May 14

Animation for the Creative Industries – Professional Practice

Formatting a CV

Creating a CV can be a stressful part of looking for a new job. It is the first impression a potential employer will have towards you. So how can you make a CV stand out, but also stay professional?

  • Layout: The layout needs to be easily navigated and organised. Your information should be neatly spaced out, in a thoughtful manner and not over congested as to make the CV look messy and unreadable.
  • Colour Palette and Typography: A CV can have any colour palette that reflects your personality as long as the colours do not clash or take away the readability of the text. The typography coincides with the colour palette and can reflect you as a person but should still be clear and readable. The colour of the font should also not clash with the page colour or any textbox colours and should stand out more over the colours used elsewhere. The text information is the most important bit, make sure they can see and read it.
  • Grammar: Make sure you proof read your CV for any spelling mistakes or misuse of punctuation – this is how you make sure it is to a professional standard as it shows attention to detail and that thought and care has went into creating your CV.

Generic CV templates may work for most career paths, but in the creative industry, you’ll want it to stand out and reflect you as the creative person you are! Looking for CV references many fall into the generic layout design and it was quite difficult in finding a fun and creatively designed one that wasn’t overwhelming with either design or information.

Examples of bad CV structure:

 

Although this CV is well laid out, the typography, textboxes and imagery used make it feel messy and very overwhelming. I also don’t think it is a good idea to use grading levels in software skills as it could put an employer off by seeing that you are not fully confident in the software they require you to use. Even if you are a little uncertain of a software, you will likely have a team around you for support and there are plenty of online tutorials to learn from.

This CV is a bit underwhelming in my opinion. It has potential to work and be fun but needs better thought in the layout and additional information added to it. The colour palette is a tad bland but it works well and all the areas you want to stand out, do just that.

This CV has potential to work. However, I believe that the hand written font is hard to read, but the colour palette and hand sketch style is really nice and works well.

Examples of good CV structure:

I personally love both of these CVs, as they portray the animators personality in a creative and fun way without taking away from good layout, colours, and typography. They are thoughtfully laid out in clear sections with readable font and all the relevant information provided.

My CV:

Over the years I have had several “boring” CV’s that would be considered working world standard. For this CV I wanted to create something beautiful to look at so that it would stand out but also be a reflection of me as a person. I had a few ideas in mind, I am very into gothic/horror but thought this would be too dull for a CV. I am also a massive lover of nature, and my favourite colour is green. Therefore, I decided to go along the root of a cottage core themed CV. I still kept my layout and typography more working world industry standard but try to make it a little less bland and more eye-catching. I also incorporated the logo PNG’s of software I am able to use as I felt this added more personality and key information.

 

 

Creating a cover email and researching into job listings:

What makes a good cover email?

A strong cover email will be tailored to highlight your skills that are suitable for the specific job role. It is a way to pitch yourself and you skills and also show your passion in the company itself.

  • It is always worth researching the company and making sure that you are well versed in their style and projects, it will also help if and when you attend the interview for said role.
  • It is always best to avoid any slang terminology and to keep the cover email as professional and direct to the point as possible.
  • Keep it well structured and make sure that grammar and punctuation is correct as it maintains that professional standard and also shows a better attention to detail.
  • Reference the requirements of the role and how your skills can contribute.
  • Explain that your skills and experience can resolve issues or achieve the finished outcome.
  • Reiterate your value to the employer before closing off the email.
  • Use appropriate and easy read typology.

 

 

Creating the cover email:

I actually found this task quite difficult as I was logically looking into the job listings to make sure I would be a qualified candidate for the role. Unfortunately, there is not many sources to find these jobs on, and more so, they are usually for Senior roles. I looked through Indeed, but there really wasn’t much in the way of Junior roles for any company with styles that fit my own. I began to look outside the box of just using Indeed and remembered that there was a careers section on Art Station. Although there are no jobs when searching under United Kingdom, I decided to check for remote work further afield. I came across a listing for a 3D environment artist for a company called Thekla, Inc. of who I have never heard of before but began researching into the company. From what I had found there isn’t much information on the company and even there social media seems quiet. However, I did come across a website that shows two of their games. I believe they may be a small indie company but their games are puzzle based and available for majority of consoles.

I really liked their style from watching game play on YouTube as it gave a nostalgic feel from when I was a child. So therefore I decided that this was the company I wished to write my cover email for.

My cover email:

 

What makes a good Showreel?

A showreel is a video edited to display your best work and demonstrates your skills. You should start and end strong, so save your absolute BEST work for those parts and then piece your other works in between. Its best to post as much variety as possible to show diversity and flexibility in skills. A showreel can be edited to tailor to a certain employer as it will appeal more by having 3D specific assets for a 3D role than presenting an employer with a 2D showreel. The showreel I created will be a mixture of both 2D, 3D and stop motion as I enjoy a variety of media in animation and feel I am fairly confident in all avenues.

