Reflection Post – How I found my first year at university

Semester 2 Animated Narratives

I was very scared to start this module as, before this year, I had never done any 3D work. I found watching previous year’s animation jarring as I didn’t think I could create something that complex. To my surprise, I found it more enjoyable than 2D animation. There was much more work to complete which was overwhelming at times. However, I liked that there was so much to learn. I found this module very interesting and even the things that I found more difficult, such as rigging, I liked learning and practicing as it allowed me to improve my skulls a great deal.

Year 1

I have thoroughly enjoyed my first year. I feel like I have become more confident due to the amount of group work we do. I find it easier talking to people I have never met and communicating my ideas and opinions. I have also become more confident in my art and animation skills, as I find it easier to show people my work. My favourite part of semester 1 was learning about character design as I learned how to be freer and more creative with my designs so I’m not focusing too much on small details in the beginning. In semester 2, my favourite parts were learning about retopology and lighting as I find retopology very relaxing and love to see how even a small change in lighting can completely change the look of a shot. Seeing all that I have achieved this year makes me very excited for next year.

Assessment 2 – Final Animation

We finally finished our animation after many things going wrong over the past week. There were many problems with the lighting not working and camera angles going wrong in file transfers, so we each had to add our original camera angles manually into the Masterfile. Sadly, my blendshape keyframes for scenes 2 and 5 didn’t transfer properly. However, after spending so long on fixing other aspects of the animation, we agreed that it wasn’t noticeable unless you knew how the original files looked, so we chose to render the Masterfile. I am still so happy with everyone’s scenes and feel as though all our different skills blended well together to create this final animation.

(317) CEMETERY S’CARES – YouTube

Reflection Post

Considering at the start of this semester I had never attempted 3D modelling before; I am extremely happy with my progress over the past few months. I feel as though with this assessment my modelling skills have improved even more as I learned many more skills including sculpting in blender and retopology. I enjoyed every step of this assessment as it allowed me to be creative in new ways. I still have much to practice and will continue creating more characters so I can develop my skills even further. Hopefully with more practice I will be able to speed up my modelling progress as time was something I struggled with.

I feel as though I learnt much more this semester than last, as every piece of software I used was new to me. Completing this semester has made me more confident in my 3D skills as at the start of the year I was scared to start 3D modelling. It was a bit overwhelming at times as I felt there was much more work to be done, but nevertheless, I still enjoyed everything that I did. My favourite thing this semester was retopology. I find it very relaxing, and it is the main thing that I am excited to continue in the future.

Assessment 2

I feel very proud of my final outcome. It took longer than I thought it would, but the models I created are how I imagined them and I’m happy what I was able to use the skills that I have learned over the past couple of months to complete my design. I used skills from the previous assessment by using Maya for some of my model along with skills I have learnt since by sculpting much of my model in blender.

3D models by asmlong (@asmlong) – Sketchfab

Easter Work

Over easter I finished my cute character model. I started by sculpting the right hand of the gnome. I knew this would be the more difficult hand, so I wanted to give myself enough time to sculpt it. In my original design, I gave the gnome 4 fingers. However, when it came to sculpting him, I felt he looked better with 3 as I wanted his finders to be chubby, but I didn’t want the hand to be any bigger than it was. I used the crease and pinch tools quite a bit whilst sculpting these more detailed areas, such as the shoes and hands.

As I was following the wizard gnome tutorial for some of my sculpting, I wanted to see how my gnome would look if I made his nose a more realistic shape like in the video instead of basing it off of the small gnomes from Gnomeo and Juliet. I didn’t like how his nose looked after making this change as I feel the round nose makes him look cuter, so I went back to the original file.

The hat was the last part of the gnome I sculpted. To create the creases and floppy look of the hat, I used the pivot, crease, and pinch tools. I also used the layer tool to create the wider section at the bottom of the hat. This is my favourite part of the gnome as I feel like it adds the most character to him. It did take longer than expected to get the wider section just right as I wanted the edges to be quite sharp and they kept coming up v curved. I do think I got there in the end and I’m very happy with my model.

To save some time, I used the retopologized tool in Maya to retop the areas on my models with little detail, such as the petal, the gnome’s head and nose and his sleeves. Everywhere else, I retopologized myself. The hat and hands took the longest as they are the only non-symmetrical parts of the model.

I then created the pot, duplicated the petals and uv mapped my models.

Once in substance, it didn’t take me very long to complete my characters as I had a very clear idea of how I wanted them to look. The only thing I wasn’t sure about was the texture of the gnome. I originally added a ground gravel layer to his height and roughness channels, making him look like an older gnome. However, I wasn’t happy with how matte he looked, and I wasn’t able to turn down the opacity on the layer. After adding a little more dirt to some areas, I was happy with his texture and felt they were ready for exporting to sketchfab.

