The document discusses the process of 3D character animation. It covers the basics of character design including designing proportions, using references, and refining designs. It also discusses modeling characters using techniques like polygon modeling and segmenting characters into parts. The document provides exercises for readers to design their own character and start modeling it using boxes and extruding body parts in 3ds Max software. Rigging and animating characters are also briefly mentioned as later steps in the 3D character animation process.
Reinvent The Wheel: Sketching Your Own Design ProcessChristopher Fahey
It's the start of a new project. You've got requirements, guidelines, data, research. Now what? Like an artist staring at a blank canvas, information architects often don't know where to begin. Instead of following a rigid methodology or waiting for the perfect idea to appear out of the blue, learn to continually invent new tools and techniques to foster real user experience innovation.
Character design is central to the animation process. Here are few of the steps that you and they can take together to make sure that your characters become everything you need them to be.
Sketching matters. Paul Goode and Mark Kraemer discuss ways to get faster and more accurate by incorporating a "sketch" attitude into problem solving. Drop the document debt and build a picture.
Reinvent The Wheel: Sketching Your Own Design ProcessChristopher Fahey
It's the start of a new project. You've got requirements, guidelines, data, research. Now what? Like an artist staring at a blank canvas, information architects often don't know where to begin. Instead of following a rigid methodology or waiting for the perfect idea to appear out of the blue, learn to continually invent new tools and techniques to foster real user experience innovation.
Character design is central to the animation process. Here are few of the steps that you and they can take together to make sure that your characters become everything you need them to be.
Sketching matters. Paul Goode and Mark Kraemer discuss ways to get faster and more accurate by incorporating a "sketch" attitude into problem solving. Drop the document debt and build a picture.
What is character design and role of a character designerDivyaParashar8
Character design is once temperament, designer draws a human-like character from scratch following the written description to play a job in animation.
In character art a personality creator creates the complete style following the imagination of the author, author imagines the character and writes precis of character, with some specific anatomical structure, personality, vogue and options.
This workshop presents an accessible framework for understanding sketching to help communication, understanding, and problem solving -- particularly during a design process that includes multiple roles (that don't always speak the same language).
I propose, not only that sketching helps bridge gaps in communication and get to a deeper level of understanding, but also that every kind of sketching activity falls into one of three categories; thinking, talking, and showing.
In this workshop, for each type of sketching we cover:
- Who it helps
- What it is
- When it can help
- Why you don't need to "know how to draw" to use it
- How to be prepared to use it
You don’t even need to know how to “draw” to learn and apply the methods covered here. After attending this session you will be more comfortable with and better prepared to recognize opportunities where sketching can be used to increase communication and understanding with clients, stakeholders, coworkers, as well as all by yourself, as you work through problems and come up with solutions.
What is character design and role of a character designerDivyaParashar8
Character design is once temperament, designer draws a human-like character from scratch following the written description to play a job in animation.
In character art a personality creator creates the complete style following the imagination of the author, author imagines the character and writes precis of character, with some specific anatomical structure, personality, vogue and options.
This workshop presents an accessible framework for understanding sketching to help communication, understanding, and problem solving -- particularly during a design process that includes multiple roles (that don't always speak the same language).
I propose, not only that sketching helps bridge gaps in communication and get to a deeper level of understanding, but also that every kind of sketching activity falls into one of three categories; thinking, talking, and showing.
In this workshop, for each type of sketching we cover:
- Who it helps
- What it is
- When it can help
- Why you don't need to "know how to draw" to use it
- How to be prepared to use it
You don’t even need to know how to “draw” to learn and apply the methods covered here. After attending this session you will be more comfortable with and better prepared to recognize opportunities where sketching can be used to increase communication and understanding with clients, stakeholders, coworkers, as well as all by yourself, as you work through problems and come up with solutions.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
In this technical presentation Johan Andersson shows how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the work of bringing over an advanced existing engine to an entirely new graphics API, the benefits and concrete details of doing low-level rendering on PC and how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, multi-GPU rendering, async compute & async DMA will be covered as well as sharing experiences of working with Mantle in general.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
Drawing For Beginners, Learn To Draw Faces, Pencil Drawings For Beginners, Ho...Pauline Howard
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Drawing For Beginners, Learn To Draw Faces, Pencil Drawings For Beginners, How To Draw Necks
Learn to Draw like a Master Artist
with over 32 hours of easy to follow training videos
This step by step instruction will have you drawing better than you ever imagined possible.
I just found an awesome online pencil drawing course which I know you are going to love.
The course teaches you how to draw ANYTHING realistically – from onions to hands to hyper realistic portraits.
The course is brand new, so is currently available at less than half price as a launch special.
