Week Two Research and Development

After the pre-production and modelling phases of the pipeline, UV mapping is necessary to allow an object to have a correctly positioned or mapped texture. As I understand it, UV mapping is the process of applying a chosen texture to a 3D object.



This requires flattening an object into 2D to accurately apply the texture to each face which makes up the 3D object. Texturing comes into play just after the UV mapping stage and is the time in which the rough textures that have been placed in their positions on a model can be refined until the desired effect is achieved.This involves starting with an approximate of what is wanted and then changing the texture, for example painting over in Photoshop.

The shader works as instructor to the software, telling it how to process colour and effects onto the object. It will also instruct how to deal with the surface features; for example the objects interactions with light as well as texture mapping. Overall the shader is needed to create how the object will appear in its final form.



Rigging and animation are the focus after the model has the appearance and aesthetics that is needed. Rigging can be thought of as the skeleton of a model, it allows the model to have “joints “that help define the movement of the parts of the model, the same way a leg has bones with joints that define how the leg moves and swings.

The next step, the animation stage is when the models are brought to life. Software is utilised to  automate a lot of the work that would traditionally be drawn by hand in 2D animation. The model is essentially articulated and manipulated with the rigging which has been made.



Requests, M. P. H. Rigging (new). Retrieved March 14, 2016, from https://www.khanacademy.org/partner-content/pixar/pixar-rigging

Amidi, & Articles, M. (2014, April 3). Watch A rare demo of Pixar’s animation system presto. Retrieved March 14, 2016, from Pixar, http://www.cartoonbrew.com/tech/watch-a-rare-demo-of-pixars-animation-system-presto-98099.html

Masters, M. (2014, January 16). 3D Texturing terminology | learning to 3D texture. Retrieved March 14, 2016, from Uncategorized, http://blog.digitaltutors.com/cover-bases-common-3d-texturing-terminology/


Crash, C. (2016). Shiko V1.0 free rig for 3dsMax – free character rigs Downloads for 3dsmax. Retrieved 14 March 2016, from http://www.creativecrash.com/3dsmax/downloads/character-rigs/c/shiko-v1-0-free-rig-for-3dsmax
(n.d.). Retrieved 14 March 2016, from http://static-dc.autodesk.net/content/dam/autodesk/www/products/autodesk-3dsmax/responsive-center/images/featureimages/xref-renovations-large-1152×630.jpg
Retrieved March 14, 2016, from http://static-dc.autodesk.net/content/dam/autodesk/www/products/autodesk-3dsmax/responsive-center/images/featureimages/xref-renovations-large-1152×630.jpg



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