Hard Surface Modelling for Feature Animation 1001
This intermediate-level online course will introduce you to hard surface modelling techniques to create a production-ready asset.
Learn how to model production-ready assets for Feature Animation
In this course we will take you through the process of creating a model suitable for Feature Animation. We’ll go from breaking down the initial asset brief, creating a moodboard and gathering reference, to blocking out the asset, creating production-ready topology and UVs, and then finalising the model for the next stage of the pipeline.
Through practical examples, this course will guide you through the modelling process and the tools and techniques to that will allow you to work efficiently and effectively.
This course is part of our Feature Animation Modelling Pathway and follows on from the learning covered in Character Modelling for Feature Animation 1001 to demonstrate the general approach and philosophy to modelling a hard surface asset, and prepping the data for different stages of the asset creation process. Be aware that the course is not intended as a step-by-step guide and instead encourages the problem solving and creating thinking that is required in the creative industry.
Lessons in this course
-
03. File Referencing for Modellers
Lesson Duration: 15mins. When it comes to production modelling, on many occasions, mutiple modellers will collaborate on an asset simultaneously. In this lesson, we'll demonstrate a workflow that allows for such team-work without the pain of stepping on each others toes. -
09. Understanding Vertex Order
When it comes to modelling, having a clear understanding of vertex order will allow you to easily transfer your model between applications and also transfer data from one mesh to another.Here we'll look at some workflows to help you deal with geometry and fix any issues that can arise. -
11. Zbrush Projection Workflows and Model Cleanup
Lesson Duration: 1hr 30mins. In this lesson. we will look at some of the issues that can arise when transferring data between Maya and ZBrush and how to deal with projecting geometry data. We'll then look at prepping our data and giving it the once over to ensure it is watertight. -
12. Model Hierarchy, Naming Conventions and Generic Material Assignment
Lesson Duration: 3hrs 20mins. In this lesson, we'll clean up our model hierarchy, and name all the objects and groups according to the CAVE Model Naming guidelines. We'll then look at adding subdiv attributes to our geometry and generic materials. -
13. Creating our Model Turntable and Contact Sheet
Lesson Duration: 3hrs. For our final lesson, we'll create our model turntables and contact sheet, and then look at submitting our version for review. This will include outputting the following: a shaded + displacement render, a smooth-shaded render, a wireframe render, and lastly a material ID render.