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Deep Blue
Table of contents
Biography
Resume
Abstract
Proposal
Turnaround
• Mechanic
• Ted
Submarine
Submarine size
comparison
Mechanic
Character
• Iterations
• References
Ted
• Iterations
• References
Submarine
• Iterations
• References
Environment
• Design
• References
Production schedule
Semester breakdown
Portfolio
Biography
There is west Texas, far west Texas, and finally El Paso, the farthest west
you can get before you enter New Mexico. I lived there for 18 years
before I moved to Dallas to attend the University of Texas at Dallas to get
a degree in animation.
What started me on this path was my father who had a great interest in
classic Sci-fi and Fantasy books and movies. He passed his interest down
to me and with it my imagination only grew. I became so involved with
the stories and adventures to be had that eventually I longed to create my
own. This is what led me to try my hand at animation and modeling. I
longed for the ability to create the characters of my imagination and bring
them to life. What better way to do that than to Model a character for
animation.
Biography
After a great deal of searching I finally found a school that would allow me
to pursue my goals, the University of Texas at Dallas. I graduated UTD
with a B.A. in Art and Technology with an emphasis in Modeling. Although
I receive a good education from UTD I was unsatisfied the level of skills I
had acquired so I decided to return and get my M.F.A. from the same
school.
After a year of graduate school I also realized that UTD did not have the
resources available to let me advance my skills as a modeler further. After
immense searching I happened to go to an Academy of Art University
open house in Houston. Upon attending it I was totally blown away with
the resources and skills that the students implemented in the spring show.
Right then I decided that if I was going to get an M.F.A. that it was going
to be From AAU. A year and a half later and I am standing in front of you
presenting a Midpoint project to showcase the skills that I have acquired
in Modeling.
Resume
JoelRodney
email@gmail.com
123.456.7890
Career Objective:
I am interested in
modeling and
character design
for console game
development.
Education:
University of Texas
At Dallas
Animation and Modeling
BA in Art and
Technology
(2006 - 2011)
University of Texas
At Dallas
Animation and
Modeling MFA in Arts
and Technology
(attended 2010-2011)
Academy of Art
University
3D Modeling
MFA in Modeling
and Animation
(2011 - present)
Technical Skills:
• Maya
• Mudbox
• Zbrush
• Photoshop
• After Effects
• Nuke
Abstract
Post-apocalyptic Earth is covered in water with the surviving inhabitants
living on large floating cities. Residing on one of these cities is Bill the
Mechanic who provides repairs as well as a transportation to and from
other cities. Bill’s trusted companion and pet is Ted the Orangutan.
Smarter than your average orangutan Ted helps Bill in constructing and
maintaining equipment and parts in their mechanic bay located in an
underwater section of the city.
Proposal
For my project I am proposing to model two organic characters, a hard
surface vehicle, and an environment to be used in a console game. The
look and direction of the project is to be similar to that of “Borderlands” a
console game created by Studio Gear Box.
To summarize my project the modeled assets would consist of: The
Mechanic Bill, his pet Orangutan Ted, a submarine, and the Mechanic
bay/repair shop. The Mechanic is to be a side character to the main story
providing the role of repairman to the main character as well as providing
transportation (by submarine) for the character in-between cities.
Proposal
I will start by modeling the two organic characters in Zbrush. After re-
topologizing the characters they will be imported into Maya for finalization,
application of textures, basic rigging, and posing. I will UV unwrap the
characters using UV Layout and create the textures for the characters in
Mudbox. My hard surface vehicle is a submarine that will be modeled
exclusively in Maya. Like the two characters it will be UV unwrapped and
textures will be made in Mudbox. The environment will consist of the
Mechanics Workshop and accessories. This will include multiple
workstations, tools, a mechanical crane, and bay doors for submarine
docking/repair. This will also be UV unwrapped and textured. Lighting will
also be provided for the environment using Maya.
At the conclusion of the project I will present full turnarounds of each
character and the submarine. I will also submit a fully rendered
environment including the submarine and characters posed within.
