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Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 3 - 6 Recap&Homework_frames.zip

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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 3 - 6 Recap&Homework_frames_transcription.json ADDED
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+ "text": " Alright, so you made it to the end of the second series here. We've been focusing on high poly modeling or modeling out our high detailed mesh for the robot. So in the sessions we went over a recap of where we are up to so far, focusing on moving on from the blockout into actually detailing up our meshes. We covered some of the adjustments that we actually made to the meshes including scaling up the asset and applying materials and tweaking the overall silhouettes using lattices. Then we covered the techniques that I would approach when I'm actually modeling something like this. What modeling techniques I'd use and also what techniques I could use to design shapes I was unsure about. So we covered things like booleans and remeshing and sub-div workflows and all those kind of approaches. And then we also covered of Metables and Sculpting when it comes to actually designing shapes in 3D as well. And then finally to finish off, we showed the workflow. In practice, we went through how to actually model the foot section and how we start cutting in different shapes and designing different areas, making sure things feel functional before then starting to detail past everything as well. So that's the process that we follow. And then that process can be applied directly to the other portions of the feet as well or the other portions of the leg I should say. As far as homework is concerned for this week, the expectation is just a finished model for the leg portion. You can make adjustments to your main actual design as well as if I jump back over into our file here. You can make the lattice adjustments and things into the main beetle blockout. And it would be great as well if you can see the leg design implemented into the actual part of the mech as well. That's definitely very helpful to see. And if you want to see all the pieces, you can just basically add collection instances and just offset them. So if you wanted to preview that, we can see we have our different pieces. So essentially you would just come into collection instances and add the femur in and then you can duplicate this out and then swap this out for the next piece. So we'll go for the tibia next and then do the foot after that. So that's just a really quick way to so you can actually see how the leg is all coming together. Just place that maybe in another collection and you can then just sort of see all the pieces being placed like this. So when you're working, you can get the update of the leg. And also you'll see it on the robot as well. So yeah, that's the idea behind this week. I hope that makes sense. If you have any questions, just let us know, but that would be the approach. So I'm looking for a final leg design for this week as part of the homework. So if you picked a different animal to create your robot this week, I just wanted to cover my expectation for the homework. So choosing some of the examples I provided from the first series here. If we were picking something like a manta ray, I would just focus on limbs. So potentially look at something like doing the wing portion of one of these designs. That's probably gonna be enough to kind of keep you going for the second series here. If you were focusing maybe more on something like a crab, again, if you've got, say, tracks or guns or something like that in your design, just pick a portion of it. So maybe in this case, we could just pick the track section and then we would keep the body and the gun more as a block out and do those in the upcoming week. So yeah, that would be what I would say here. And then if we've gone for something more complex like the Wasp or Bee design, again, I think you can pick a limb. So here we have the body and the back section as well. You could pick, say, these limbs or whatever, this particular portion of detailing those up to creating the high poly. So I think it's transferable for this week.",
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+ "text": " Alright, so you made it to the end of the second series here. We've been focusing on high poly modeling or modeling out our high detailed mesh for the robot. So in the sessions we went over a recap of where we are up to so far, focusing on moving on from the blockout into actually detailing up our meshes. We covered some of the adjustments that we actually made to the meshes including scaling up the asset and applying materials and tweaking the overall silhouettes using lattices. Then we covered the techniques that I would approach when I'm actually modeling something like this. What modeling techniques I'd use and also what techniques I could use to design shapes I was unsure about. So we covered things like booleans and remeshing and sub-div workflows and all those kind of approaches. And then we also covered of Metables and Sculpting when it comes to actually designing shapes in 3D as well. And then finally to finish off, we showed the workflow. In practice, we went through how to actually model the foot section and how we start cutting in different shapes and designing different areas, making sure things feel functional before then starting to detail past everything as well. So that's the process that we follow. And then that process can be applied directly to the other portions of the feet as well or the other portions of the leg I should say. As far as homework is concerned for this week, the expectation is just a finished model for the leg portion. You can make adjustments to your main actual design as well as if I jump back over into our file here. You can make the lattice adjustments and things into the main beetle blockout. And it would be great as well if you can see the leg design implemented into the actual part of the mech as well. That's definitely very helpful to see. And if you want to see all the pieces, you can just basically add collection instances and just offset them. So if you wanted to preview that, we can see we have our different pieces. So essentially you would just come into collection instances and add the femur in and then you can duplicate this out and then swap this out for the next piece. So we'll go for the tibia next and then do the foot after that. So that's just a really quick way to so you can actually see how the leg is all coming together. Just place that maybe in another collection and you can then just sort of see all the pieces being placed like this. So when you're working, you can get the update of the leg. And also you'll see it on the robot as well. So yeah, that's the idea behind this week. I hope that makes sense. If you have any questions, just let us know, but that would be the approach. So I'm looking for a final leg design for this week as part of the homework. So if you picked a different animal to create your robot this week, I just wanted to cover my expectation for the homework. So choosing some of the examples I provided from the first series here. If we were picking something like a manta ray, I would just focus on limbs. So potentially look at something like doing the wing portion of one of these designs. That's probably gonna be enough to kind of keep you going for the second series here. If you were focusing maybe more on something like a crab, again, if you've got, say, tracks or guns or something like that in your design, just pick a portion of it. So maybe in this case, we could just pick the track section and then we would keep the body and the gun more as a block out and do those in the upcoming week. So yeah, that would be what I would say here. And then if we've gone for something more complex like the Wasp or Bee design, again, I think you can pick a limb. So here we have the body and the back section as well. You could pick, say, these limbs or whatever, this particular portion of detailing those up to creating the high poly. So I think it's transferable for this week."
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+ ]
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+ }