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Postopek izdelave 3D-lika za računalniške igre
ID Klobučar, Špela (Author), ID Boh Podgornik, Bojana (Mentor) More about this mentor... This link opens in a new window

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Abstract
Cilj diplomskega dela je bil izdelati 3D-ženski lik, primeren za uporabo v računalniški igri, z uporabo sodobne specializirane programske opreme. V teoretičnem delu smo razložili pojem 3D-modeliranje in opisali programsko opremo za oblikovanje 3D-likov. V eksperimentalnem delu smo podrobno predstavili potek dela v programih Autodesk Maya, Zbrush in Substance Painter. Vsak program smo specializirano uporabili za določena področja 3D-oblikovanja. Izdelave grobe oblike z nizkim številom poligonov smo se lotili v programu Autodesk Maya, nato smo model digitalno kiparili v programu Zbrush in dobili model z visokim številom poligonov. Kiparjen model smo v programu Autodesk Maya retopologirali in dobili model z nizkim številom poligonov z urejeno topologijo. V istem programu smo izdelali tudi UV-mapo in model pripravili za barvanje teksture, ki smo jo izvedli v programu Substance Painter. Model smo končno še animirali v programu Autodesk Maya, za kar smo mu najprej izdelali okostje, pobarvali vpliv okostja na telo in nato naredili animacije. Po enakem postopku smo izdelali tudi dodatno opremo lika. Končni lik z animacijami smo testirali v igralnem okolju Unreal Engine 4 tako, da smo vse datoteke uvozili v program, implementirali logiko premikanja in se z računalniškim likom premikali po igralnem okolju. Končni izdelek diplomskega dela je teksturiran in animiran 3D-ženski računalniški lik z dodatno opremo, ki obsega lase, obleko, rokavice, čevlje in lok. Izdelali smo animacije za tek, napad, skok in animacijo nedejavnega stanja z minimalnim premikanjem na mestu.

Language:Slovenian
Keywords:3D-modeliranje, digitalno kiparjenje, računalniške igre, računalniški lik
Work type:Bachelor thesis/paper
Organization:NTF - Faculty of Natural Sciences and Engineering
Year:2021
PID:20.500.12556/RUL-127129 This link opens in a new window
Publication date in RUL:19.05.2021
Views:788
Downloads:128
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Secondary language

Language:English
Title:The process of creating a 3D character for computer games
Abstract:
The goal of the diploma thesis was to create a 3D female character suitable for use in a computer game, using modern specialized software. In the theoretical part, we explained the concept of 3D modeling and described the software used to create a 3D character. In the experimental part, we described in the workflow, applying the programs Autodesk Maya, Zbrush and Substance Painter. Each program is specialized for and used in specific areas of 3D design. A rough shape with a low number of polygons was produced in the Autodesk Maya program, then we digitally sculpted the model in the Zbrush program and got a model with a high number of polygons. In the next step, we retopologized the model in Autodesk Maya to obtain a model with a low number of polygons with an ordered topology. In the same program, we also made a UV map and prepared the model for texture painting, which we performed in the Substance Painter program. Finally we animated the model in Autodesk Maya, for which we first made a skeleton, painted the skin weights of the skeleton, and then created the animations. We made additional equipment for the character by using the same process. The final character with animations was tested in the Unreal Engine 4 game environment by importing all files into the engine, implementing the movement logic, and moving the character in the game environment. The final product of the diploma thesis is a textured and animated 3D female computer character with equipment, consisting of hair, clothes, gloves, shoes, and a bow. We created animations for running, attacking, jumping, and an idle animation with minimal movements.

Keywords:3D modeling, sculpting, computer games, computer character

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