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PERANCANGAN ENVIRONMENT 3D DALAM
ANIMASI 2D “BREAK ZONE”
Ditulis sebagai salah satu syarat untuk memperoleh gelar Sarjana Seni (S.Sn)
Laporan Tugas Akhir
Nama : Michelle Gracia
NIM : 09120210023
Program Studi : Desain Komunikasi Visual
Fakultas : Seni & Desain
UNIVERSITAS MULTIMEDIA NUSANTARA
TANGERANG
2013
Perancangan Environtment 3D.., Michelle Gracia, FSD UMN, 2013
Perancangan Environtment 3D.., Michelle Gracia, FSD UMN, 2013
Yang bertanda tangan di bawah ini, saya :
Nama : Michelle Gracia
NIM : 09120210023
Program Studi : Desain Komunikasi Visual
Fakultas : Seni dan Desain
Menyatakan bahwa Tugas Akhir ini adalah karya ilmiah saya sendiri, bukan plagiat
dari karya ilmiah yang ditulis ole
ilmiah orang lain atau lembaga lain yang dirujuk dalam Tugas Akhir ini telah
disebutkan sumber kutipann
Tangerang, 11 Februari 2013
Michelle Gracia
iii
PERNYATAAN
Yang bertanda tangan di bawah ini, saya :
: Michelle Gracia
: 09120210023
: Desain Komunikasi Visual
: Seni dan Desain
bahwa Tugas Akhir ini adalah karya ilmiah saya sendiri, bukan plagiat
dari karya ilmiah yang ditulis oleh orang lain atau lembaga lain, dan semua karya
ilmiah orang lain atau lembaga lain yang dirujuk dalam Tugas Akhir ini telah
disebutkan sumber kutipannya serta dicantumkan di Daftar Pustaka.
Februari 2013
bahwa Tugas Akhir ini adalah karya ilmiah saya sendiri, bukan plagiat
h orang lain atau lembaga lain, dan semua karya
ilmiah orang lain atau lembaga lain yang dirujuk dalam Tugas Akhir ini telah
Perancangan Environtment 3D.., Michelle Gracia, FSD UMN, 2013
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KATA PENGANTAR
Puji dan syukur penulis haturkan kepada Tuhan Yang Maha Esa atas segala
berkat dan bimbingan-Nya dari awal pembuatan laporan Tugas Akhir “Perancangan
Environment 3D dalam Animasi 2D Break Zone”, sampai selesai tepat pada
waktunya. Atas segala penyertaan-Nya yang diberikan kepada penulis, maka penulis
dapat memberikan usaha yang semaksimal mungkin dalam membuat laporan Tugas
Akhir ini yang menjadi salah satu syarat kelulusan untuk memperoleh gelar sarjana
desain di Universitas Multimedia Nusantara.
Selama proses pembuatan Tugas Akhir ini, penulis mendapat banyak
dukungan dan bantuan dari banyak pihak, sehingga laporan Tugas Akhir ini dapat
selesai dengan baik. Oleh karena itu, dalam kesempatan kali ini penulis ingin
mengucapkan terima kasih kepada pihak-pihak tersebut, antara lain :
1. M.S. Gumelar, M.A., selaku Dekan Fakultas Seni dan Desain, yang
telah memberikan motivasi dan dukungan kepada penulis.
2. Desi Dwi Kristanto, M.Ds., selaku Ketua Program Studi Desain
Komunikasi Visual yang telah bekerja keras dalam menyiapkan sidang
Tugas Akhir, sehingga semua dapat berjalan dengan lancar.
3. Mohammad Rizaldi, S.T., M.Ds. selaku pembimbing penulis dalam
pembuatan karya dan penulisan laporan Tugas Akhir. Beliau dengan
sabar telah membimbing penulis dan memberikan waktu dan tenaga
dari awal pembuatan Tugas Akhir ini sampai selesai.