I really enjoyed this showreel as they show their animation process by including the animatic and then show it again with the final product. I always enjoy watching process art and it’s something I would definitely want to do myself in future with my own showreel.

I also really enjoyed this one as it showed how to incorporate mixed media into a showreel which is what I will be doing with my own. I enjoy changing between 2D, 3D and stop motion as I feel I thrive off of the change and the challenges I face. The showreel above displays very different styles in a range of mediums and they keep it engaging and in time with the music.

My Showreel:

I was surprised how much I enjoyed composing this. I used CapCut and the features allowed me to edit very similar to After effects so I didn’t struggle in navigating the software. I don’t have a lot of confidence in my work, so I did really struggle choosing which is my “best” pieces. Overall, I just had fun and chose things that made me happy. My choice of audio is a reflection of myself, I like to keep things light hearted and comical, so I felt there was no better sound than one used in Austin Powers movies. I noticed that it had good beat and rhythm changes so I tried my best to transition my animations in these sections.

 

 

 

 

 

 

 

 

 

May 11

Animation for the Creative Industries – Portfolio

Initial concepts for body anatomy:

Concept Design + Composition:

Adjustment to colour palette after feedback:

 

 

Modelling:

 

UV Map:

 

Staff Prop Model and Texture:

 

 

Some Textured Assets (textures done by myself, the models created by Eoin)

Completed Model + Animations 

SketchFab upload: https://skfb.ly/pwSU

Final Renders:

 

 

Unreal Engine Screenshot Renders:

 

Game playthrough (with UE bot as we didn’t have a games coder to use our own models):

 

May 11

Animation for the Creative Industries – Game Development

For this assignment we paired up with the Games Design course and we were assigned into groups. Our task was to create a playable game and prior to being assigned our groups we chose our preferred medium of 2d or 3d. My group had all chosen 3D as their preference which helped massively when it came to brainstorming ideas for what we wanted our game to be.

Initially my group decided to rule out anything we didn’t want to do as we found this the easier method of narrowing the idea field. We decided on no open world(which was in the module brief anyway), no racing games, no gun shooters, and no puzzles. I had pitched the idea of a boss battle arena similar to that of Elden ring, where a player enters the arena and its a boss fight. However, due to there being 3 animation students and a games design student wanting to model, we realised this was too narrow for dividing work evenly among us. We then pitched onto the idea of the Seven deadly sins, where each level would be based off one of the sins. When we pitched this to the tutors, they liked the idea but said that we needed a story behind the gameplay so the group all spent time thinking of how we could incorporate a storyline to the game. When it came to the following week we had decided on a Priest who was battling the seven deadly sins (levels) which each level completion would unlock a perk i.e. Attack, Dash, Double Jump. Once the levels were complete the player would reach an evil Pope boss at the end and use these perks to defeat him. Our feedback to this was that the game seemed overthought and that it would be hard to make unlockable perks link to the seven deadly sins. The games design tutor liked the idea of the game and said that if we just had environment levels with minion fights and the boss fight as a button masher it could be fun. With this advice, we discussed together and decided that a button masher sounded like fun and we looked into how we could adjust our idea to fit this.

 

 

 

Concept + Research:

 

I started by looking at realism body forms as I felt this would give me the anatomy understanding to simplify it down into a Saturday morning style. My group knew we wanted to keep this game light-hearted and humorous so after discussing my design ideas, we wanted a morbidly obese body with slightly exaggerated proportions. I then looked up gorillas, babies sitting and Bowser (Mario) for references. I thought that having him sitting would allow more focus on the attack and defence structure of the game rather than having to worry about animating legs. Due to deciding to go the full 3d route and not 2.5D, we needed to keep things more simplistic so we could get completed in time.

 

We all used Miro to update mood boards, spider diagrams etc and make sure everyone knew the structure.

I made a basic mood board of the groups ideas for the Evil Pope Boss. I also looked at the shape form of Mario characters as this was the style we were getting inspiration from so I wanted a better understanding of were round and sharp edges where used and on who.

 

 

Designed a rough sketch of basic shaped based off what I had gathered from my shape study of Mario. I felt like a Wario shape was well suited with more elongated arms similar to Mario and as his hands were his weapons, used DK’s sharp edge hands.

I then started to place line-work. I asked the group their thoughts, and we all collectively agreed that the head needed to be smaller as to push the exaggeration of his larger body portion.

I looked at different designs for colour and details. I decided as he was evil to add an anti-christ cross on his hat.

 

For our style guide I put together a basic shape build and rough size guide.

I also looked at environment design ideas and textures. I created my own little drawing of a material sphere with lava just for fun and reference!

