Category: Uncategorized Page 13 of 23
Mistake #1
Too Many Subdivisions, Too Early
Solution:
While the industry standard for model resolutions has gotten higher throughout the years, it’s important to remember to start low. Often times you can make the same shapes with less polygons. But at the same time, don’t let this scare you into not adding more topology as you progress. When you need more edge loops, you need more edge loops. The key is just to start low and slowly add more as needed.
Mistake #2
Messy Topology and Bumpy Surfaces
It’s easy to get caught up in the forms and ignore the topology. Just remember that every once in awhile it’s important to clean things up.
Solution:
- Make sure there aren’t any stray vertices that are breaking the flow of the edge loops.
- Try to keep edge loops evenly spaced and quads as square as possible.
- Look at your model from all angles to find little bumps in the surface that need smoothed out.
Mistake #3
Triangles and Ngons
One of the first things you learn in the character program at AnimSchool is: quads good, triangles and ngons bad.
But what are triangles and ngons?
An ngon is a face or polygon that is made up of five or more edges connected by five or more vertices. Anything over a quad (4 sides) is considered an ngon. And of course, a triangle is a polygon with 3 sides.
Why are these so bad you ask?
There are several issues that they can cause but the biggest is that they can create odd and unwanted deformations when rigged to be animated. If a rigger finds tris or ngons in your model, it will immediately be sent back to you to fix them. They can also cause issues further down the pipeline when smoothing and rendering.
Solution:
Quads, however, are universal and generally play nicely with all aspects of the animation pipeline.
Mistake #4
Incorrect Proportions
Proportions are one of the most crucial things to get right in 3D modeling. Get them wrong, and it will throw off your entire model. You have to train your eyes to make comparisons and estimate depth. Of course, allowances can be made for style, and in the end, if you are working off of concept art, certain exaggerations would have to be allowed.
Solution:
- Break the model down to the most basic shapes, that way you can easily adjust them according to the concept art.
- If you have multiple views of your object, then the use of image planes in orthographic views become very useful in judging proportion. However, try not to spend too much time in the orthographic views because it’s more important that it looks right with perspective.
- Another trick is to open the concept art in an image viewer program (outside of Maya), line up the concept and model so that they are directly on top of each other (same size and angle), and then quickly flash back and forth between them. This can help you notice more differences in your model to more closely match the concept art.
Mistake #5
Worrying Too Much, or Too Little About Topology
Modeling (like most things in the animation industry) is a balancing act between the technical and creative aspects. They are equally important for both appeal as well as functionality. It’s easy to get hung up on one or the other for too long.
Solution:
One of the best ways to approach it is to think artistically and focus on the forms for awhile, then give yourself a break by just going through and doing a little clean up. In the end, what really matters is how closely the 3D model looks to the original concept art. Just remember to always keep the topology in mind while you are interpreting the art.
For more animation training at one of the top online animation schools, please join us at www.animschool.com
An animator always craves to make an animation shot that makes people go, “wow!” (with or without stepping back with surprised face but preferably with). One of the best moments of an animator’s life comes when people feel the emotions of the character(s) and forget that the shot is an animated shot. That feeling that you are making someone laugh, cry, happy or sad just by animating is an amazing feeling and is the basic drive behind the animators’ struggle to become better at their job.
What is really really cool about this site is that more or less all gifs have a beautiful pattern to them. You might have watched the movie, the gif was from but missed that particular beat or small movement that made that animation so interesting. It has examples from all types of animations and once you get to know this site, it is hard to get out of it.
Living Lines Library
This library is one of the most beautiful websites, dedicated to animation industry. It features pencil tests, model sheets, production art, documentaries and artists from almost all animated movies.
Where else will you find beautiful pencil tests like this one:
It’s a crazy website. What it does is that it takes a movie and then puts all the frames of it on its website. It is also a pretty fast way for an animator to check a scene and analyze it because all the frames are there already. It also gives you an option to download images of a particular gallery in a .zip file. Pretty cool, eh!
‘Loop’ by Michal Socha
“Animators can only draw from their own experiences of pain and shock and emotions.”
-Hayao Miyazaki
“The secret source to animation is truth.”
– Pete Docter
“The strength of animation is in its simplicity and caricature, and in reduction.”
– Pete Docter
“Animation is about creating the illusion of life. And you can’t create it if you don’t have one.”
-Brad Bird
“All the technical considerations are unimportant when confronted with the question of ‘Does it look right?’”
-Ron Brinkmann
“Animation is not so much about moving stuff as it is about moving the audience.”
-Glen Keane
“Believe in your character.”
-Glen Keane
“The better we [animators] do our jobs, the more invisible we become. The characters become the real ones.” -Glen Keane
“If the character emotes authentically, it has a power to connect with the audience.” -Rob Minkoff
“Animation means to invoke life, not to imitate it.”
-Chuck Jones
Brien Hindman is an environmental modeling supervisor at Disney Animation and an Instructor at one of the best 3D animation schools– AnimSchool. Previously, he was a senior modeler at Blue Sky Studios as well as the environmental modeling lead for Ice Age 3. Films he has worked on include: Moana, Big Hero 6, Frozen, Wreck It Ralph, Epic, Ice Age: Continental Drift, Rio, Ice Age: Dawn of the Dinosaurs, Horton Hears a Who!, Ice Age: The Meltdown, and Robots.
As he himself is one of the many modelers at Disney who watches incoming demo reels on a regular basis, he gives his students lots of advice about the best, most effective ways to create their demo reels. Despite being a very busy guy, Brien agreed to share his insight with all of our readers.
What are the guidelines you tell your students when making a turntable?
In general, what should a good modeling demo reel look like in terms of length, variety, and number of models?
What makes the best arrangement of models, for example should the best ones be at the beginning, the end, or a little of both?
Should our modeling reels differ depending on the studio we are applying for? If yes, how so?
You guys look through hundreds of demo reels all the time and I’m sure they all start to look the same. How can we make ours stand out from the rest and be remembered?
What are some common mistakes that you often see people make in their modeling demo reels?
They add music. They don’t show wireframes. They add models that they shouldn’t have added that aren’t nearly as good. It shows a lack of judgement in that case. Remember you are saying you think these models are the very best you can do. If you don’t think it’s the very best, then don’t include it.
Any final words of wisdom?
Thanks Brien!
In this clip from a class lecture of “Introduction to Maya,” AnimSchool instructor Justin Barrett talks about rotation tool and how to effectively use its gimbal mode.
For more helpful tips, come and join us at www.animschool.com
How did it feel the moment you got your first internship at Walt Disney Animation Studios?
Dylan with the other 9 Disney Interns at Disneyland |
What was a typical day like for a Disney Intern?
Was that very different from a typical day as an intern at Lucasfilm?
How do you think you have grown from your experiences at two of the biggest animation/vfx studios of all time?
Clearly you are a pro at getting huge internships by now, so do you have any tips or words of wisdom for the rest of us who want to apply?
Thank you so much for chatting with us Dylan and best of luck in the future!
Come learn with us at animschool.com
In this clip from Advanced game animation term, JP Rhinemiller critiques a student’s shot and highlights the importance of adding interesting transitions in game animation.
For more helpful tips, come and join us at www.animschool.com
During most terms, AnimSchool offers a free art class open to all of the students. In this term’s Character Design class, Art Director and Visual Development artist Matthew Boismier explains the importance of making characters relatable.
To learn more about character design, join us at animschool.com
In this clip from a class lecture, AnimSchool instructor Kent Alfred talks about basic jumping and spine reversal and the how the latter helps to sell force in the jump.
For more helpful tips, come and join us at www.animschool.com