Are you interested in how such 3D animations are made? An explanation using screenshots to get an idea of what needs to be done and why it takes so long.
I make my animations in Blender and putting everything together in Da Vinci Resolve
Study the topic
First and foremost, I’m trying to bring my own opinion and remain as unaffected by others as possible. Of course, I need the facts to do that. Wikipedia is a good source of information, but often not very accurate. It’s a good starting point, but I prefer more credible sources from reputable historians and specialists.
To keep it simple, 3D modelling is creating object shape in a three-dimensional virtual world.
Have you ever made paper models? This is the exact opposite of that. It is like peeling an orange. Decompose the 3D model into 2D UW coordinates, which allows determining how the texture should be displayed on its surface.
Often incorrectly called texturing. It is a process of creating virtual materials and applying them to 3D models. Usually need four or more texture maps to achieve the desired outcome. In some cases, however, it’s better to use procedurally generated materials. You can see simple procedural material in the image below.
Procedural materials are defined nodes. Sometimes hundreds of them. Each node has its own function and each must be recalculated millions of times during rendering. I need tens of thousands of images for each animation. Therefore, it makes sense to bake such material into texture maps. So GPUs don’t need recalculate everything again and again.
Most used texture maps:
- albedo map – pure colors regardless of the lighting settings
- specullar map – determines where the object should be glossy and where should be diffuse
- roughness map – determines where object should be shiny like a mirror and where should be matt like a rubber. It works together with specullar map.
- normal map – adds small details to materials without increasing the number of vertices.
These four texture maps are the essentials. There are more useful textures and ways how to make materials look better.
When the model and all materials are done, it’s time for animations. The first step is rigging. Basically, you need to create a skeleton and tie the right vertices to the right bones. Which allows easy bending and animating of the 3D model.
Use previously created bones to make base poses and animations to later use in the project.
Setup all lights in the scene for render.
There are multiple ways how to render images. I’m using a physically-based path tracer called E-Cycles. It is an improved default Blender Cycles render engine. It is actually a simulation of light in a virtual space. It is very slow compared to game engines renderers, but it gives better results and more possibilities for later compositing.
Compositing is the process of merging layers of previously rendered images and applying effects to get enhanced visual quality,
Nothing interesting to tell here. Just merging everything together.
Final touches and export
Fine-tuning and exporting final video ready for youtube.
These are very briefly described basic steps. If you are interested in a more detailed explanation of each step, do not hesitate to let me know. There are many ways how to contact me 🙂