4. Fachrul Fadly, S.Ked. yang rela meluangkan waktunya untuk
membantu penulis dalam menyelesaikan laporan serta memberikan
Perancangan Environtment 3D.., Michelle Gracia, FSD UMN, 2013
v
banyak sekali masukan yang berguna bagi penulis dalam membuat
Tugas Akhir.
5. Yusup Sigit Martyastiadi, S.T., M.Inf.Tech yang membimbing penulis
dalam menyusun struktur laporan Tugas Akhir dan memberikan
wawasan baru bagi penulis.
6. Felomina Fely, selaku dosen pengajar mata kuliah Interior and Exterior
Design yang sudah banyak membantu penulis dalam menyelesaikan
Tugas Akhir.
7. Pada para dosen yang menjadi penguji selama prasidang, yang telah
memberikan masukan-masukan penting yang berguna dalam
pembuatan proyek Tugas Akhir penulis.
8. Orangtua penulis yang selalu mendoakan dan mendukung penulis agar
dapat menyelesaikan laporan Tugas Akhir ini dengan baik.
9. Rekan tim Break Zone, Setyawan Nugraha, Stephanie, Marcella
Adriani, Indahwaty, Angela Nathania, Alven Resta, dan Elizabeth
Cynthia yang telah berjuang keras memberikan yang terbaik dalam
pembuatan Tugas Akhir ini.
10. Sahabat-sahabat penulis yang telah menemani penulis sepanjang masa
perkuliahan dan membantu penulis dalam penulisan laporan Tugas
Akhir ini.
11. Pihak-pihak lainnya yang tidak dapat penulis sebutkan satu per satu.
Perancangan Environtment 3D.., Michelle Gracia, FSD UMN, 2013
vi
Penulis menyadari bahwa laporan Tugas Akhir ini masi jauh dari sempurna,
namun penulis berharap agar laporan ini dapat bermanfaat bagi orang lain dalam
memahami proses perancangan sebuah environment. Akhir kata, penulis ingin
meminta maaf untuk segala kekurangan yang ada. Semoga bermanfaat.
Tangerang, Februari 2013
Penulis
Michelle Gracia
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ABSTRAKSI
Environment dan objek-objek yang berada di dalamnya adalah unsur penting yang ada dalam sebuah media bercerita, misalnya film dan novel. Dimana dengan penggambaran environment dan objek yang baik, maka akan mendukung dalam memberikan gambaran suatu cerita. Dalam pembuatan sebuah film, diperlukan pendefinisian environment secara tepat dan teliti agar pesan yang ingin disampaikan dapat diterima oleh penonton dengan baik. Dalam laporan ini, penulis akan membahas mengenai proses perancangan environment dalam animasi.
Penulis akan mencoba menggabungkan teknologi modeling objek 3D, kedalam sebuah animasi pendek 2D. Animasi yang dimaksud adalah animasi yang berjudul “Break Zone”. Animasi ini berdurasi sekitar 7 menit. Genre yang diangkat dalam pembuatan environment cerita ini adalah science fiction. Oleh karena itu, dibutuhkan studi secara mendalam dari berbagai media yang ada untuk menemukan ciri khas dan konsep desain yang menggambarkan sebuah environment yang bergenre science fiction yang sesuai dengan cerita animasi “Break Zone”.
Kata kunci : animasi, desain, environment, modeling, science fiction.
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ABSTRACT
Environment and the objects within it are the important element of storytelling medium, like movie or novel, which with a good environment and object, will support and draw the picture of a story. In the process of making movie, it is required to have proper and accurate environment definition, in order to perfectly relay the message contained to viewer. In this report, the author will discuss the process of environment design in animation.
The author will try to combine 3D object modeling technology into a short 2D animation. The animation is called “Break Zone”, a 7 minutes long duration movie, with science fiction as the genre of environment. Therefore, the author need to do research and in-depth study from several available media to find the special characteristic and design concepts, which give the picture of science fiction genre animation that matched with the “Break Zone” story.
Keywords: animation, design, environment, modeling, science fiction.