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Click The Link Below To Check It Out
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Subscribe To Our Channel
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Drawing For Beginners, Learn To Draw Faces, Pencil Drawings For Beginners, How To Draw Necks
how to draw a dinosaur,
drawing with pencil techniques,
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learn to draw book,
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Slides talk about importance & guidelines of sketching and story boarding. It discusses two approaches about "getting the design right" or getting the right design". Steps and Do's/Dont's of storyboarding
Discover the world of game art at MAGES Institute. Explore our cutting-edge Game Art Courses and embark on a creative journey in the gaming industry. Unlock your potential today!
Presentation on Poster Design, January 2014, MITDUSP
January 15, 2014
duspviz@mit.edu
Presenter: Michael Foster (@mjfoster83)
Contributors to this presentation and content include Michael Foster (@mjfoster83), Chris Rhie (@chris_rhie), and Annemarie Gray (@annemariegray).
Know what are the important points that make a graphic design effective.
KADIWA
Buwanang Pulong
INC
Iglesia Ni Cristo
Graphic Design Seminar
Graphic Design Workshop
Fundamentals of Graphic Design
Layout
Poster Layouts
Layout and Design
Basics of Graphic Design
What is Graphic Design
Graphic design courses
How to be a graphic designer
Graphic Design Principles
Seven Habits of Highly Effective Designers - IAP 2014DUSPviz
Presentation and workshop on Design Fundamentals and Poster Creation, January 2014, MIT DUSP - special focus on event poster creation.
January 15, 2014
duspviz@mit.edu
Presenter: Michael Foster (@mjfoster83)
Presentation is licensed under a CC-BY-SA 3.0 license: http://creativecommons.org/licenses/by-sa/3.0/. Significant contributors to this work include Michael Foster (@mjfoster83), Chris Rhie (@chris_rhie), and Annemarie Gray (@annemariegray).
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
"Impact of front-end architecture on development cost", Viktor TurskyiFwdays
I have heard many times that architecture is not important for the front-end. Also, many times I have seen how developers implement features on the front-end just following the standard rules for a framework and think that this is enough to successfully launch the project, and then the project fails. How to prevent this and what approach to choose? I have launched dozens of complex projects and during the talk we will analyze which approaches have worked for me and which have not.
2. Character Animation ProcessCharacter Animation Process
1. Basics of Character Design
2. Modeling Characters
3. Texturing Characters
4. Rigging Characters
5. Animating
3. Character Animation ProcessCharacter Animation Process
1. Basics of Character Design
Making choices;
a. Both artistic and technical.
b. To know your character’s personality.
c. Communicate this personality visually.
When designing (artistic aspect);
Size, shape, color, texture, clothing and other
att.
Well-designed character (technical aspect); easy to
animate, making the animator’s job easier and
more creative.
“When you pair a great design with a great
personality, the results can be wonderful.”
4. Basics of Character DesignBasics of Character Design
1. Approaching Design as an Artist
2. Design Styles
3. Designing a Character
4. Finalizing Your Design
5. Basics of Character DesignBasics of Character Design
1. Approaching Design as an Artist
• The Creative Process
• Technical Considerations
• Using Reference
• Refining Your Design
6. Basics of Character DesignBasics of Character Design
The Creative Process
• Always starts with creative inspiration,
then refined and developed into a full
character design.
• … a drawing or sculpture that describes
the character in detail so it can be
modeled digitally in 3D.
• Avoid criticizing your work during the
creative process. Critique is important,
but should happen during revision, not
creation.
8. Basics of Character DesignBasics of Character Design
The Creative Process
Rough Sketch and Quick DrawRough Sketch and Quick Draw
9. Basics of Character DesignBasics of Character Design
The Creative Process
Action PosesAction Poses
10. Basics of Character DesignBasics of Character Design
Technical Considerations
• As you design, keep technical considerations in mind.
Such;
- specific number of poly
- adding details for realistic look will create additional
work, increasing production budget and extending
schedule.
• A solid understanding of the technical issues involved
in 3D animation is gained through experience.
• Ask a lot of questions of more experienced animators.
• For your own initial projects, it’s best to keep your
designs simple so you don’t get bogged down in
technical problems.
• Example: Simple hair took a few minutes to render.
Clothing can be another big technical challenge.
11. Basics of Character DesignBasics of Character Design
Using Reference
• Nature or look at other design, art and
film for inspiration.
• If you’re designing a creature, you may
want to take a trip to the zoo to find
animals to use as reference.
15. Basics of Character DesignBasics of Character Design
Once you hit upon a good idea, refine it into conceptual art,
which then needs to be refined further into a final
character design.
Redraw the character
many times before it
works for the production.
This is also the point
where you need to ask
Whether the design is
feasible in terms of budget and
Technical requirements.
Refining Your Design
18. Basics of Character DesignBasics of Character Design
2. Design Styles
• Realistic Characters
- … more difficult it will be to animate.