 

After presenting our style guide I got feedback that the Pope looked too pure and to change the colour palette used. One of the members of the class who watched the presentation had mentioned the Schema Monks, so I looked it up and decided to use them as a bases for reference.

An addition concept sketch:

 

Final Concept:

I adjusted a few things when modelling the concept design. I decided to use a shawl instead of the collarette as it reduced the risk of clipping faces when animating. I also changed the texture design slightly but used similar colours. I added shoes to his feet instead of bare feet as when modelling the toes on the lower poly it was causing them to look boxy and rigid. Due to the model being all one mesh I struggled a lot separating the robe around the legs so added trousers to make that separation more seamless.

Modelling:

I really struggled with getting the shape of the model initially. I focus a lot on realism shapes and time and time again kept sculpting and just going too far with it. Plus I knew retopology would be a big time consumer and was just adding unnecessary steps to a simple design.

I restarted the model several times and eventually stuck with this one above. However, I modelled it with separate parts for the face and by trying to keep him low poly, the hands seemed very sharp edged and boxy. I rigged the model and realised I really wasn’t happy with it… so restarted.. again!(X10)

Final Model:

This time round I focused on keeping the model as one complete mesh for easier rigging. I also simplified down the feet and hands as having fingers/toes was just complicating things more than needed.

Due to starting this model quite late in the process I decided to scrap his mouth and add a moustache to make things easier and allow me to have him done in time.

Initially had a solidify modifier on the shawl but decided to take it down to a single plane to avoid face clipping when animating.

Texturing:

Staff Prop:

Concept

Modelling

Texturing

Texturing Assets:

Eoin from Games design modelled our environment and props so to help out I took on some of his props and textured them. I also had a few other assets such as a tree, rocks and structures but for some reason the Substance file wouldn’t allow me to save the file (after the material export) so I lost the texture file in SP and had forgotten to take screenshots of these at the time.

These were all the texture files and objects I completed –

 

Animating:

The armature applied well with Automatic weights, I only had to go in and adjust a few things around the head and face. I used parenting to parent the staff prop to the hand bone so that it would follow the hand movement. I watched a few tutorials on YouTube to see how the best method for the model and functionality. As the prop would not be anywhere but in a hand grasp I decided that parenting was the best to use.

 

I followed a tutorial on YouTube to rig the eyes.

https://youtu.be/0r6yjnxh9Qg?si=-78ulhPFOGlwtlhL

This worked well but I did come across issues when using the NLA editor as this YouTube tutorial had created a separate rig parented to the original and when I was storing animations, I didn’t realise I had to store the eye movement separately. So when playing the animations in NLA editor the eyeballs would move to a different stored movement if I hadn’t changed it over to match the correct one.

Test Renders:

 

I used NLA editor to create 5 animations that could be used in game for idle, attack and defeat. I blocked out the animations and then put in-betweens, but still felt they needed more fine tuning to I rendered these out just to see what needed adjusting and how the timing was and then went back and adjusted accordingly.

Final Animation Renders:

 

 

Composition:

On the week prior to submission, what remained of our group got into a discord call (Eoin, Josh and myself) and discussed the final composition of the game. Dillan hadn’t communicated where he was with the minion character and we lost our coder Brian so therefore we were not going to be able to get our game animations in. We decided at this point just to import our still models and take render images of scenes with both Josh’s main character and my own. It’s disappointing, as I really wanted to have a playable game at the end of this all but the remainder of our group were unable to do what was required for that. I had gotten my character working with the skelemesh and ready to bring over to UE but had issues getting it over. Instead of wasting time on that with the animations no longer being able to be seen in UE, I decided to look at my animations to make them smoother in Blender so that I could render out videos of that. I felt like this would be better presented in my portfolio at the end.

I did try looking at creating a facial rig but I could not get it to work no matter how many tutorial videos I watched and using the rigify node was not suited for the style of my characters features. Therefore, I just looked at refining the animation movements.

I also suggested to do a “game playthrough” with the UE bot just to show off the map, assets and give an idea of how the game would of been had we of been able to code our models and get it completed.

Game Scene Renders:

I took some render shots of the boss in the final temple area. The lighting is very low and I feel like there would need to be more light source coming into the scene had we of got the game playable and this is where the final battle took place. However, I do feel the dimly lit room adds character and is scene setting for the mood of the game.

 

 

Below are some scene shots I had taken due to my contribution to some asset textures within the scenes. I textured the trees, gravestones, rocks, rubble, crystals, lantern (lights) and chains used without. I feel like we could have possibly adjusted the brightness of the scene lighting slightly to allow a bit more of the texture details to come through but I think the world building and mood is depicted really well with the saturation of colour used.

