Class hours: 10:05 – 2:45
Mr. Bohmann | wbohmann@ewsd.org
Vacation coming…
4 more days!
10:05 Today’s Notes & Attendance
Welcome to Week 16 – make those folders
Tobi, charge up a camera. I’ve elected to have you be the CAWD photographer to capture WCAX visit to the CAWD program. Report to CAWD1 at 11:30am today
Friday – Movies. I’ll pay for the movies. You pay for your concessions. We’ll head to the movies right after attendance. The Lord of Rings War of the Rohirrim. Much of the film used live-action footage which was then rotoscoped to produce an animated look. This gave the animated characters a more realistic look.
Visitors on Tuesday this week (afternoon) and Wednesday (morning). We’ll work around. Volunteers are appreciated.
Slight adjustment to schedule this afternoon – work on Tree Farm Project right after lunch.
Free online CCV course offered this spring. It does not use a dual enrollment voucher so it won’t cut into any students’ long term plans to use them. If you are iterested contact Emmy Charron.
- There are also the other following options:
- Medical Terminology
- English Composition
- Introduction to Psychology
- Start Up 802: An Entrepreneurial Mindset (1 credit course)
And now, the moment we’ve all been waiting for…. Braden’s Famous Photographer Presentation
10:10 Monday Mail – Check Google Classroom and PowerSchool
10:15 Monday Modeling – Hammer continued…
If you did not finish your hammer, I have a model completed from last week if you want to use it. You’ll find it in Public Folders. This morning, we are going to do some UV unwrapping and prepare our model for future materials.
A cereal box has a graphic. In order to print that graphic to the box, the areas of the box need to be defined. These are referred to as UVs. So a UV is a 2D texture coordinate that is used to map a 2D image onto a 3D model’s surface. We’ll go through each part of the hammer and mark seams and then check the UVs with a sample material to see how the material stretches or fits the hammer.
Our goal is to create an object that has nice detail, yet not the file size. This is the object that we’re going to take into the Unity game engine.
So, we need to make a duplicate of this so that we can prepare it for sculpting. And then what we’ll do is we’ll actually project or bake the sculpt information from the high resolution model to the UV maps of this low resolution model. This will reduce file size and not slow down the game. I mean one model will not impact the game, but if you had 1000 game assets trying to render, that would be taxing on your game’s performance.
For our High Resolution Model, we’ll need to prepare the faces for sculpting. To prepare for sculpting, we’ll need a lot more faces than what we currently have.
Sculpting requires a lot of faces. If you subdivide an object, you get more faces. If you use a sub-division surface modifier, you also get more faces but your sculpting will take place on the cage (out shell). So, the best option is to add a Multiresolution Modifier to your object. This will add more faces but keep the look of your object in tact. To ensure this – we’ll adjust the Edge Crease property to 1 to control the sharpness of the edge of the mesh.
10:50 Break
11:00 English with Mx. Yopp
11:50 – 12:25 Hammer Continued… Sculpting details
Let’s play around with the sculpting and add some details to our hammer. We are not going to add materials from Blender. We’ll make those (or assign and bring them in) in Unity.
When are details are complete, we’ll bake out some maps and add to our hammer in the game engine.
12:25 – 12:55 Lunch
12:55 Purington Tree Farm – WorkSession
1:20 Break
1:30 Reading
1:55 Production Time and Guided Support
Current Assignments:
- Anything past due – I’d like it (what are you waiting for!!)
- Mood Board
2:38 Dailies
Dailies can be placed in the CAWD2 Dailies Folder on the CAWD2 Public Folders drive