to enable them to be animated and Texture Artists will apply texture which will be further enhanced at the lighting stage when tone and depth are added.

Texture Artist

The texture artist’s main duty is to create photo-realistic textures for mapping onto 3D objects. These textures will often be created from scratch, but may also be created from existing materials. Familiarity with the requisite software is required, as well as familiarity with the process of UV mapping.

To create the appropriate finishes, a texture artist may scan photographs and then digitally apply the textures to objects and environments previously created by other members of the effects team, or they may create custom textures that go far beyond what appears in nature. As members of the visual effects team, texture artists must maintain a high level of photo-realism in whatever surfaces they choose so as to enhance the 3D environment and fit the requirements of the model pipeline and shading setup.

 

Dream Job – Games Artist

Last week we were asked to produce a report that explained in-depth what our dream jobs in either VFX, games or animation are so that we could closely look at what we would need to do over the next 10 or so years in order to achieve our own dream job.

Games Artist

After some consideration, one job which I could consider as my dream job would to be a Games Artist. It took some research to arrive at this conclusion as there were so many jobs in the VFX, games and animation industries that I also was interested by. However based on my current skills and personal interests, I found my self appealed to the Games Artist role within the Games Industry.

I encountered a problem when considering which job role I wanted to do for a living as I enjoy most aspects of the game development process and I do not feel experienced enough with each of the individual skills that it requires to make a game in order to make a firm decision on which job I want to focus on achieving over the next few years. So far my favourite aspect of game development is modelling the game assets, I really enjoy making models and I find myself more enthusiastic when modelling in comparison to other tasks.

It is for this reason that I decided that becoming a Games Artist is a more obvious choice for my current skill set, however there are some issues I am having that would prevent me from wanting to be solely a Games Artist. One aspect I hate about modelling is the texturing of the models, this task is extremely tedious and my current texturing ability needs a lot of work.

Here is a link which further explains the roles and responsibilities of a games artist, as well as the skills required for this job. : Games Artist.

Skills

In order to acquire a job as a games artist, I am going to have to further develop my drawing skills and attempt to produce more life drawings. My current level of drawing is not as good as I would like it to be and in order to compete with skilled artists who also want the same job, I will  have to become much better by practicing my drawing skills in order to fulfill the requirements of this job.

I must also improve my communication and teamwork skills as this is something almost every job requires. Currently I am not so good at communicating with others as I would like to be, It is an important skill to have for any job and therefore I will need to improve my communication and teamwork in order to achieve the Job I would like in the future.