 

 

Game Playthrough to show environment, UI & assets (With UE bot):

I created a screen record of a play through using the UE bot so that I could show what we had created. We did have a UI menu screen and full health depletion but it had corrupted the UE file in the prior save on Github and therefore the health bar only dropped to a certain point and I was unable to access the main menu screen due to this, which was a shame. I also spent time on a discord call with Josh to try and get his main priest character in as I was going to have him outside the temple to just show him off, but Josh was having issues with his textures and exporting the FBX correctly to get it into UE and therefore we decided that we wouldn’t have the time to rectify this. I created this just to show off the environment, textures and general idea of how the game should of played if we had managed to get it completed. Music was supplied by my boyfriends band.

 

Final Thoughts:

This was a VERY difficult assignment as our group just slowly started to drop out one by one until there was only Eoin(Games – created the UE environment and assets), Cheyanne(Games – created our UI), Josh(Animation – created our main priest character) and myself (Created the final boss Pope character and textured assets for the environment). Due to losing our coder, we were destined for failure from a few weeks prior to the deadline. It was really disheartening and I lost a lot of passion in getting this completed at all. My main focus was just to show off what we did have, as I feel like this game had the potential to be an amazing achievement had we of got it completed and playable. I really wish we would have had our group stay together as it would have been incredible to see what I had created and animated in the UE environment and functioning as he was intended to. I struggled a lot with trying to model the character in a simple shape style, and my final model was probably my 10th+ attempt at it. Over the summer I am going to go back to basics with my modelling and try to grasp skill in all styles as I always feel I overcomplicate my model and then start arriving at issues further in the process. I am happy with what I was able to do and I learnt a lot along the way, especially with using the NLA editor. I feel a little more confident with UE now too, but it is still a software I am so uncertain of and will also be looking at using and building my confidence up in over the summer months. It has been a very difficult few weeks on the run up to submission as the group lacked a lot of communication and I felt left in the dark with were we where and what was happening. I still would like to pursue games design in future, and I am going to have a lot to focus on over the next few months and try to soak in as much knowledge for next year!

 

 

February 23

Animation Discourse – Presentation

For this assignment we were split into groups and tasked to look at finding an article on animation and analyse it. Initially I was placed into a different group and we began looking at all the possible articles we could use. However, between the first and second week I was informed that I had been moved into a different group so straight away got into their discord group and began catching up on where they were at.

They were still deciding on what article they wanted to look at, so we went onto a discord call and began searching the University library online for articles that interested us and posting it in for the others to look at. We came across the article “How time works in The Simpsons, by Amy M Davis” which we all agreed was an interesting topic and something new for us to look into. Our group initially were a little unsure of exactly, what, we needed to actually research into from the article and this definitely slowed us down a lot at the start.

I started off by just reading the article several times and jotting down notes a picked up through it. I found that because I grew up watching the Simpsons, a lot of my notes related to my knowledge of lore rather than actual facts taken from the article itself. After this, I did go through and refine it and make sure that everything was based off the articles content.

I re-done my notes several times, a lot of it was repetition but I found it beneficial as when I kept re-doing the notes I would find something else new that could be used.

My group worked really well together via discord and we called quite frequently in the evenings to discuss what we had been looking at individually and then working out how we would divide this information up so that we were not repeating each other with the same thing in the presentation. It was nice to see everyone else’s notes and thoughts on the article as they viewed certain points of information in a different perspective.

I then went over my notes and wrote out briefly how I wanted to present my part in the presentation. I used this during as a prompt as during presentations I tend to get anxious and get brain fog so I didn’t want to miss important parts of information and this helped me overall when presenting.

 

Reflection:

I found this assignment okay, I feel like the brief and general information given at the start was rather vague and it was very difficult to know exactly what was required from reviewing the article and during the presentation. With our group only being a group of 4 the time management definitely wasn’t as restricting on us but we did feel that we couldn’t go into detail as much as we would like on our parts with fear of running on too long and getting cut off at the 10 minute cap. This I do feel reflects on the overall quality of our presentation as it was very difficult to break down all the information and research retained into more of a brief to present. I am very pleased with my group though, we worked well together, presented well and I feel like had we had a more descriptive brief initially we would have had more time to look at breaking down our presentation so that it wasn’t just as basic as it was. In our feedback we were told it was a bit repetitive and I thoroughly put this down to the uncertainty we had of what was being asked of us.

 

January 6

Animation Strategies – Body Mechanics & Lip Sync

For this assignment we were tasked to create two different animations. One focusing on the body mechanics of a character lifting a weight and the other was to choose a short voice clip and create a character in lip sync to this.

Lip Sync

This was my first time attempting to animate a lip sync and I struggled a lot more than I thought I would. The actual movement of the mouth wasn’t the issue, it was pairing the expressions alongside them that became a challenge. I still do not have access to a screen graphics tablet at home so instead of using ToonBoom I used a software on my iPad called Toonsquid which I found to operate very similar to ToonBoom.