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DAFTAR ISI
HALAMAN PENGESAHAN TUGAS AKHIR.....................................................................ii
PERNYATAAN...................................................................................................................iii
KATA PENGANTAR.......................................................................................................... iv
ABSTRAKSI ......................................................................................................................vii
ABSTRACT.......................................................................................................................viii
DAFTAR ISI........................................................................................................................ ix
DAFTAR GAMBAR .........................................................................................................xiii
DAFTAR LAMPIRAN ....................................................................................................xviii
BAB I PENDAHULUAN...................................................................................................... 1
1.1. Latar Belakang............................................................................................................ 1
1.2. Rumusan Masalah....................................................................................................... 3
1.3. Batasan Masalah ......................................................................................................... 3
1.4. Tujuan Tugas Akhir .................................................................................................... 3
1.5. Manfaat Tugas Akhir .................................................................................................. 4
1.6. Sistematika Penulisan.................................................................................................. 4
1.7. Metodologi ................................................................................................................. 5
BAB II LANDASAN TEORI................................................................................................ 6
2.1. Animasi ...................................................................................................................... 6
2.1.1. Animasi 2D ...................................................................................................... 6
2.1.2. Animasi 3D ...................................................................................................... 7
2.1.3. Stop Motion ...................................................................................................... 8
2.2. Hybrid Animation........................................................................................................ 9
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2.3. Proses Pembuatan Film Animasi ............................................................................... 10
2.3.1. Praproduksi .................................................................................................... 10
2.3.2. Produksi ......................................................................................................... 12
2.3.3. Pascaproduksi................................................................................................. 12
2.4. Anime........................................................................................................................ 12
2.5. Environment Design.................................................................................................. 14
2.5.1. Penyusunan Konsep ....................................................................................... 15
2.5.2. Pembuatan Sketsa........................................................................................... 16
2.5.3. Pembuatan Objek 3D...................................................................................... 17
2.6. Perspektif.................................................................................................................. 19
2.7. Arsitektural dalam Pembuatan Environment.............................................................. 22
2.7.1. Elemen-Elemen Konstruksi ............................................................................ 23
2.7.1.1. Struktur .............................................................................................. 23
2.7.1.2. Pondasi............................................................................................... 24
2.7.1.3. Tembok dan Bukaan........................................................................... 24
2.7.1.4. Atap ................................................................................................... 25
2.8. Science Fiction.......................................................................................................... 26
2.9. Futuristic Architecture .............................................................................................. 30
2.10. Teori Warna ............................................................................................................ 32
2.10.1. Color Wheel ................................................................................................. 33
2.10.2. Warna Science Fiction.................................................................................. 34
2.11. Pembuatan Environment 3D dalam Film Animasi ................................................. 35
2.11.1. Modeling ...................................................................................................... 35
2.11.1.1. Poly Modeling................................................................................ 35
2.11.1.2. Edge Modeling ............................................................................... 36
2.11.1.3. Spline Modeling ............................................................................. 37
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2.11.2. Texturing ...................................................................................................... 37
2.11.2.1. Color Diffuse.................................................................................. 38
2.11.2.2. Opacity and Transparency ............................................................. 39
2.11.2.3. Reflection and Refraction ............................................................... 40
2.11.2.4. Shininess and Specular Highlights ................................................. 40
