Cute Character – Texturing

When I had finished my model, I brought my work into Substance Painter. Substance Painter will allow me to add textures in many versions and styles.

Firstly, I baked the textures of my whole model so Substance has an idea of the UVs and where / how each part of the penguin is placed. I went on to apply some solid colours to each part with only the colour switch on, each on a paint layer.

On the body, I made multiple layers to separate the white tummy colour, the beak colour and the pink/purple skin colour.

I used this reference from my previous drawings to pick out the right colours that I was looking for.

Alternatively, I placed down the Chrome Pure material onto the computer, and a darker colour chrome material for the computer logo. I still plan to add a custom texture onto the computer to give it a screen, and more noticeable keyboard and touchpad. (Later on I notice this I did not like this when exported back onto Maya, so I made my own texture for the computer.)

I continued with Substance Painter and added some highlights and darker tones to the layers of the penguin to add a more lively and cartoon style. After this was done I exported the textures, and brought them back into Maya.

I opened my previous Maya file and placed in my textures and arranged them to the parts they belong to. I feel they look nice here already. I wasn’t a fan of the ‘chrome’ texture I placed on the computer so I thought it would be nicer and easier to make my own texture.

I exported the UV map of the computer that will give me the guide to place down the colour of the computer, the squares of where the keyboard, the touch pad, and the screen is.

I went onto photoshop and added in some colour to the places listed above. I also made an image of a blackboard class call that I painted over with penguins on it. I think it was a cute and unique touch to the model and it connects to the theme and purpose of the computer being in the scene with the penguin.

I added the texture to the Maya file and it fit well! It looks really well with the penguin.

Here is my Maya model with the full Substance Painter textures applied. I think it works very well and the little details Put in etc. the blush, the darker tones, the light in the eyes, makes a big difference in its appearance.

I exported this model to an FBX and uploaded it to sketchfab to test out how the character will be presented. This is just to test it out before I made a little scene for the penguin first.

Again through Sketchfab I went through the process of adding each texture to their PBR map etc. base colour, Metalness, roughness. I also placed down the studio light environment and added a coloured background to give it a bit of life.

Here is what it looks like uploaded. I think it looks really nice here. It looks vibrant and clear with the lighting settings I placed on. Below is the link to the model.

Source: https://skfb.ly/o6oqy

Next I would like to create a quick scene for the penguin to enhance the environment, purpose and intensions of this character.

Cute Character – Modelling

I started a practice attempt in blender during week 9 to get a good idea of what I will be working with on Blender and how to get the overall shape of the penguin.

As you can see, it is not the best modelled penguin out there. This was a quick attempt and I was mostly experimenting with the tools and doing what our tutor was teaching us that week. I see that the head is quite squished, the feet are not positioned together, the arms are too thin, etc. I have learned a lot more from this stage with the use of the tutorials provided on the subject of sculpting characters.

For example, I completed this task recorded by my tutor Henry to create a cute crocodile character basemesh using metaballs. I followed the video that showcased the use of metaballs, scaling and moving them, mirroring them, sculpting them etc. This was a nice process of creating a basemesh that I liked trying out.

I also followed my tutors tutorial on creating a basemesh for a dog using metaballs. It followed the same kind of process with mirroring the metaballs on each side to create the body, head, legs all symmetrical. Then sculpting the mesh with grab tool, sharp edge tool, elastic deform tool, simplify and smooth tool. I feel I only did okay using this process so I moved on to see what else I could work on.

I followed a 2-part youtube tutorial that taught how to create the basemesh of a bear. The first part showed how to block out the main parts of the bear, and sculpt them roughly to get an overall shape to work on. Using rounded cubes, with arc division of 16 that made it a sphere, was also a good way to block out the character as it is much neater and provided more control of the shapes in sculpt mode. In the second part we dove into detail sculpting which was really informative and I know a lot more after it.

