Sending 300 monsters to college

Jonas Jarvers, S. Shodhan, Byron Bashforth
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Abstract

classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Monsters University started its background characters project early with the knowledge that the production would require a wide range of monsters to fill a vibrant University campus. A high amount of variation in shape, texture, shading and groom was necessary to create believable crowds. Additionally, a number of these monsters were selected and upgraded for featured roles next to main characters. In this talk we provide a production oriented account of our experience in creating 300 monsters. Figure 1: Various monster families based on different master body types c Disney / Pixar. All rights reserved. The background monsters were based on original characters from Monsters Inc. as well as new designs. A neutralized geometry was specified for each different body type while considering all shape variations. The shared topology had to be simple and cleanly aligned to guarantee extreme deformations. Through the use of a layered and reference-based rig structure, the variants were able to inherit the rigging information from their master model. This required all variants to have the same topology. To enable the variation of the different shapes, additional deformers on top of our base rigs were required. In some cases we also extended our master rig to be topology-independent to handle certain groups of characters that had extreme shape differences. Additional pipeline tools were implemented to export the shaped geometry back into the shading environment to enable shading on the actual shape of the character. This process was required during the production to update shapes without loosing existing shading work. The Art department fully specified the look for each character. The designers chose between 4 surface styles: dry, wet, soft-toy, and hairy. Only two colors were used per monster and the pattern vocabulary was large stripes and spots. To add variation, the monsters had parts like horns and spikes, and accessories like glasses, hats and backpacks. Our approach was to hit 80% of the look quickly and then iterate on the final 20% in the context of the character's importance. To that end we built a pipeline based around re-use and variation. Setting up a new monster, updating shading …
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送300个怪物去上大学
课堂使用是免费的,前提是副本不是为了商业利益而制作或分发的,并且副本在第一页上带有本通知和完整的引用。本作品的第三方组件的版权必须得到尊重。对于所有其他用途,请联系所有者/作者。《怪兽大学》很早就开始了它的背景角色项目,因为它知道制作需要各种各样的怪物来填满充满活力的大学校园。在形状、纹理、阴影和修饰上的大量变化是创造可信人群所必需的。此外,许多这些怪物被选中并升级为主角旁边的特色角色。在这次演讲中,我们将以生产为导向,讲述我们创造300个怪物的经验。图1:基于不同主人身体类型的各种怪物家族(迪士尼/皮克斯)。版权所有。背景怪物是基于《怪物公司》的原始角色以及新设计。在考虑所有形状变化的同时,为每种不同的体型指定了一个中性的几何形状。共享拓扑结构必须简单且对齐整齐,以保证极端变形。通过使用分层和基于参考的钻机结构,变体能够从其主模型中继承索具信息。这要求所有变体具有相同的拓扑结构。为了实现不同形状的变化,我们需要在基础钻机上增加额外的变形器。在某些情况下,我们还扩展了我们的主钻机,使其与拓扑无关,以处理具有极端形状差异的某些字符组。附加的管道工具被用于导出形状的几何体到阴影环境中,以在角色的实际形状上启用阴影。在生产过程中需要这个过程来更新形状而不丢失现有的阴影工作。美术部门完全指定了每个角色的外观。设计师选择了4种表面风格:干、湿、软、毛。每个怪物只使用两种颜色,图案词汇是大条纹和斑点。为了增加变化,怪物有角和尖刺等部分,还有眼镜、帽子和背包等配件。我们的方法是快速完成80%的外观,然后在角色重要性的背景下迭代最后的20%。为此,我们建立了一个基于重用和变化的管道。设置一个新的怪物,更新阴影…
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