This video introduces you to your instructors Steve Twist and Jason Busby, and talks about what the goals for this volume are.
The introduction to the talented ball project takes a look at the storyboards, and walks you through the project.
With the introduction already covered we can now start on the talented ball project, in this video we create the floor.
Now that the floor asset has been created, we move on to the creation of the stage asset.
Now that the geometry for the stage has been set in place, we can now move on to the shaders for your stage platform.
With the shaders and floor in place, we can now finish up the floor asset by adding custom parameter that will allow greater control.
The stage is now complete, so now we will move onto the Talented Ball character by creating a custom shader.
This video sets up a Squash and Stretch rig for your Talented ball character.
Now that all of the parameters and assets are complete, it’s now time to covert the character over to a digital asset.
This video begins the creation of the Pool Asset for your Talented Ball Scene.
With the pool completed, it’s time to create a custom shader for your pool by using a custom texture.
This video starts work on the ladder asset for your scene, by creating the diving board.
Now that the Diving Board is completed, it’s now time to create the ladder rung system.
With the rungs diving board in place, this final video adds a toggle that will allow you to remove the diving board and other features.
The ladder asset complete, we now move on to the creation of the Bleachers asset, this video focuses on the creation of the Stadium.
This video shows you how to add some thickness to the stadium tiers.
This video is the final stage in the stadium portion of the bleachers asset.
With the Stadium tiers complete, this video focuses on the benches portion of the bleachers asset.
Now that the benches have been copied to each tier of the stadium, we are now going to create a method of dynamic bench sizes.
This video shows you a separate approach in creating dynamic benches that automatically adjust to the size to the stadium.
This video takes the completed benches and copies them to the stadium section and adds a basic shader.
This final bleachers video adds support beams to the stadium.
With the bleacher asset completed, we’re now going to focus on the crowd.
This video focuses on the point parameter so that you may randomize the number of points on each line for the crowd.
With the ability to add a randomization to each bench, we are now going to add the ability to have empty seats on the benches.
Now that we’ve given the artist control over the amount of characters on each bench, we now focus on the bunching issue.
The distribution network is almost complete, we just have to add the ability to offset the points to avoid a uniform character placement.
This video focuses on the crowd, by creating the sphere geometry, parameters, minimum and maximum radius, and more.
With the spheres copied to the points, we now focus on the animation part of the simulation.
This video sets up a system for the audience to focus on an object.
This video discusses how to create a shader randomization for the crowd.
This video takes the first steps to create a randomization color VOP asset for your crowd.
Now that the random color asset is completed, we’re now going to focus on creating the random texture VOP asset.
With the two custom VOP assets complete, we’re now going to create the final shader that will make use of the two previous asset.
The Bleachers are now complete, But we’re going to go back and tweak some of the assets to get better results giving the artists more control.
Now that we know the changes we need to make for our artists, we’re going to add those options into our assets.
This video gives you a quick recap over what has been covered within Vol 1.