The second part I got to group all the body parts together. During sculpting, I would change the voxel size and press remesh to provide me more divisions to get smoother, sharper details on the mesh. I used ctrl + r to reset my mesh

so it would be in a good position. I also used the sculpt tools draw, clay, sharp edge, grab, simple deform and more to follow the steps to make the shape of the bears head, body, claws etc. I used the smooth tool to smooth parts out, and made use of the mask tool to block bits out, then ctrl + I to invert, and work on it with the mesh filter tool (smoothing it, inflating it etc.) Then I also got to work on the render and lighting options, and lastly I added colours to the bear, and even a node to set a gradient on the bear. This was a great tutorial to go through and it taught me a lot about how to go about sculpting and polishing a model.

Source: Week 8 – Blocking out characters, recorded demonstrations – Installing model with speed plugin.mp4, Sculpting a basemesh of a dog using metaballs.mp4, Sculpting a basemesh of a cute crocodile using metaballs.mp4, Using standard geometry to create a basemesh.mp4.

Source: Week 9 – Sculpting characters – video content – Sculpting an Owl, Sculpting a stylised bear, Sculpting a wizard gnome, Masking tools in Blender, Applying textures to maps on brushes.mp4.

After these practices I was ready to start blocking out my Penguin model. I made a quick guide of the penguin below.

I started planning my references for my cute character on this page, and decided I should model the whole body all in blender, and model the glasses, and the computer separate in Maya. This makes for a more simple process and will hopefully be easy enough to bring all together in the end. I picked my colour palette, made a turnaround and sketched what the top and bottom of the character may look like.

I started my Blender scene off by placing down my reference images, cut up into the sides of the penguin drawings, around the area in X, Y and Z axis. This helped me start off the blocking In the shapes with the reference right beside/behind my workspace.

I blocked in some simple shapes using the rounded cube mesh to do so. With this mesh part I could change its presets to either a rounded cube or a sphere, by changing the radius settings and the arc division settings. I made one of the legs on one side at first, then I gave the parts the mirror modifier that allows it to mirror to another side. I let it mirror to the Y axis. At first only one part mirrored from my selection, so I used CTRL + L settings and selected ‘Modifiers’ which applied the modifier to the rest of the parts. I made these parts all separate first then I joined up the body part first, then the legs then the beak.

As the parts I am using are already set as meshes, I could go straight into the sculpt mode to alter the body. I remeshed the body by setting the voxel size to around 0.06, which joint up the head and the body together roughly, so I could go over it with a smooth tool to smooth it out. I also used CTRL + R to reset the mesh positioning, and turned the dyntopo tool on to clean it up and add more divisions.

Next I worked on the feet. I wanted them parts to be joint together so they could create a smooth foot so I used the sculpt tools to smooth them out, flatten the bottom, and inflate the toe parts so it looks more cartoon-like. I used mostly the smooth tool, the scrape tool, the inflate tool and the grab tool (to place the foot in a better position).

From this point, I traced back to what I also may need for this model and figured I should start making the accessories of the penguin on Maya – the glasses and the little computer.

I made my pair of glasses starting with a torus shape. I copied and pasted the glasses part to the other side then combined the two together, and froze their transformations.

I then made a cube for the middle nose part of the glasses and slotted it right in-between the glasses, and deleted the side faces of the cube. I then used the multi-cut tool to add two rows of edge loops around both the torus parts, so that they provide vertices for the middle part to slot into with the use of the target weld tool.

First I combine the middle part with the torus shapes, then I use the target weld tool to drag each vertices together. Because there’s another row of edges cutting through the middle of the torus parts, that meant I had to recreate the same loop around the middle for the cube part. This then helped finish off the target weld action then I could go inside the torus shapes, and delete the faces where the middle part meets the torus part, so they can be one whole shape.

I went through the same process when adding the legs of the glasses to the torus parts of the glasses. Making the shape, adding the edge loops, deleting the necessary faces, using the target weld tool and combining the parts together. I set an assigned material for the glasses and made the colour blue, similar to what my colour palette has.

I also made a little computer on Maya, using bevelled cubes as the base and a cylinder symbol at the back of the computer.

I combined the two rectangles together by their vertices with the use of the multi-cut tool and the target weld tool. I then used the extrude tool to extrude a place for the computer screen, the keyboard and the mouse pad, so they are seen clearly. For both the computer and the glasses, I may make a texture for them soon after I work on the penguin more.