- Audience will pick up on anything even
slightly “off” about a realistic human character.
- Don’t bite off more than you can chew.
• Stylized Characters
- Designs caricature reality
- Avoids some of the problems involved with
realism. If a character doesn’t look completely
photorealistic, the audience will be more
willing to accept unrealistic movement and expression.
(Example: Anime and Local Style)
19. Basics of Character DesignBasics of Character Design
2. Design Styles
- A lot of anime/manga has a standardized style of drawing
based around simple lines with very little detail. If you
pursue
this type of illustration you should practise conveying ideas
with minimum of pencil work, restricted to clear outlines.
Even the shading, added at the colour stage, should be
simple.
20. Basics of Character DesignBasics of Character Design
3. Designing a Character
• Head and Body Proportions
• Faces
• Hands
• Segmenting Characters
- Mesh deformation is always a little
problematic and can be resource-
intensive, so sometimes breaking your
character into manageable parts can
simplify the rigging and animation
process.
21. Basics of Character DesignBasics of Character Design
3. Designing a Character
- When creating alien creatures it is important to
establish a sense of scale. The most effective
method is to place them next to one of the principal
characters. Simple sketches will be sufficient to act
as a reminder.
- Once the ideas are down on paper, the details have
to be worked on. Drawings should be made from as
many angles as possible, with a minimum of front
and profile views.
- Draw lots of expression that are appropriate for the
character.
22. Basics of Character DesignBasics of Character Design
3. Designing a Character
2D Model Sheet
-Model sheet shows the character from different angles to show his proportion.
-Exaggeration, both under-and over-, is a standard method used by
cartoonists and animators to add personality to their creations.
-Turnaround was especially useful when the character was converted to 3D.
-Side views are important in creating a clear impression of the character’s
appearance.
BackBack FrontFront Side/ProfileSide/Profile
23. Basics of Character DesignBasics of Character Design
4. Finalizing Your Design
• When creating drawings for modeling, you need
to make sure they don’t cheat and are accurate
to 3D. If not, translating that to 3D can be
difficult.
• To model, need at least two orthographic
views: side and front, can be created using
drawings, sculptures or photographs.
• Side and front views of a character must line up
precisely once they’re scanned into the pc.
• Top and back views can also be helpful for
some characters.
24. Basics of Character DesignBasics of Character Design
4. Finalizing Your Design
LeftLeft FrontFront
LegLeg
DetailsDetails
HandHand
DetailsDetails
Pose (Turnaround)Pose (Turnaround)
25. Basics of Character DesignBasics of Character Design
Exercise 1
In this exercise, you get to design a simple character.
Take a pencil and paper, and sketch out some character
designs that you might want to model. These designs
should focus on the outward appearance of the character
and its proportions, and whether the character is small,
large, skinny, fat and so on.
Once you have a number of designs, look carefully at
each character and think of how it might be constructed in
your chosen software. Since you are just getting started,
these issues may not be readily apparent. Your design may
change as you learn more about how to build characters.
Find a design that you like, and create a set of technical
drawings or photographs to get your character ready for
the modeling process.
* Sketch final design of your character in the model sheet
28. 3. Segmenting character
Many characters are built using a single
mesh. Although this is natural way to create
a character, it forces you to deform every
part of the mesh when you animate the
character.
29. 3. Segmenting character
Mesh deformation is always a little problematic
and can be resource-intensive, so sometimes
breaking your character into manageable parts
can simplify the rigging and animation process.
It’s very easy to design collars, clothing, and
other accessories to help hide seams for your
characters.
32. 3. Segmenting character
Some characters are designed from the
ground up as segmented characters. A
character such as a robot would actually be
built with body parts as individual objects and
might not even need mesh deformation at the
joints. This makes the setup and rigging of the
character very straightforward.
33. Exercise 2:
In this exercise, you can start modeling using box. Box
suggested height is 3 segments, width is 3 segments
and length is 3 segments. Convert the box into
editablePoly object. Apply modifier Symmetry to have
other half of the box is being affected when you model
the other half.
Then you can proceed by extruding hand, leg and head
using Extrude, Cut, Connect and Weld tools. As you
model the human body (by extruding, cutting,
connecting and welding), making sure all horizontal and
vertical edges are straight. Add more edgeloops around
maximum deformation area of the body or to get details
of the body parts. * For head, you can model it as a separated part then
attach it to the body or extrude from the body.
After that, you can apply modifier turbosmooth to see
the human body mesh become smooth to get the best
form of human body.
37. ReferencesReferences
Maestri, G. Digital Character Animation 3. 2006,
New Riders. Berkeley.
Patmore, C. Character Design Studio. 2005, Page
One Publishing Private Limited. Singapore.