I looked at several different voice clips and originally decided on an Ozzy Osbourne clip, but when sketching out the block out I decided I didn’t feel like I was enjoying it so I had a look at other options. It was actually when I was watching King of the Hill, there was a scene with Hank Hill and Penny and after hearing it, I decided this was what I wanted to do. I looked at several mock sketches for character design and unfortunately hit a massive art block during this time and really started to struggle. I decided to go with something cute and simple as to not overload myself with too much detail.

I went onto ToonSquid and loaded in the voice clip and began to look at the mouth first.

I went through the sound clip and wrote down phonetics I could hear and this then allowed me to draw the mouth around the sounds a lot easier.

Below are some of the references I looked at to help:

 

Once I had the rough mouth shapes I then proceeded to draw out the characters and place this into a rough position and then use it as a guide to draw their mouths.

When the mouths where done, it was a still of the character with a moving mouth, so I began looking into adding expression and movement to give the characters more personality.

 

First stage:

This was the rough sketch of the character with the original mouth movements placed on top. This gave me a base to work from and develop further.

Second Stage:

For this stage I looked at the cheek movements and I also looked at the perspective movement of the paper he is holding when it moves down.

Third Stage:

For the next stage I looked at the head movements as this would be my foundation for working with the facial expressions in the final part.

 

I did use a video reference of myself but would prefer not to attach it! This was really helpful in getting the eyebrow expression and head movements used for Hank. However, I ran out of time with Peggy and feel like I didn’t get to focus on her movements as much but got a basic rough movement done. If I had of had more time I would have liked to look more at her head movements and her body, as I roughed out the head but drew in the body last minute so it is just stationary and does look out of place.

Final Animation:

For the final stage I looked at adding in Hanks expressions and then adding in Peggy at the end. I also tried to look at the characters ears and how they would react to the movement of the head. Unfortunately once I was done with the first character and moving onto Peggy’s voice clip I was coming very close to the deadline and I feel like her character is a lot more rigid that Hanks. I did the best I could with the time I had but I am definitely not happy with the final outcome for her. I tried to get her to shake her head but I framed it too quickly and it looks very awkward and as if there is a sudden jolt, so if I had of had the time I definitely would have fixed this and made sure that it was a softer and better keyframed head turn.

 

 

Weight Lift:

I was slightly more confident with the weight lifting animation due to the more specific reference I was able to resource. I’ve put a few examples of references below:

I had a lot of fun experimenting with different weights and different styles. I initially had the idea of a robot trying to lift a box and it being so heavy his arms pop off, I did a rough block out to test this, however, I found it to be too boxy in style for me and I knew I would struggle to keep proportions accurate so therefore looked into other options.

I used some of the references I sourced and looked at a weight lifting bar and made a quick animation of that to see how well it worked.

 

While looking through reference videos on Youtube there was a partical one caught my eye and gave me an idea for an animation. It was Atlas stone competitions, and due to the cold weather and snow… I had the idea of making a snowman and lifting the head like an atlas stone onto the snowmans body.

I began by drawing a rough stick man to get the body poses done correctly. This gave me a really strong base to work off.

 

 

I had a bit of time to work on this so decided to add more to the end and thought it would work well to have the ball of snow roll off the body and become destroyed on the ground so I added this into my rough stick man sketch.

Once I was happy with the fluidity of movement on the stick figure I started to bulk out the limbs and body frame to give the character a smoother look within the animation. Due to the overlap of certain items, I decided to add a bit of white colour to the snowman so that the animation just looked better as a whole.

 

Final Animation:

I am happy with how this animation turned out however there are some small flawed issues I have noticed after reviewing the animation that if I had time I would go back and fix. I do think they are minor enough as to not overly effect the quality of it but the proportions of some limbs are off in certain frames and when he stands with his hands on hips the stance has a tilt rather than being in an upright position.

 

 

Reflection:

I enjoyed this assignment and don’t feel I struggled as much as I thought I would with it. Unfortunately with the other module hand in just before Christmas and then having the busy Christmas period, I didn’t get to put as much time into this as I would have liked to. I do feel I had to rush it a lot and it shows, especially in my lip sync where I didn’t get the time to put into Peggy’s expressions and movements the same way I did with Hanks. Researching for the weight lift was definitely a lot easier and there was a tonne more resources that I found useful than the lip sync. The lip sync references are all very similar and hard to put into practice which is why I used my own video referencing to look at and that helped me a lot more than anything else did! I recorded a couple of different videos with slight changes to each in body movement and expression and ended up using a mix of two and stitched them together to get Hanks finished movements.