Back to my penguin, I had started on placing down the arms, the eyes and sculpting the beak a little better.

I placed down two separate rounded cube meshes, with radius of 1 and arc division of 16, onto the sides of the penguin body, and worked on one then the other. I mainly used the snake hook tool on the rounded cube to drag out a snake/tail-like shape, to give me the position of the arms that I was looking for. When using this tool, the mesh would break in some parts so I would make sure I remeshed to bring it to a suitable position/shape.

I turned on dyntopo on the arms and smoothed them out when I finished sculpting them to the shape I wanted. The left arm is where the computer will be held, and the right arm is placed on the beak as if they were thinking about something.

I also worked on the beak by using the elastic deform tool to drag it outwards, then used the draw tool and holding CTRL for an inwards effect, to dig out a mouth. For the eyes I placed down a rounded cube, same form as the arms, and made it small and stretched upwards, and placed it where suitable. Then I set it a mirror modifier so it can mirror on the Y axis of the penguin.

Lastly, I added the little detail of the tummy line around the body with the inverted draw tool and stabalized pen turned on, so it was a neat line around. I used the smooth tool to smooth it out after.

As I finished my model on blender and smoothed everything out, I exported it into an fbx file and uploaded the file to Maya so I can repotologise the mesh.

As I placed it on Maya, I also dropped in the glasses and computer and resize each object so that they fit together and suit well.

To do retopology, I should set the high poly mesh into a live object so I can project the low polys onto it. I then turn on Quad draw and place down squares that connect to each other, while I have symmetry on so it would repeat the squares on the other side of the model. I followed some references and a video tutorial my tutor made on Retopology, to help me plan out where I can place these squares and how they will connect together. I started with the face and the mouth and spread outwards to the eyes and head. Eventually when I got the head done, I was able to finish off the body shape with more simple and bigger shapes. During this process, I used SHIFT to relax the polys so that it will fall into place with the model behind better than before.

I separated the arms and feet on my main model because I was cautious of how I was going to make retopology on everything at once. I made the feet together in a pair, and since the arms are in different positions, I did pair them up, but turned off symmetry on the two sides so they wouldn’t appear wrong on one side. To the left is what the retopology process looked like so far.

During a class, I realised I had to redo the arms again as they weren’t all connected correctly in terms of the round edges going around the arms. I quickly redid them and I was then able to move onto UV wrapping this model.

I was given advice on how and where to cut each piece of the model so they could be unfolded on the UV workspace. As soon as I unfolded everything, pressed layout, and straightened what part needed it, I was finished the UV process.

From here the Retopology and UV steps were finished, and I was able to continue to texturing this model and making it presentable.

Cute Character – Planning

In this Assignment I am required to model/sculpt, texture, and present via Sketchfab, a Cute Character of my choice, without exceeding 40000 Polygons in my scene.

I have the choice to think of any cute character I would like to design. I also should think about about their context, their accessories, their pose, and expression.

Before looking into this assignment, I have been following tutorials and videos from my tutors who have shown me techniques and skills of using Maya and Blender to create a character. So going into this, I have general knowledge of the process of creating a 3D character.

To start off, I made a little brainstorming board on miro board to help me plot down some of my first ideas and hopefully develop other ideas in the process.

I was really inspired by teddy bears both from Pinterest and the teddy’s I own. I feel like they could tell a story and therefore I could create a good purpose for them. I looked at what kind of animals or teddy’s I like for ideas on pinterest, and also picked out an image of my dog as I thought making my dog in 3D would be very cute.

 

After this, I made a couple sketches of my first general ideas of cute characters. I thought about what thing/animal that I like most and put it down on my screen. I mostly focused on animals such as a bear, hedgehog, penguin, dog, and more.

I got help from my sister back at my home that kindly took pictures of teddy’s I had in my room. This gave me alot more to work from and is great real-life reference. I chose these two teddy’s to find their overall shape and think about what texture they would have.

I designed my final four designs: The penguin, my dog Lexi, my childhood bear, and my colourful dinosaur.

I decided to go with the Penguin design as I think It is a strong idea. It includes both a purpose and a cute design that I think I can pull off in creating a 3D model of it.

