Sunday, September 30, 2012

Three Steps of making Anime (2)

Production

         After the storyboard has been approved, the actual work can start which include layout, modeling, texturing, lighting and rigging.

         The very first step is layout. The layout artist is responsible for composing the shot and delivering rough animation to the animators as a guide. They produce the 3D version of what the storyboard artists had previously drawn on paper.


Modeling is job which works on the shape of the products in the animation, such as turn the 2D concept art into 3D. Modelers are usually slipt into two or more departments:
  • Whilst organic modelers tend to have a sculpture background and specialise in building the characters and other freeform surfaces.
  •  Hard-surface modelers often have a more industrial design or architectural background.


Texturing:
        
           The third step is texturing. Whether creating a texture from scratch or through editing an existing image, texturing artists are responsible for writing shaders and painting textures.
They are working hand-in-hand with the surfacing and shading departments, textures are painted to match the approved comcept art and designs which were delivered by the art department.




Lighting:

        A lighting artist does not only think about the lighting scenes, they also have to consider how to bring together all of the elements that have been created by the other departments. This is always the lastest version of the animation in most companies.

Lighters have a broad range of responsibilities:
  • placing lights
  • defining light properties
  • defining how light interacts with different types of materials
  • the qualities and complexities of the realistic textures involved
  • how the position and intensity of lights affect mood and believability
  • color theory and hamony


Rigging:

          Rigging is the process of adding bones to a character or defining the movement of a mechanical object, and it is central to the animation process. 


 
          A character TD will make test animations showing how a creature or character appears when deformed into different poses, and based on the results corrective adjustments are often made. The rigging department is also involved in developing cloth simulation.

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