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Koncipiranje in vizualizacija lika bojevnika
ID Kurent, Klemen (Author), ID Gabrijelčič Tomc, Helena (Mentor) More about this mentor... This link opens in a new window

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Abstract
Namen diplomske naloge je opis postopka dela izdelave tridimenzionalnega (krajše 3D) robotskega lika, oblikovanega s pomočjo računalniške grafike. Cilj diplomske naloge je prikazati celoten delokrog izdelovanja 3D lika za nadaljnjo uporabo v produkciji ali samostojni objavi. Uporabljen je bil sodoben delokrog z vključenimi orodji in tehnikami v 3D računalniški tehnologiji, in sicer v programu Blender. Sprva je v diplomskem delu opisan teoretičen del uporabljenih tehnologij. Teorija zajema opis programskih paketov, ki so bili potrebni za samo vizualizacijo končnih izdelkov. V eksperimentalnem delu je natančno naveden celoten postopek izdelave ter praktična izvedba do končnih rezultatov. Tu so predstavljene vse stopnje dela in vključeni procesi, ki so se nanašali specifično na koncipiranje bojevnika, uporabljene tehnike dela, vse od njegove zasnove do končne upodobitve. Koraki so zajemali digitalno kiparjenje, 3D modeliranje, CAD modeliranje, retopologijo, ustvarjanje materialov, postavitev scene in luči ter upodabljanje. V procesu snovanja lika za delokrog v filmih, serijah ali igrah se velikokrat srečamo s tako imenovano konceptualno izdelavo lika, ki smo se je poslužili tudi pri našem delu. Ta način temelji na izdelavi prototipa, ki se nato v procesu še dodatno razvija in spreminja. Izdelava 3D lika je potekala z uporabo CAD podatkov, ki zahtevajo drugačen delokrog v primerjavi s konvencionalnimi 3D programi. CAD programi temeljijo na delokrogu s krivuljami, medtem ko ostali 3D programi uporabljajo poligone. Uporabljen je bil program Moi3d za kompleksne elemente lika, ki jih lažje vizualiziramo po oblikovanju s pomočjo računalniško mašinskih operacij. Cilj dela je bil tudi razširiti znanje na področju CAD in CNC procesov, prav tako pa tudi njuna skupna implementacija v sam 3D svet. V rezultatih so predstavljene vizualizacije robotskega bojevnika, ki je nastal s kombinacijo uporabe več različnih tehnik. Vsaka vizualizacija je razložena glede načina zajema in vsebine, ki je predstavljena, poleg tega je ocenjen tudi nivo vizualizacije glede sporočilnosti. Pojasnjeni so izzivi pri procesu dela, uporaba orodij, tehnik ter izzivi vizualiziranja končnega izdelka. Zaključek vključuje sklepne misli, opis dela ter navedbo motivacij za nadaljnje delo.

Language:Slovenian
Keywords:Blender, Moi3d, delokrog, kocipiranje, Cycles
Work type:Bachelor thesis/paper
Organization:NTF - Faculty of Natural Sciences and Engineering
Year:2021
PID:20.500.12556/RUL-129707 This link opens in a new window
Publication date in RUL:07.09.2021
Views:426
Downloads:85
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Secondary language

Language:English
Title:Conception and visualization of a warrior character
Abstract:
The purpose of the diploma thesis is to describe the process of making a three-dimensional (shorter 3D) robotic character, designed with the help of computer graphics. The aim of the diploma thesis was to show the entire production pipeline of a 3D character for further use in production or independent publication. A modern workflow was used with included tools and techniques in 3D computer technology, available in the program Blender. In the beginning, the diploma thesis describes the theoretical part of the applied technologies. The theory includes a description of the software packages that were needed to visualize the final products themselves. The experimental part specifies the entire manufacturing process and its execution up to the final results. All of the stages of work and the included processes that referred specifically to the conception of the warrior, the techniques used in the work from its design to the final depiction are presented here. The steps include digital sculpting, 3D modeling, CAD modeling, retopology, material creation, scene and light layout, and rendering. During the process of designing a character for the production pipeline in movies, series or games, we often encounter the so-called conceptual making of a character, applied also to our workflow. This method is based on the production of a prototype, which is then further developed in the process and continues to change. The creation was carried out using CAD data, which requires a different workflow compared to conventional 3D programs. CAD programs are based on production with curves, while other 3D programs use polygons. The program Moi3d was used for complex character elements that are easier to visualize after they have been designed with computer-machine operations. In addition, the aim of the thesis was to expand the knowledge in the field of CAD and CNC processes, as well as their joint implementation in the 3D world. The visualizations of a robotic warrior created by combining the use of several different techniques are presented in the results. Each visualization is explained in terms of the method of capture and the content presented. The level of visualization in terms of message is assessed as well. The challenges in the work process, the use of tools, techniques, and the challenges of visualizing the final product are explained. The conclusion includes the final thoughts, the description of the process and the indication of motivation for further work.

Keywords:Blender, Moi3d, workflow, conception, Cycles

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