I also chose the penguin because I actually have a penguin teddy in my Uni flat. Its the one teddy I brought with me here, and it has been with me through all of my online classes. I think of the penguin as a little student buddy. I want to make a cute penguin character that has big glasses on, and may be working on a little computer – this will make the Student penguin!

After I chose the penguin design, I found a few references of different kinds of penguins, and penguins in a teddy form to provide me with few ideas. I drew three different styles in front and side view and blocked out their silhouette to see which one was more appealing. In the end I chose to go with the first design, with details from the other designs.

Next, I picked out some colour palettes from the website colormind.io and tested them out on each drawing of the penguin. On the right, I sketched out some pose ideas that the penguin could be in. I think I like the top one, or the bottom one the most.

 

Now, I can move onto the modelling of my penguin character, starting on blender.

3D Animation Practice Part 2

During week 7 we took on some animation practices on Maya to further learn about more technical techniques and functions of 3D animation.

Source: Week 7 – Animation Practice & Introduction to Rigging – Morning Animation Exercise – Jump-intro.mp4, Jump-setup.mp4, Jump-blocking-pass.mp4, Jump-2nd-pass.mp4, Jump-polish-pass.mp4.

Introduction to rigging – Exercise 01 – Parent rig, Exercise 02 – Control rig, Exercise 03 – Robot control rig.

Our morning exercise was to make the Rig, Ultimate Walker, do a jump on the spot. We gathered our own reference. I picked out a video reference, a picture reference and I also used the grease pencil on Maya to sketch out a quick storyboard/thumbnail of how the jump will occur.

Video Source: https://youtu.be/t0i72FCq2dM

Image Source: https://martinsammut.wordpress.com/2014/01/10/jump-animation-reference/

As I followed my tutors tutorials, I also added a sphere to block out the keyframes, or position of the head, on the scene. This guided me for animating the ultimate walker.

 

Eventually, I was blocking in the keyframes of the ultimate walker jump. I positioned them to how the sphere was then I positioned the legs, and body to where it suited best realistically etc. at the anticipation where the body meets the bent legs, the body should be balanced parallel to the heels of the feet. If it was further back, realistically that would make the rig fall backwards.

When I have most of my keyframes down and the animation plays smooth enough, I would use both the graph editor and the dope sheet to polish up the animation. Using these would help me pick out parts that were off and easily adjust them to a better position.

It was quite simple to move around the rigs and parts of the ultimate walker for the jump animation, however I feel like my attempt could have had a more lively action than the one I created – I was mostly trying to find where the legs would be positioned during the jump throughout the animation without thinking so much about adding a personal flair to it. I may work on this in my own time to see how I could improve.

 

Next, for my afternoon exercises, we looked at the introduction to Rigging. We would be focusing on the two main parts, the Parent tool, and the Control tool.

 

I followed my tutors tutorial (Exercise 01, Parent rig) on how to constrain objects together using the Parent tool.

I started with the arms of this man model. To connect the three parts of the arm together, I start by highlighting the hand. I shift-select the forearm and I press P for Parent, or find the constraint section and press Parent.

I go through the same process for the upper-arm by highlighting theother parts first, then shift-selecting the upper-arm, and pressing P. When I want to connect the arm to the body, I drag the now arm group I have created, into the middle of the body part in the outliner. This then connects each part together.

 

I do this technique the same way for each of the arms and legs. For the head and neck however, I only need to drag the hat and shades into the middle of the head on the outliner. I then parent the neck to the body, and then parent the head to the neck. This will give me a simple parent rig of a man model. I can now move their arms, legs and head into any position.

I followed my tutors tutorial (Exercise 02, Control rig) on how to structure the constraints of these three cubes to make a function similar to a moving tail.

First of all we bring out the circle tool from the NURBS section, and place then underneath each cube. I was to make sure the pivot point was directly underneath by holding X to snap it into place.

During this time I also made sure to label all my parts to know what they are later on. I made sure to label them by what position they were in and what function they have etc. Bottom_CTRL, Top_GRP.

I also froze the transformations of the circle control rigs to avoid the change of position later on.