The weight lifting was a lot easier and a lot more enjoyable and having the free reign to decide HOW the character interacted with the weight added some fun into the research! I love watching the Strong men competitions and that’s how I ended up finding the movement I wanted but adding the twist to it with the character building a snowman. Again though, I didn’t get the time to polish it as it was the first animation I looked at and completed and due to the lip sync taking up so much of my time… I didn’t get to go back and refine it down. I would have liked to look at adding a stylised character design into the animation – and have a rough concept drawn out on a frame – but I knew it would be time consuming to repeatedly draw this out and I just wouldn’t get it finished!

I have learnt a lot during this module but still have so much to learn too! I’ve enjoyed my first attempt at lip sync but feel like I did it kind of arse-about-face so will have to look at a lot more tutorial videos and make my life a little easier with any future lip sync projects. In hindsight, I tried to make my life easier.. but it ended up making it more complex and complicated!  I got Toonsquid to complete this project and as it is so similar to ToonBoom it actually made it a smoother process as I was able to navigate the software quite easily. I do wish I was able to use ToonBoom more (I dabble in it but due to the lack of screen graphics tablet at home it makes it very difficult for accuracy and neatness). It will be my next investment to get one so I will thankfully be able to use ToonBoom properly! My weight lift was just completed in Procreate as its the software I used most. I know that the animation feature is basic but it is enough to allow the basic movement animations. Although, after using Toonsquid I may start using it more for any of my animations as it is a really lovely software to use and its handy on the iPad for when I’m out and about.

In conclusion – I am happy-ish with the final animations. Another week and I would have definitely been a lot happier but it is what it is! I know were the weaknesses are in the animations and I can now progress into future projects knowing I need to schedule my time better so that I can finish everything to a higher standard.

 

December 19

Character Creation

Development of ideas:

We were tasked for this assignment to model, sculpt and texture an anatomically correct creature. I instantly had ideas for a dog like design but I wanted to push the boundaries with regards to its features. I looked into wolf/fox form and initially wanted to incorporate bear like legs and paws, however I went off this idea and instead looked into a maned wolf which has very thin long legs which I felt better suited the creature design I was going for. I wanted to incorporate skeletal structure to my model and some of my earlier mock sketches I looked at rib cage exposure and skull exposure. I decided to not overcomplicate the design and instead went with the snout area being worn away from skin and having the bone exposed. I also looked into kitsune designs and Ninetails from Pokémon and used the 9 tail design in my final concept piece. The design also combined 4 ears, six eyes, 4 tentacle like feelers coming from the cheek area and 9 eye-like designs on each tail.

I created a mood board on Whimsical for idea generation –

Mock design pieces:

 

The initial planning I was looking at a chunkier wolf design with more bear-like limbs and paws.

This was the first piece I drew. I knew I wanted to go along a more horror themed design – I looked at Salvador Dali’s elephant paintings and took inspiration for the legs – Until I realised that we had to be anatomically correct, so began looking into the maned wolf as it has very long spindly legs similar to the look I wanted.

 

These where just some sketches to see posture and how bulky I wanted the body to be.

 

Final concept pieces:

This was the first colour palette I looked at. At the start I wanted to go with a mossy rock-like texture for the model – However, after showing Henry he advised it was a little too bland and to look at different colours or add something to those to make it pop more.

I decided to add a bit of yellow to the breast area and tail tips

Also did a quick mock up of an environment to picture the character in the scene:

 

Experimented with colours options:

Had a play around with different colour combos.

 

Blockout:

 

I struggled a lot with probably the easiest part of this models process for some strange reason. I just couldn’t wrap my head around the block out structure and I found myself falling behind with my time as I spent far too long on this.

One of the main points of struggle was when trying to create the tails and making sure that they naturally sat on the rear of the model.

 

I attempted many different ways to get this to work, including array modifiers and following a path/curve… nothing worked! I was feeling defeated before I even truly began..

 

I eventually just did what I could with duplicating a tail and when I began to remesh the block out I found the tails were sticking together and I couldn’t push the remesh any further. This was my breaking point…

 

 

After weeks of work, I scrapped it all and started again! This time I focused more on anatomy and structural formation and I was a little happier with the block out. I kept the tails simple as I could work more on them later in Zbrush so I wasn’t too worried.

The remesh this time was a success!

 

 

I started to sculpt some basic detail and muscle form into the model before going into my retopology and finally bringing into Zbrush.

I found I struggled with the retopology more than I thought I would, as in the class exercises I found it easy and rather therapeutic. It was a LOT more time consuming too which made me fall further behind again, so I do feel this isn’t my best work on topology but it was the best I could do with the time that I had!

 

I decided to UV map prior to bringing it into Zbrush as I had recalled Henry stating that it would make the baking of the maps easier once the height maps where created when sculpting in Zbrush.

Sculpting in Zbrush:

Once the model was in Zbrush, I began looking into brush packed for fur textures and experimented with a few. Link to brushes https://www.cgtrader.com/items/3460029/download-page

Purple model Blender/Red Model Zbrush: comparing symmetry.