2.11.2.5. Bump.............................................................................................. 41
2.11.2.6. Displacement ................................................................................. 41
2.11.2.7. Normal Map................................................................................... 41
2.11.3. Lighting........................................................................................................ 41
2.11.3.1. Point Lights (Omnidirectional)....................................................... 42
2.11.3.2. Spotlights ....................................................................................... 42
2.11.3.3. Directional Lights .......................................................................... 43
2.11.3.4. Area Lights .................................................................................... 43
BAB III METODOLOGI .................................................................................................... 46
3.1. Gambaran Umum...................................................................................................... 46
3.1.1. Metode Tugas Akhir....................................................................................... 47
3.1.2. Sinopsis.......................................................................................................... 48
3.2. Praproduksi............................................................................................................... 49
3.2.1. Penyusunan Konsep ....................................................................................... 49
3.2.1.1. Brainstorming .................................................................................... 49
3.2.1.2. Studi Eksisting ................................................................................... 60
3.2.2. Wawancara..................................................................................................... 67
3.2.3. Pembuatan Sketsa........................................................................................... 70
3.2.3.1. Sketsa Kasar....................................................................................... 70
3.2.3.2. Modelsheet ......................................................................................... 72
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3.3. Produksi.................................................................................................................... 76
3.3.1. Modeling ........................................................................................................ 76
3.3.2. Texturing........................................................................................................ 80
3.3.3. Lighting.......................................................................................................... 83
3.3.4. Rendering....................................................................................................... 86
3.3.5. Coloring ......................................................................................................... 87
3.4. Pascaproduksi ........................................................................................................... 89
3.4.1. Aplikasi Compositing ..................................................................................... 89
BAB IV ANALISA DAN PEMBAHASAN ........................................................................ 92
4.1. Modeling Environment .............................................................................................. 92
4.2. Skala dalam Environment.......................................................................................... 94
4.3. Pembagian Rendering ............................................................................................... 96
4.4. Analisis Gedung Sekolah .......................................................................................... 98
4.5. Analisis Ruang Kelas .............................................................................................. 102
4.6. Analisis Ruang Break Zone ..................................................................................... 105
4.7. Analisis Battlefield .................................................................................................. 108
BAB V KESIMPULAN DAN SARAN ............................................................................. 110
5.1. Kesimpulan............................................................................................................. 110
5.2. Saran....................................................................................................................... 112
DAFTAR PUSTAKA.........................................................................................................xix
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DAFTAR GAMBAR
Gambar 2.1. Mulan................................................................................................................ 7
Gambar 2.2. Brave ................................................................................................................ 8
Gambar 2.3. Coraline ............................................................................................................ 9
Gambar 2.4. Treasure Planet................................................................................................ 10
Gambar 2.5. Anime Guilty Crown........................................................................................ 13
Gambar 2.6. Sketsa Kasar.................................................................................................... 17
Gambar 2.7. Tampak Depan dan Samping........................................................................... 18
Gambar 2.8. Tahap Modeling Sampai Texturing .................................................................. 18
Gambar 2.9. Perspektif Warna............................................................................................ 20
Gambar 2.10. Perspektif Satu Titik Hilang ......................................................................... 21
Gambar 2.11. Perspektif Dua Titik Hilang.......................................................................... 21
Gambar 2.12. Perspektif Tiga Titik Hilang ......................................................................... 22
Gambar 2.13. Struktur Bangunan........................................................................................ 23
Gambar 2.14. Pondasi.......................................................................................................... 24