Next, I put each of the cubes into a separate group to keep them as not just a shape, but a constraint. This is so if I wanted to replace the shape to something else, or scale it, I can do that easily while it is in a group. I also labelled each group to what cube its assigned to.

Now, I was able to parent the control rigs to the cubes. I held Command and clicked both Top_CTRL and top_GRP etc. then pressed ‘Parent’ to group them together.

As I had finished this, I bring together the control rigs into their own group. I dragged top into middle, then middle into bottom.

Finished Model & Reflection

Here is my finished model uploaded onto Sketchfab.

https://skfb.ly/6ZwHH

200 word reflection:

At the start of this year, I had no knowledge of 3D work at all. This has been a strange challenge to take on for the first time, however I am quite surprised at how quick I managed to pick up on the basics of 3D modelling. I am moderately confident in building a simple 3D model and using skilled techniques I’ve learnt over the weeks. I really liked and feel I did well in building the model from scratch, the detail process in both Maya and Substance Painter, applying textures and altering its style. I feel like I can improve on and learn more about rendering, avoiding issues through combining/connecting shapes, and UV mapping correctly. The advice and guidance I had got from my tutors over the past few weeks had been very helpful in times I was unsure of the next step or stuck with errors. Also, seeing my class’ efforts has inspired me in my progress as most of us are starting 3D for the first time. I feel I have done quite well to produce this mantel clock with the research, reference, design, modelling, and texturing I have gathered and created.

 

Texturing

Here I will be explaining my process with texturing in the program Substance Painter.

The first thing I were to do after I brought my model into substance was to bake the mesh maps. This will generate each layer, or material attribute that I applied to my model in maya, with multiple mesh maps that determine the edges, curvature, separate objects, shading and more.

I learnt about the process of baking mesh maps from my tutors teachings. Source: Week 04 – Texturing – Exercise 02 – Baking maps for smart materials.mp4

 

I started off with placing the smart material ‘Gold Damaged’ onto the cold case/clock of my model, as I thought this would suit best. I dragged the material onto the desired place and it was generated onto it as a grouped layer.

 

 

I made a new player on the gold case material so that I could paint onto the face of the clock. I used this material ‘Plastic Matte pure’, changed the colour to light beige and turned off height, to paint the colour straight on he face. There were parts I had to erase the white as it got infront of the hour and minute hands. They were simple to erase off on the UV map view.

 

 

I wanted to create a glass pane look for around the clock, and with the help of this video I was recommended ‘Substance Glass shader’ I was able to make it quite easily. I placed the smart material, ‘Glass visor’ onto my model. It also guided me to add an opacity option in Texture set settings to get the transparent look. I changed the colour to a more light beige, and went up to the shader settings where I could pick a shader that would enhance the glass even more.

Video source: https://youtu.be/lfufwfE1rA0

 

 

 

I chose the pbr-metal-rough-with-alpha-bending shader, and it gave me the look I have above.

 

For more detail, I also added another material on top of the glass pane. I added ‘Iron Old’ because it gave a realistic look and had and old, dirty style to it that fitted my idea that this is an old antique clock.

 

I placed the material down and it gave me the grouped layer of additions. I turned off opacity as it was giving me an ashy, light look that I was not looking for. I also turned off height for a little less texture that there was on the default setting.

 

 

This is what the iron old material added to the glass pane. I think this makes it a lot more realistic and believable that it is an old mantel clock.

 

 

 

 

I added the ‘Steal Painted Clearcoat’ to the roman numerals on my clock. This gave a dark metal look with minimal scratches and texture. I thought this was nice because it makes it look cleaner inside as it doesn’t get as effected by dirt from being old – its more protected inside the clock.

 

 

For the silver mechanics and the back support of the clock, I dropped in the material ‘Cobalt Damaged’ to the both of them. I altered their colours, giving the mechanics a grey/silver, and the back support a dark gold colour. I also dropped in the material for both objects ‘Steel Rust Surface’ that gave them a rusty, old look to the model. 

 

 

 

 

After I brought my mesh into Substance, some objects would not allow painting of any sort to work on them. I asked my tutor Alec about the problem and suggested I should bring every part of my model into the same UV Island, so that substance did got get confused as to where the other parts were. This ended up fixing my problem however I would have had to restart from where I was. I quickly added in what I had done above and continued with my work.