Before I could even begin I encountered an issue, the symmetry was off. I asked in our discord for help with this. Henry responded and the advice he gave unfortunately had already been attempted, thankfully that day I was going onto campus so was able to ask for assistance from Henry. It was not an easy fix! (kind of was but it took Henry a while to realise it would rectify!). Basically the tails where throwing Zbrush off with a point of origin to place the symmetry, to work around this, we masked the tail, hid it from viewport and then added symmetry… et voila! It worked! (Thanks Henry!!)

 

I found a good brush pack for fur textures and used this to fluff out the texture on the model. I used the clay, slice and pinch tool to create the toes on the paws and I also used some tools to pull the model and create some tufts of fur on the tip of the tails and to add claws.

 

When baking the high res onto the low res I came across an issue in the UV map. I had to go into blender to rectify this and then I struggled for ages to work out how to change the UV map on Zbrush to the updated one. I eventually came across a Youtube video that explained how to and followed this ref:

UV Map change:

Textures in Substance:

I then encountered another issue with my Student license on Adobe and was unable to open Substance. In a panic, I thought I had re-subscribed to it but had ended up entering into the yearly subscription. I was able to get this cancelled and had a week before it terminated which was useful to at least get to use the software for this project!

I have prior experience in Substance from college and I find it easy enough to navigate my way around it. I still have a lot of learning to do on it as I know the basics confidently but any additional things I will need to sit and study at it more. For my model I wanted to add a blood effect around its face and body, however, the blood brush/tool in Substance isn’t that good. So i searched on Youtube and found a tutorial on how to make a blood effect brush, ref:

I didn’t follow this exactly as it is, and tweaked a few things so that it was more applicable to what I required for my model.

I experimented with a few different colour options in Substance but ultimately decided on sticking with a green main with yellow accents as the scene he was being placed in was a dark forest scene I wanted him to camouflage into it as the empty spaces used above where going to be filled with faces in Blender and have an emission added and that is what I wanted to be the most eye catching feature.

For the empty gaps, I filled them with planes that I added a few loop cuts to, so that I could position them a bit more seamlessly into the gaps. Upon doing this, I realised my most time effective method was to have just grabbed the faces and separated them from the main mesh instead of deleting in the first place.. something for me to carry to future projects.

For the teeth, they were created with a subdivided cube. I got a little lazy with the UV on this and unwrapped as they were and imported it to Substance. It worked fine so I didn’t feel the need to make any changes to this.

 

Armature:

 

   

Once my textures where over into Blender. I began to place the armature… again with great difficulty! All the bones where extracted from each other, however the 3 spine bones didn’t stay connected. I ended up redoing the armature and following a quadruped tutorial on Youtube just to make sure it wasn’t a simple mistake. This time the armature worked and I was able to began putting my model into its pose. I had a few ideas for a pose and researched into them, eventually I decided upon a fast stalking crouch so looked at references of wolves and dogs doing this.

I had a problems with the model just not bending how I would have hoped but I tweaked it around and I ended up with the my final pose. I’m not entirely happy with it as I feel like the front legs look a bit off but I knew it would be the best I was getting from the model and armature I had and as I was fast approaching the deadline… It would have to do!

 

Unreal Engine: 

I did not have fun…

For some reason me and this software just didn’t get along.. I really struggled to navigate it (I also have UE5.5 installed so things weren’t where they should be).

I wanted to import in a pre-built environment scene and focus on the ambience more than the overall props. I found a few in Fab but I just could NOT get them to work how I wanted them to and with losing all hope… decided to make my own scene!

Above is the pre-built scene and also a screenshot of the model (without emission planes) in the scene. I just wasn’t getting along with this pre-build, I struggled with the controls, there was random lights and camera inputted everywhere. So ultimately, did my own.

I found this Youtube video on making a forest scene and as it was done on an older version of UE, I did have to re-jig some of the process, ref:

 

This tutorial was a dream! It allowed me to start getting a bit more confidence in the software and start to enjoy the process!

Adding in the model wasn’t as difficult as I thought it would be. The only thing I had to go back on was the scale. I just re-sized the model in Blender and brought it back in as an FBX, this took a few attempts to get the right scale I wanted. I imported the model and emission planes separately and lined them up in UE.

I then began looking at adding emissions. Henry went over this with me in class but I could exactly remember the process he followed. I had taken a screenshot of his nodes in class but eventually just worked with what I had and it looked good on the model in scene.

 

Render Images:

Out of them all – this one is my favourite… I just love the depth and the light shining through the treeline with the deep shadows in the foreground and silhouette of the Kitsune.