Gambar 2.15. Tembok dan Bukaan...................................................................................... 25
Gambar 2.16. Atap .............................................................................................................. 26
Gambar 2.17. Perubahan DNA Monyet pada Film Rise Of The Planet Of The Apes............ 27
Gambar 2.18. Panel Hologram Touchscreen pada Film Guilty Crown ................................. 28
Gambar 2.19. Kiamat di Masa depan pada Film 2012.......................................................... 29
Gambar 2.20. Unsur supernatural dalam film I Am Number Four........................................ 29
Gambar 2.21. Vitra Fire Station di Jerman oleh Zaha Hadid................................................ 31
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Gambar 2.22. Subtractive Color .......................................................................................... 32
Gambar 2.23. Additive Color ............................................................................................... 32
Gambar 2.24. Color Wheel .................................................................................................. 33
Gambar 2.25. Warna Primer, Sekunder, dan Tersier ............................................................ 33
Gambar 2.26. Poster Film The Dark Knight......................................................................... 34
Gambar 2.27. Poly Modeling ............................................................................................... 36
Gambar 2.28. Edge Modeling .............................................................................................. 36
Gambar 2.29. Spline Modeling ............................................................................................ 37
Gambar 2.30. Texturing....................................................................................................... 38
Gambar 2.31. Point Lights................................................................................................... 42
Gambar 2.32. Spotlights ...................................................................................................... 42
Gambar 2.33. Directional Lights ......................................................................................... 43
Gambar 2.34. Area Lights.................................................................................................... 44
Gambar 2.35. Cast Shadow ................................................................................................. 44
Gambar 2.36. Occlusion Shadow ......................................................................................... 45
Gambar 3.1 .Bagan Proses Perancangan Environment 3D.................................................... 47
Gambar 3.2. Mind Map ....................................................................................................... 50
Gambar 3.3. Tokyo University............................................................................................. 53
Gambar 3.4. Sketsa Awal Sekolah ....................................................................................... 54
Gambar 3.5. Ruang Kelas Jepang ........................................................................................ 56
Gambar 3.6. Ruangan dalam Avatar .................................................................................... 57
Gambar 3.7. Kuil Mayan ..................................................................................................... 59
Gambar 3.8. Sketsa Awal Battlefield ................................................................................... 59
Gambar 3.9. Teknologi Sebagai Media Visualisasi Digital .................................................. 61
Gambar 3.10. Gedung-gedung Futuristik ............................................................................. 61
Gambar 3.11. Ruang Kelas .................................................................................................. 62
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Gambar 3.12. Tampilan Mesin Guilty Crown ...................................................................... 63
Gambar 3.13. Arena Pertarungan......................................................................................... 63
Gambar 3.14. Gedung-gedung King Of Thorn..................................................................... 64
Gambar 3.15. Tampilan Mesin King Of Thorn .................................................................... 65
Gambar 3.16. Tampilan Monitor Pada Ruangan Kuno......................................................... 66
Gambar 3.17. Ruang Kelas Bergaya Kuno........................................................................... 66
Gambar 3.18. Ruangan yang Menjadi Arena Pertarungan ................................................... 67
Gambar 3.19. Sketsa Kasar Sekolah .................................................................................... 70
Gambar 3.20. Sketsa Kasar Ruang Kelas ............................................................................. 71
Gambar 3.21. Sketsa Kasar Ruang Break Zone .................................................................... 71
Gambar 3.22. Sketsa Kasar Battlefield................................................................................. 72
Gambar 3.23. Sketsa Kasar Denah Sekolah ......................................................................... 72
Gambar 3.24. Modelsheet Bangunan Kelas Tengah ............................................................. 73
Gambar 3.25. Modelsheet Gedung Olahraga........................................................................ 73
Gambar 3.26. Modelsheet Gedung Kelas Depan .................................................................. 74
Gambar 3.27. Modelsheet Gedung Utama............................................................................ 74
Gambar 3.28. Modelsheet Gedung Security ......................................................................... 74
Gambar 3.29. Modelsheet Gedung Break Zone .................................................................... 75
Gambar 3.30. Denah Bangunan Kawasan Sekolah “Cloud Academy” ................................. 75
Gambar 3.31. Legenda Denah Bangunan “Cloud Academy” ............................................... 76
Gambar 3.32. Hasil Modeling Gedung Sekolah Awal. ......................................................... 77
Gambar 3.33. Hasil Modeling Ruang Kelas Awal................................................................ 77
Gambar 3.34. Hasil Modeling Ruang Break Zone Awal....................................................... 78
Gambar 3.35. Hasil Modeling Battlefield Awal.. .................................................................. 78
Gambar 3.36. Hasil Modeling Kawasan Sekolah ................................................................. 79
Gambar 3.37. Hasil Modeling Ruang Kelas ......................................................................... 79
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Gambar 3.38. Hasil Modeling Ruang Break Zone ................................................................ 80
Gambar 3.39. Hasil Modeling Battlefield ............................................................................. 80
Gambar 3.40. Diffuse Map................................................................................................... 81
Gambar 3.41. Bump Map..................................................................................................... 82
Gambar 3.42. Hasil Texturing.............................................................................................. 82
Gambar 3.43. Hasil Lighting Ruang Kelas........................................................................... 83
Gambar 3.44. Hasil Lighting Sekolah .................................................................................. 84
Gambar 3.45. Hasil Lighting Battlefield............................................................................... 84
Gambar 3.46. Hasil Lighting Ruang Break Zone.................................................................. 85
Gambar 3.47. Hasil Rendering V-ray Ruang Kelas. ............................................................. 86
Gambar 3.48. Hasil Rendering Mentalray Kawasan Sekolah ............................................... 86
Gambar 3.49. Hasil Rendering Mentalray Battlefield........................................................... 87
Gambar 3.50. Hasil Rendering Mentalray Ruang Break Zone.............................................. 87
Gambar 3.51. Saran Warna Kawasan Sekolah ..................................................................... 88
Gambar 3.52. Saran Warna Ruang Kelas ............................................................................. 88
Gambar 3.53. Saran Warna Ruang Break Zone .................................................................... 89
Gambar 3.54. Aplikasi Compositing “Cloud Academy”....................................................... 90
Gambar 3.55. Aplikasi Compositing Ruang Kelas. .............................................................. 90
Gambar 3.56. Aplikasi Compositing Ruang Break Zone ...................................................... 91
Gambar 3.57. Aplikasi Compositing Battlefield ................................................................... 91
Gambar 4.1. Ruang Kelas Kamera 1.................................................................................... 87
Gambar 4.2. Ruang Kelas Kamera 2.................................................................................... 87
Gambar 4.3. Penerapan Biped.............................................................................................. 87
Gambar 4.4. Meja Sebagai Foreground ............................................................................... 87
Gambar 4.5. Kursi dan Ruangan Sebagai Background ......................................................... 87
Gambar 4.6. Hasil Penyusunan Ruang Kelas ....................................................................... 87
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Gambar 4.7. Kawasan Sekolah “Cloud Academy”............................................................... 87
Gambar 4.8. Denah Sekolah “Cloud Academy”................................................................... 87
Gambar 4.9. Peletakan Ruangan dalam Denah..................................................................... 87
Gambar 4.10. Logo dan Nama Sekolah................................................................................ 87
Gambar 4.11. Ruang Kelas Awal......................................................................................... 88
Gambar 4.12. Aplikasi Compositing untuk Teknologi.......................................................... 89
Gambar 4.13. Mesin Proyeksi Hologram pada Meja Kelas .................................................. 90
Gambar 4.14. Ruang Kelas .................................................................................................. 91
Gambar 4.15. Pintu Ruang Break Zone................................................................................ 92
Gambar 4.16. Penampakan dalam Ruangan Break Zone ...................................................... 93
Gambar 4.17. Mesin Scanner............................................................................................... 93
Gambar 4.18. Pengaplikasian Mesin Scanner ...................................................................... 93
Gambar 4.19. Battlefield...................................................................................................... 93
Gambar 4.20. Kamera Melayang ......................................................................................... 93
Gambar 4.21. Grid Kotak-kotak pada Battlefield ................................................................. 94
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DAFTAR LAMPIRAN
LAMPIRAN A – TIM BREAK ZONE...............................................................................xxi
LAMPIRAN B – JADWAL KERJA................................................................................. xxiv
LAMPIRAN C – KAWASAN SEKOLAH CLOUD ACADEMY ...................................... xxvi
LAMPIRAN D – RUANG KELAS.................................................................................. xxix
LAMPIRAN E – RUANG BREAK ZONE ....................................................................... xxxii
LAMPIRAN F – BATTLEFIELD .................................................................................... xxxv
LAMPIRAN G – RUANG KEPALA SEKOLAH ........................................................ xxxviii
LAMPIRAN H – LORONG & LOBBY ................................................................................xl
LAMPIRAN I – BATTLEFIELD 2-STADIUM ..................................................................xlii
LAMPIRAN J – TRANSKRIP WAWANCARA...............................................................xliv
LAMPIRAN K – KARTU KONSULTASI........................................................................... lv
Perancangan Environtment 3D.., Michelle Gracia, FSD UMN, 2013