 

 

 

 

The biggest challenge for my model was attempting to create this carved design onto my work. I got some advice on how to go about this, and learnt about the use of masked layers and the height feature. I made a new layer, added a fill, which I set to only view the height option, then added a black mask – so when I paint the opposite colour, white, onto the model it will alter the stroke if it goes inwards or outwards.

I was achieving for this sun shine symbol which I think turned out very well. I used the symmetry tool to help create this same design on the front and back of the model. I used the radial symmetry tool on the Y axis, with 2 count and 360 angle span, to achieve this effect.

 

 

I had also made this design on the top of my model, which also looks very nice. I used the same radial symmetry tool to achieve this effect. I used the Y axis, with 6 count and 360 angle. To erase any part, I change my paint tool to black on the greyscale. I did this to erase a ring around the bell to separate them and the design for a cleaner look.

 

 

 

I had added some extra detail to my model with a collection of scratch brushes. I picked a side of the clock to add some scratches around the rim and base of the clock to give it a little more backstory and realism – it could also provoke questions: Where has the clock been? Was it dragged about? etc.

 

 

 

 

 

 

Grouping all my UVs into one UV Island allowed me to create this detail. Here I used this hard surface material ‘Screw Slotted Round’ to give the idea that bolts are holding the clock together. I created it by making a new layer, selecting everything off

except for normal, and dragged the material onto the normal area, which then appeared as the paint brush symbol.

 

 

 

I looked at an oval mantel clock for reference of where bolts are placed on and around a clock. This gave me an overall idea and I placed some bolts where I thought worked on the back support. I also placed bolts on the top and bottom of each pillar too as similar to the reference photo.

 

 

 

After all this, I went in to fix up and clean up anything I could, such as the placement of layers, the position of the scratches, the volume of height, rough, and metal in some textures etc. and this is what I have as a result. I looked at render view to see how it turned out and Im quite proud of it as my first big modelling project!

 

 

 

 

 

 

To bring this model into Sketchfab, I would need to export my textures from each of the maps on every part of the object. I did this by going onto file -export textures and altering the settings. I set the output template to ‘PBR Metallic Roughness’ the file type to ‘png’ and the padding to ‘Dilation – default background colour’ with 7 pixels.

 

I could also go into the individual UV parts of the model and choose which maps I wanted to output. I chose all of them In case I missed any for uploading onto Sketchfab.

 

 

 

Now I can go onto sketchfab and upload the plain fbx file of my model I had before

 to upload onto Substance. Once it is uploaded I could edit the 3D settings. I imported all the textures onto the material settings, and placed the right ones to their parts in the model.

E.g. BaseColour textures go into the Colour section, Metallic goes into the Metalness section, Rough goes into the Roughness section, and Normal goes into theNormal/Bump map section.

 

 

I also altered a few settings on lighting to present it well and place it in an environment that suits. I turned on the 3 direction lights and placed them were I wanted, and I picked out the ‘Glazed patio by Restaurant’ environment from Sketchfab’s collection to enhance the models intensity, shadows and colours.

 

 

 

 

After this, my model was complete! It can be viewed through this link: https://skfb.ly/6ZwHH

Week 4 – Texturing

This week for the weekly Modelling Challenges we looked over texturing. Texturing is the placement of material, colour or pattern onto an object or model. We were required to test out a program called Substance Painter along with working in Maya. Substance Painter is known as the place to build and structure textures onto already-made models.

Source: Week 04 – Texturing – Substance painter intro.mp4, Breaking maps for smart materials.mp4, export maps from substance to maya or sketchfab.mp4

 

First off, we were given a UV mapped hard surface model ready to texture. We jumped onto Substance painter during class to get used to the program and then attempted to place texture onto our object.

Source: Substance Painter

Before I do anything else, we bake our ID maps. I scroll down at the right column of menus to find texture set settings-bake mesh maps, change mesh size and tick ‘Use low poly mesh as high poly mesh’, to help keep the mesh the same. Then change the ID setting ‘Colour source’ to ‘Mesh ID/Polygroup’ To help generate an ID map based on the seperate models in the one file.

 

Once ‘Bake selected textures’ is clicked, we get multiple mesh

 informations, and each one helps determines a seperate feature e.g. shadows, edges, each model, thickness.

Now I could pick a smart material to place onto the model. I chose ‘Aluminium Brushed Worn’ to test out first, and just left click and dragged onto the model to place.

 

what I could also do is place other materials. I did this by dragging another material onto the model (Chrome Blue Tint) , right click the layer it comes from, select add mask with colour selection, turn in ID map and click the parts of the model I want this model to have.

 

 

 

 

 

 

 

 

 

I also added a stencil from the right menu in a yellow colour to add detail. I could then save this texture in a folder and bring it into Maya, with the blank object open, or else straight into sketchfab, where textures can be easily uploaded.

< Source: Sketchfab

Monty Rig – Inspiration

Here I will be completing my second assignment of my Animated Narratives module – The Monty rig. During this assignment I will be producing two separate animations of a rig we have been given. One scene should convey weight of motion / action / mechanics of the character. And another scene should convey emotion / personality of the character.

To start off, I want to explore the world of 3D animation – exploring and studying other artists / animators techniques and styles will give me a sense of inspiration.

IMG_6413.jpg

The first animator I found was Jamaal Bradley. Jamaal is an animator, artist, storyteller, & director. He has worked for Dreamworks, Disney, Sony ImageWorks and also runs PopWilly Productions LLC. Jamaal has a website/porfolio showcasing his creations and progression.

Source: https://www.jamaalbradley.com/

 

One of his challenges shown on his website that was interesting to me is ‘Progression of an Animated Shot: Mother Gothel & Rapunzel‘. Throughout the video you can see the progress of creating this shot from ‘Tangled’ from the Layout, 2D Showing, life reference, blocking passes, and many more polishes until the final render. This was amazing to watch and seeing how life reference can be used so effectively actually encourages me to try it out too. Jamaal effectively captures the confused daze on Rapunzel and the effect Mother Gothel has on her as she spins around the dark room unexpectedly.

I’ve also been watching his short film ‘SUBSTANCE’. I’ve seen the way Jamaal creates emotion in the characters through their expressive physical and emotional actions, all without dialogue or sounds from the characters: only the music is present. There is contrast between the two brothers playfully fighting at the start and the real fight that the substances cause. This is easily highlighted and expresses their relationship and their different intentions to help the future of the family. In the end, the presence and heart of the child was able to change this situation for the better. This film highlights the realness of the substance situation as it can happen regularly in real life.

 

This short film gave me inspiration because of its overflowing range of emotion captured in 3-4 minutes. The way the body and face is positioned in each character to always convey a sense of emotion, makes it seem so real and genuine. I hope to capture this level of emotion some day. Source: https://youtu.be/c650yL4X7Wk

 

Another animator I have found is called Nathan Engelhardt. Nathan is a Supervising Animator at Walt Disney Animation Studios has worked on many films such as Frozen 2, Ralph breaks the internet, Moana and Zootopia. Nathan regularly posts on his Instagram page his previous works and progression. Source: https://www.instagram.com/nathan.engelhardt/

There are two posts of his that stood out to me. One is about the blocking passes he created for a scene in Ralph Breaks the Internet with the character Vanellope. I love the description Nathan provides explaining his process and thoughts on the action he is trying to achieve.

Instagram post quoted below.

‘..In both blocking versions You can see I had a section where I lifted the hands off the car hood for an additional gesture. One was more of a powerful fist pose to show the energy of how she felt when she thought about racing in that new game. The other was using two hands as if on a steering wheel, pretending she was racing again in the game for brief moment. In the end, we all thought it was cleaner to not lift the hands at all in that section while she was reminiscing about the new racing game and only lift them off the car hood when she moved to her next main internal thought, which was a sort of a summation or assessment of her experience. this was just another great reminder for me to only move the character (or pieces of the character) when I have to. Typically when the internal thought changes.’

Source: https://www.instagram.com/p/CMQhPmHj1ys/?utm_source=ig_web_copy_link

This is one out of the three videos featured in the instagram post.