Easter work – Animation Progress

Over easter, I completed my part of the animation. I found it extremely fun to see my character come to life the further I got with my animation. I started off by keeping the movements of the character quite simple so I could block out where I wanted him to go without making things too confusing later on. I used his petals to give him a push into the air since I wasn’t allowed to give him legs to squash and stretch, making the jump look more natural.

I also watched a video on how to animate vibrations as when the worm scared him, he didn’t look very scared as he hid behind his petals, only sad. I thought by making him look like he was shaking would read better on screen. This is the first time I had attempted vibrations in animation, and I am very happy with how they turned out. It was quite simple to do as I just needed set keyframes. of him standing to the left, and every other keyframe move him to the right

(318) Animation Tutorial – Easy Vibrations – YouTube

I then continued to add more in-betweens to his movements to make his jumping and landing look more natural. When he jumps after the worm, instead of looking at the worm as he jumps, I chose to make him have one last look at the large monsters, as if he’s looking for that last little bit of courage from them. I also gave him a wabble as he lands due to his round shape and used a YouTube video as a reference.

(318) A Wobbly Twig Vase – YouTube

After a discussion with the group, we found that there was a bit of confusion. Where the skull boy stands at the end of my scene was different to where he stood at the start of Cloe’s scene. It seemed the best option for me to change the end of my scene, so instead of him standing in the same spot when he’s scared, I have the skull boy move swiftly back and hide, landing in front of the grave where Cloe had him.

I also thought that after looking at the monsters, the skull boy felt sad, however, that wasn’t Jasmin’s intentions. They agreed it was fine the way I had already animated it, but I thought to give us options I would make him look up at the large monsters with a ‘wow’ expression the way Jasmin imagined him. I wasn’t very happy with how it looked as I felt it didn’t read well when he heard the worm behind him after looking at the monsters, so I tried to incorporate the two expressions. After he has a look at the monsters, he then becomes sad, as he doesn’t have the ability to scare the way they can.

Once Lydia uploaded her finished character, I began animating the worm. Up until this point, I had been using my worm model from my original Previs shot, so I roughly knew the timing and placement of her character when it came to animating it. Unfortunately, there were no blendshapes on her character to change his expression, so I tried my best to show his mood through his movements. There were quite a few controls on the worm, so I found it a little difficult sometimes when moving his head and tail. I started by having his head raised when he was moving, however, it didn’t look like anything was pulling him, so he looked too stiff.

I researched a how a real worm moved by watching a YouTube video on the Nuffield Foundation YouTube channel. Because of the short length of the worm, I wasn’t able to move it the same way as an actual worm, however I did try to make it look as though the head was pulling the worm the way an actual worm’s does, just a bit faster than a normal worm so the timing was right for the animation. I was a bit pushed for time with the worm as I only received the file the Sunday before our submission date, however, I feel as though the scene reads well and I’m happy with how my first 3D animation turned out.

I ran into a problem when adding the textures onto the hedges in my scene. When I opened the uv editor, I realised that the uv map didn’t transfer when I downloaded the environment. Jasmin sent me the OBJ file with the correct hedge to use, but the texture still didn’t apply properly. Around this time, we were told that there were too many inconsistencies in our environments, so instead of rendering our separate animations, we all sent our files to Jasmin who imported them into the same Masterfile. This meant that my textures and lighting weren’t going to be used, therefore I didn’t need to worry about the texture not working. If I had more time, I would have liked to fix the hedge, so I had my complete animation.

Once I finished texturing and animating, I moved onto lighting the characters. I found this much more enjoyable as the first time I tried lighting. Even though my lights weren’t being used, I still wanted to practice lighting my character. Early on, our group decided to use a Simpson’s horror episode as an environment reference for colours. I tried to follow this colour palette for my lighting, whilst still making it suitable for our animation. For me, the reference was a little too bright, however, I did like the blue tones in the grass, so I gave the lights a light blue hue and use render view every time I moved the lights. I wanted to use low key lighting as our animation is set at night and I felt as though it would give the scene a little more mystery. Also, the only light sources in the animation are the moon, stars, and a couple of candles throughout the environment, so using brighter lights would have looked unnatural.

Environment reference:

All frame render tests:

I made the lighting on the worm a little bit lighter than my character, and I preferred how it looked as it highlighted the characters more whilst still looking natural, so I moved the cameras closer to my character.

The original plan for animating was I was to animate scene 2 and Lydia was to animate scene 5. Unfortunately, we couldn’t use Lydia’s scene as it didn’t follow the Previs how we wanted. The characters were not standing in the same place as in everyone else’s scenes, there were limited movements in the characters and the changes we needed were not made. Due to this, before Jasmin began rendering the Masterfile, I spent the morning animating a new scene 5. I didn’t get to spend as much time as I would have liked on the scene as we were extremely limited for time at this point having been the day before our submission date. However, I feel it reads well and follows the Previs how we wanted.

Scene 5: