Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 4 - 5 Recap&Homework_frames.zip
Browse files
transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 4 - 5 Recap&Homework_frames_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " So I just wanted to cover a bit of a recap into the content for this week and then we're going to talk about what the homework assignment and takeaways and everything are for this week particularly. So we started this week by just recapping where we were in the series so far. We worked on how to take the head from our initial blockout into detailing up some of of the underside pieces, how to add these extra sections by taking the geometry and splitting out into different pieces and breaking it up into these different forms. And then we worked on a couple of different modeling techniques on how to actually approach some of these different results. So I showed how to use the splines to actually create specific shapes in the geometry nodes to do slightly more complicated distribution of objects and everything there. We covered as well how to then detail up the mesh further. So taking this example from the actual main body section and how to cut this into different pieces, very similar to the approaches we've already taken with the legs, but just showing that on a slightly larger piece here. And so the key with this one is to make sure that you have that initial topology looking pretty good. And once you start to cut that up into different sections, then it becomes relatively easy to break it into different pieces that you can then further detail up and add extra nice different sections to so that's kind of what where we're heading for this week and so as far as Sort of takeaways and homework is concerned the idea behind this week is trying to get into a place where we can start to see more finalized on in terms of the the asset right so in terms of the tutorials we've mostly covered the head and the legs we haven't really touched too much on the body but a lot of the techniques are very very similar across all of the different parts so for the body section the only thing I would really expect to be doing here is working on the body from the underside and maybe the shell I wouldn't go too far into what's underneath the shell for this tutorial and just try to to focus mostly on the exterior bits. And if you're tight on time because I appreciate that this is gonna take a little bit of time to get a model like this to that kind of level, I definitely would say try to focus your attention in on areas where they're actually gonna be seen. So the legs, you can always see the legs. So it's one of those things you can't really avoid. You can't necessarily put less detail into the legs. Maybe you can prioritize the sections you see more. So like the tibia section and the foot you see a lot more than maybe the femur part So you can prioritize those sections a bit more in terms of detail for the head I would mostly focus on the the top of the shell because that's the area where you see the most and As I did I didn't spend that long detailing out the eyes They didn't take me really very long to do and the underside section You only really see it if you're underneath the beetle So I wouldn't necessarily put loads and loads of detail or worry about detailing this to a really high level If you're not going to see it and this section you do see quite a lot of So separating that out into some nice panels would be nice and the same for the shell You always see the top of the shell. So it kind of makes sense to spend your time in those bigger areas So that would be the advice I'd give for this week looking forward to seeing what you come up with as part of the homework and and seeing how you push the design. And yeah, and if you're working on something that's not beetle based as well, I'm looking forward to seeing that as well. So just to briefly touch on, if you're not working on a beetle this week, my expectation would also be very similar. So last week, if you had say worked on a manta ray, you may well have done say a portion of this. You might have worked on say just the wing section. This week, the expectation would be to finish the rest of the model. So we're looking at, say, the body and the cab in this particular case. If we were going maybe more for something like the crab, if last week we had worked on the tracks in this section, then I would expect, say, the body and the gun to be finished for this week. And then if you were doing a more complex one, like the wasp, if you had last week worked on the arms, then again, it would be the head and the body potentially the wing that you would want to work on this week. So just wanted to cover that if you weren't working on the beetle.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " So I just wanted to cover a bit of a recap into the content for this week and then we're going to talk about what the homework assignment and takeaways and everything are for this week particularly. So we started this week by just recapping where we were in the series so far. We worked on how to take the head from our initial blockout into detailing up some of of the underside pieces, how to add these extra sections by taking the geometry and splitting out into different pieces and breaking it up into these different forms. And then we worked on a couple of different modeling techniques on how to actually approach some of these different results. So I showed how to use the splines to actually create specific shapes in the geometry nodes to do slightly more complicated distribution of objects and everything there. We covered as well how to then detail up the mesh further. So taking this example from the actual main body section and how to cut this into different pieces, very similar to the approaches we've already taken with the legs, but just showing that on a slightly larger piece here. And so the key with this one is to make sure that you have that initial topology looking pretty good. And once you start to cut that up into different sections, then it becomes relatively easy to break it into different pieces that you can then further detail up and add extra nice different sections to so that's kind of what where we're heading for this week and so as far as Sort of takeaways and homework is concerned the idea behind this week is trying to get into a place where we can start to see more finalized on in terms of the the asset right so in terms of the tutorials we've mostly covered the head and the legs we haven't really touched too much on the body but a lot of the techniques are very very similar across all of the different parts so for the body section the only thing I would really expect to be doing here is working on the body from the underside and maybe the shell I wouldn't go too far into what's underneath the shell for this tutorial and just try to to focus mostly on the exterior bits. And if you're tight on time because I appreciate that this is gonna take a little bit of time to get a model like this to that kind of level, I definitely would say try to focus your attention in on areas where they're actually gonna be seen. So the legs, you can always see the legs. So it's one of those things you can't really avoid. You can't necessarily put less detail into the legs. Maybe you can prioritize the sections you see more. So like the tibia section and the foot you see a lot more than maybe the femur part So you can prioritize those sections a bit more in terms of detail for the head I would mostly focus on the the top of the shell because that's the area where you see the most and As I did I didn't spend that long detailing out the eyes They didn't take me really very long to do and the underside section You only really see it if you're underneath the beetle So I wouldn't necessarily put loads and loads of detail or worry about detailing this to a really high level If you're not going to see it and this section you do see quite a lot of So separating that out into some nice panels would be nice and the same for the shell You always see the top of the shell. So it kind of makes sense to spend your time in those bigger areas So that would be the advice I'd give for this week looking forward to seeing what you come up with as part of the homework and and seeing how you push the design. And yeah, and if you're working on something that's not beetle based as well, I'm looking forward to seeing that as well. So just to briefly touch on, if you're not working on a beetle this week, my expectation would also be very similar. So last week, if you had say worked on a manta ray, you may well have done say a portion of this. You might have worked on say just the wing section. This week, the expectation would be to finish the rest of the model. So we're looking at, say, the body and the cab in this particular case. If we were going maybe more for something like the crab, if last week we had worked on the tracks in this section, then I would expect, say, the body and the gun to be finished for this week. And then if you were doing a more complex one, like the wasp, if you had last week worked on the arms, then again, it would be the head and the body potentially the wing that you would want to work on this week. So just wanted to cover that if you weren't working on the beetle."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|