I love the thought process of linking personal traits to the actions of a characters body. The idea that Nathan had in mind that her moving hands would symbolise how she would be holding a steering wheel, would have been great to see. It just adds so much detail, personality and meaning to her actions. Although progression of the characters thoughts matter more, I would love to learn from this good idea.

Another post is about how Nathan adds drivers to his progression to help him understand what constraints he needs to work on in a shot. he talks about the importance of planning from this shot in Frozen 2.

 

Planning is key to making your shots (and life) easier. The times I don’t, I struggle way more. So when

thinking about constraints in this long scene, I tried really hard to think about the anatomical dependencies and what pieces of each body drove the other pieces.’

He goes on to say that he’d much rather use life reference to capture the scene between Olaf and Anna.

‘After I did this thought experiment, it became clear that there was no clear constraint solution that could support everything I wanted to do, so I didn’t use any constraints. That setup (or lack there of) was a pain with the hand contact, but I usually babysit hand contact stuff per frame anyway; plus it kept me free to push things around without a ton of counter animating…

…It’s usually around this time I simultaneously look for inspiration in art or life. My son happened to get pretty sick that winter I was animating this shot, and I managed to capture some sweet inspiration. I love the way my son plays with my wife’s hair. So stinkin adorable! I ended up trying to use some of that “hand wandering” in Olaf as he’s talking to Anna.’

Source: https://www.instagram.com/p/CCZA7UhjpG3/?utm_source=ig_web_copy_link

Although planning with drivers may be a good tool to use in other cases, Nathan proves that impactful references can help out just as good, maybe even better. Nathans thought process and detail to work inspires me to do as best I can in my assignment and structure my work well.

3D Animation Practice Part 1

During week 4 we took on some animation practices on Maya to improve our skills, learn about the techniques and functions, and be prepared to animate for projects in the future.

Source: Week 4 – 3D Animation, Class exercises, Exercise 01 Ball rig, Exercise 02 Forward kinematic and Inverse kinematic animation systems, Exercise 03 Curious character jump, Exercise 04 Blog rig.

 

First we looked at the ball rig, which we completed in class. We were tasked to animate the ball bouncing off the red wall and create some kind of post-bounce movement afterwards.

I attempted this with the use of the controls on the objects provided, and the graph editor, that guided where my movement was positioned in each axis.

I tried the use of squash and stretch when the ball falls to the ground/off the wall, and when the ball hits a surface. I also added movement on the wall when the ball bounces off it to make it a more engaging scene.

I was given feedback from my tutor during this class. They liked my approach, and pointed out I should keep the ball consistency throughout the whole action. Etc. As the ball fell to the ground, it would be stretched, but as it reached the ground it would return to the normal ball shape, then it would squash onto the floor.

All I need to do to improve for next time is to keep the shape consistency to give it a proper squash/stretch look.

 

Next we looked at forward kinematic and inverse kinematic animation systems. These are two different processes of object animation displayed as two robotic arms.

Forward kinematic animation is how each object down the chain follows along with what was moved above. So if the shoulder of an arm moves to the side, the elbow down moves along with it.

Inverse kinematic animation is where either the top or the bottom of an object is the main command for movement – the objects from the opposite place will stay in their place. This is like when you move your leg around when standing but your foot stays in one place.

I completed some simple movements of the two robotic arms paying attention to how I used each animation system.

I had a bit of trouble trying to produce a playblast video of the animation. I was following a Youtube video to help set up the settings however it has caused parts of both objects to disappear, and therefore not show up on playblast.

 

 

However, I came back to the files after a few days and they seemed to have fixed themselves, so I was able to produce playblast videos for the two animations again. Now they look much better. It was fun working with these objects apart from the difficulty.

 

Next I looked at the curious character jump rig. I followed my tutors tutorial and animated my character looking around them, then doing the worm move.

I mostly used the dope sheet to help me out with this step by step animation. It allowed me to move around the frames easily.

The controls were also interesting to use as only two were available, it was a challenge to work from the limited movements. However, I managed okay and I’m happy with the outcome.

Back To Top
Skip to toolbar