Mechanic turnaround
Head turnaround
Ted turnaround
Submarine
Submarine size comparison
Mechanic iterations
Mechanic references
Ted iterations
Ted references
Submarine iterations
Submarine references
Environment
Finalization in progress
Environment references (1 of 2)
Environment references (2 of 2)
Production schedule
Timeline: March 2013 – May 2014
Mar Apr May Jun Jul Aug Sept Oct
1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4
Mechanic
Modeling
Ted
Modeling
Mechanic
Texturing
Ted
Texturing
Hard Surface
Modeling
H.S. Texture
Environme
nt
Nov Dec Jan Feb Mar Apr May
1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4
Environment
Modeling
Environment Texturing
Pose
Lighting and Camera
Rendering
Semester breakdown
Spring 2013 Summer 2013 Fall 2013 Spring 2014
• Hard-surface
modeling 2
• Organic
modeling 2
• Modeling
studio
• 3d texture
painting
• Directed study
• Directed study
• Photo realistic
rendering for
modelers
• Directed study
• Directed study
• Prof’l Prac for
ANM/VFX/GAM
• Directed study
• Directed study
Portfolio
Organic one
Portfolio
Organic one
Portfolio
Lighting and texturing
Portfolio
Sculpture
Portfolio
Cars
Portfolio
Controllers

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Deep blue

  • 2. Table of contents Biography Resume Abstract Proposal Turnaround • Mechanic • Ted Submarine Submarine size comparison Mechanic Character • Iterations • References Ted • Iterations • References Submarine • Iterations • References Environment • Design • References Production schedule Semester breakdown Portfolio
  • 3. Biography There is west Texas, far west Texas, and finally El Paso, the farthest west you can get before you enter New Mexico. I lived there for 18 years before I moved to Dallas to attend the University of Texas at Dallas to get a degree in animation. What started me on this path was my father who had a great interest in classic Sci-fi and Fantasy books and movies. He passed his interest down to me and with it my imagination only grew. I became so involved with the stories and adventures to be had that eventually I longed to create my own. This is what led me to try my hand at animation and modeling. I longed for the ability to create the characters of my imagination and bring them to life. What better way to do that than to Model a character for animation.
  • 4. Biography After a great deal of searching I finally found a school that would allow me to pursue my goals, the University of Texas at Dallas. I graduated UTD with a B.A. in Art and Technology with an emphasis in Modeling. Although I receive a good education from UTD I was unsatisfied the level of skills I had acquired so I decided to return and get my M.F.A. from the same school. After a year of graduate school I also realized that UTD did not have the resources available to let me advance my skills as a modeler further. After immense searching I happened to go to an Academy of Art University open house in Houston. Upon attending it I was totally blown away with the resources and skills that the students implemented in the spring show. Right then I decided that if I was going to get an M.F.A. that it was going to be From AAU. A year and a half later and I am standing in front of you presenting a Midpoint project to showcase the skills that I have acquired in Modeling.
  • 5. Resume JoelRodney email@gmail.com 123.456.7890 Career Objective: I am interested in modeling and character design for console game development. Education: University of Texas At Dallas Animation and Modeling BA in Art and Technology (2006 - 2011) University of Texas At Dallas Animation and Modeling MFA in Arts and Technology (attended 2010-2011) Academy of Art University 3D Modeling MFA in Modeling and Animation (2011 - present) Technical Skills: • Maya • Mudbox • Zbrush • Photoshop • After Effects • Nuke
  • 6. Abstract Post-apocalyptic Earth is covered in water with the surviving inhabitants living on large floating cities. Residing on one of these cities is Bill the Mechanic who provides repairs as well as a transportation to and from other cities. Bill’s trusted companion and pet is Ted the Orangutan. Smarter than your average orangutan Ted helps Bill in constructing and maintaining equipment and parts in their mechanic bay located in an underwater section of the city.
  • 7. Proposal For my project I am proposing to model two organic characters, a hard surface vehicle, and an environment to be used in a console game. The look and direction of the project is to be similar to that of “Borderlands” a console game created by Studio Gear Box. To summarize my project the modeled assets would consist of: The Mechanic Bill, his pet Orangutan Ted, a submarine, and the Mechanic bay/repair shop. The Mechanic is to be a side character to the main story providing the role of repairman to the main character as well as providing transportation (by submarine) for the character in-between cities.
  • 8. Proposal I will start by modeling the two organic characters in Zbrush. After re- topologizing the characters they will be imported into Maya for finalization, application of textures, basic rigging, and posing. I will UV unwrap the characters using UV Layout and create the textures for the characters in Mudbox. My hard surface vehicle is a submarine that will be modeled exclusively in Maya. Like the two characters it will be UV unwrapped and textures will be made in Mudbox. The environment will consist of the Mechanics Workshop and accessories. This will include multiple workstations, tools, a mechanical crane, and bay doors for submarine docking/repair. This will also be UV unwrapped and textured. Lighting will also be provided for the environment using Maya. At the conclusion of the project I will present full turnarounds of each character and the submarine. I will also submit a fully rendered environment including the submarine and characters posed within.
  • 23. Production schedule Timeline: March 2013 – May 2014 Mar Apr May Jun Jul Aug Sept Oct 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 Mechanic Modeling Ted Modeling Mechanic Texturing Ted Texturing Hard Surface Modeling H.S. Texture Environme nt Nov Dec Jan Feb Mar Apr May 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 Environment Modeling Environment Texturing Pose Lighting and Camera Rendering
  • 24. Semester breakdown Spring 2013 Summer 2013 Fall 2013 Spring 2014 • Hard-surface modeling 2 • Organic modeling 2 • Modeling studio • 3d texture painting • Directed study • Directed study • Photo realistic rendering for modelers • Directed study • Directed study • Prof’l Prac for ANM/VFX/GAM • Directed study • Directed study