MODELLING PROCESS

 

UPDATES

Overview for modeling and skeleton setup

Our goal in making the digital replicas was to keep the puppets as close to the originals as possible. The Viirpet Theatre operates in a real-time interactive system. The content for the Virpet Theater should be kept in “low polygon counts” and “low texture memory” to allowthe engine to run smoothly. For the quality of art content, it is mainly constrained by the Lithtech engine's performance.

The standard status of virtual puppets models
1. Most of the models have less than 2500 polycounts.
2. Texture map size is about 1024x1024 pixels for one character
3. Forward kinematics skeleton system.


PROCESS

Art Work flow

Modeling Characters in Maya -----> export to 3dsmax for painting and rigging----> Lithtech

We use both Maya and Max, but the pipeline can be moved to Maya only. To keep them in standard scale, we still use 3dsmax for painting and rigging.

 

COMPARISON OF MODELLING METHODS

3D Scanner

Advantage

1. Exactly the same shape. As a result, it can possess a very high level of detail.
2. Effective learning tool for 3d geometry

Disadvantage

1. The 3dscanner in Art Institute Pittsburgh is too small for our puppets.
2. Hard to get a good geometry structure for animation.
3. Limited access: not enough time to learn the process.

Using pictures as references

Advantage

1. Full control of the geometry.
2. Easy to get photos.

Disadvantage

1. Hard to get a really good shape. It depends on modeler or painter’s
ability.

SKELETON SETUP

We use 3dsmax for skeleton set up.

1. In setting up the skeleton, it is assumed that the puppet will be controlled by two joysticks. One joystick controls the upper body, and the other controls position and arm movements.

2. All the puppets have the same skeleton structures.


HANDOFF TO FUTURE DEVELOPERS


1. Upgrade the engine for better performance and better skeleton setup.
2. Try high polygon count model and bigger texture map.
3. More detailed movement and idle animations.