 

 

 

  

I took a few double shots in the same view but alternated between the red and green emission. I do feel the green gave off more of a pop – however the red bounced nicely off the environment so was really hard to just stick with one! Therefore I didn’t and just took my photos in both colours!

 

I also looked at moving the light behind the scene props to create shadows on the model.

Tried different colours for the ambience of the scene.

 

   

I tried several different view positions and experimented with different scene lighting and also emission lighting. Although I found that the red and green gave off the best colours in the emission so alternated between those two in different angles. If I had a bit more time I would have liked to get the images across into an editing software and adjust a few things but overall I’m still very happy with how they turned out!

I added emissions via Blender for a turntable:

 

 

Reflection:

 

This assignment certainly brought forward a lot of challenges. I unfortunately had personal issues at the start of the semester so got behind with even starting (I didn’t think id finish for deadline!) but a week of late nights, coffee and a good ol’ grind… I got it complete! I definitely feel like had I not of been set back from the start that the quality of my model would be a lot better as I am slightly disappointed with the overall outcome but I worked with what I had in the time I had and I think what I have produced is still of high enough quality, just not refined quite how id like! I have definitely struggled with every step of the process, as even in the beginning I could not wrap my head around the blocking out concept and it threw me massively, so much so, I had to scrap a model I had worked on for two weeks and restart it… setting me more behind! I found getting used to Zbrush and Unreal Engine quite stressful, and even getting used to the difference in panning controls across each software took its tole. The overall form of the model I feel lacked a little and I definitely could have spent more time cleaning it up and making the limbs a bit more realistic, this came in evident when I tried to pose the model and found the limbs a bit lack lustre. I would have liked to have completed the model entirely in Zbrush as I know this would have given me the most detail overall in sculpt textures, I knew that I didn’t have the knowledge to this, so opted to do most of the modelling in blender and then import it into zbrush to add the sculpting details. I do feel I lost a good bit of depth in the sculpt and looking back now I wish I had of extruded more fur tufts than just added fur depth onto the model with a fur brush. (I did mix a few together to try and get the right texture I wanted). For the future I want to focus and apply myself earlier on and make sure I don’t fall so behind, unfortunately this time was out of my control. I would like to keep experimenting in Zbrush and Unreal Engine as after using both software for a while I was starting to pick things up and actually enjoy using them. Overall, I’m happy with my model and scene but in future want to pace myself so that I can actually spend more time going back to correct things and refine those finer details.

 

 

 

 

 

November 5

Animation Strategies – Portfolio

Walk:

Walk with Personality:

Run:

Run and Jump:

 

Reflection:

Overall I don’t think I struggled too much with this submission! Due to home issues in the first few weeks I missed a lot of classes but tried my best to follow along at home. I am very rusty on body mechanics and I look forward to progressing with this as I enjoyed doing it in both 2D and 3D! With not having a screened graphics tablet I struggled far too much to try and draw cleanly in Toon boom and I am upset that I couldn’t have completed my work for my submission in it. I have been testing the water with the software (quite messily) but I understand the basic functions and how to use it so I’m not too annoyed and hope to upgrade my home graphics set up so in future I will be able to use Toon Boom without any issues.

Using Blender to animate is always filled with issues but this time around I surprisingly didn’t come across too many! I didn’t enjoy working with the Rain rig as I felt very restricted in the movements I could make her do, which is why I chose to source a Woody rig and have a go at animating a more cartoon-like movement. I really enjoyed playing around with his model and will most certainly be keeping this for future projects whether that be personal or for university!

November 5

Animation Strategies – Run to Jump Cycle

When completing the run and jump cycle I used my run cycle I had animated in 2D (but not submitted) for the lead up and that allowed me to focus on the take off and landing of the jump. I looked at just getting the character to jump on a flat surface and then later decided to exaggerate that by adding a gap and height drop in the landing.

 

First render test:

(landing not complete – wanting to look at the character landing into a tumble)

Feedback from Aodhan:

  • Focus on exaggerating the anticipation of the jump
  • Exaggerate the landing

I used Procreate to animate as I didn’t have a screened graphics tablet at home and was really struggling to draw cleanly on Toon boom. I have been using Toon boom for rougher animations to try and get used to using a new software and I haven’t really found that I’ve struggled with it. It reminded me of Aftereffects and after having used AF in college it was easier to pick up Toon Boom. I would have had no issues animating in Toon Boom had I of had a screen tablet at home to allow me to make cleaner lines.

I wanted to have the character tumble when landing so I looked at a lot of parkour videos to look at how to animate this. I did struggle a little with it and if I had more time I would definitely add a lot more focus and detail to this but overall I’m fairly happy with how it turned out.

I also looked at the anticipation of the jump after Aodhan’s advice and decided to hold the frame longer and add an in-between to help with the smoothness.

 

References:

This was a good reference to see a big gapped jump between objects.