Week 13 3D Productuion

Final Showreel

This is my final showreel animation that I have created for 3d production module. I found this to be really interesting and I managed to learn alot in this module. I thought this went really well because I managed to understand maya quite quick after watching and learning about it. I think this is something that I would want to take forwards and learn more about. I also really enjoyed creating the 3d model for my character. At first I found it tricky to understand but once I had got the hang of it I managed to create a nice model that fit with my characters description. I also feel that if I were to re do both pieces that Id be able to make them to a better quality, I think this because I know alot more about maya and how to use the tools in the software.

Storyboard 

 

Breakdown

Here is a breakdown of the animation for my 3d production module.

11 second animation

Here is one of my attempts for the 11 second club animation sound clips. I found that I needed to add more personality to the mother and add more of a reaction to her when she hears what her daughter says to her. After doing this animation I decided to edit it for my final animation which can be found in the show reel that I have created. The difference is that there is more movement and the lip sync is alot better in the more up to date version.

This is my eye dart animation that I have created. I found this to be really difficult at first to make the eye movement work within the timeline but once I had learnt how to do this I managed to make a good attempt on the eye reaction that I wanted. After watching this I think I could maybe slow down the movement so that it moves to the key frames slower so that we can see the expressions being made easier.

This is my maya walk cycle test, I feel this was one of the ones that needed the most improvement to it. I think the walk cycle itself was fine but the arm and hand movement didn’t really fit well with what my character was doing.

This is my ball throw test. I thought this went well because I learnt how to use the constraint tool using maya and it allowed me to connect 3d objects to an animation which allowed me to make my animation throw a ball that he had found on the table.

This is my postbox animation. I think this postbox animation was one of my favorite because I managed to get a very similar look to the reference I used. I managed to capture the personality for the character and make it look like he was angry and upset in the same scene.

Finally my shock test animation. I feel this was one of my favourites because it was something different to the others. I wanted to try and show a face reaction and make my character run away from the camera. I feel that the running went really well for this animation aswell as the shock.

 

Videos for reference of animations:

This video I used to reference my 11 second animation that I had created for my show-reel. This would help me plan out my scene and get a better understanding on how the animation would move. This shows reference of real life acting which will help me try and re create this through an animation.

11 seconds reference

Postbox reference

Shock reference

Phone reaction reference

11 Second references

Model

Development for Model

Here is the process of me creating my model using maya. I found this to be a big challenge when creating my character. The anatomy was hard to create at first because I was new to maya. So I experimented and created multiple models. After many attempts of not being able to get the right model that I wanted I ended up creating a plan sheet which I then imported into maya and used for my work. I found this to be a lot more useful and was easier to use because it gave me a guideline to work from. My first attempt looked unrealistic and clunky, then my next attempt was to squared. Then finally I made a model from using the plan sheet which I then sculpt over to fit my characters description.

 

 

Final Model

Here is my final model that I have created for my piece. I think it went well and better then I thought it would. At first I struggled to model the shape that I wanted for the anatomy for the character but once I got the hang of it I managed to create a nice strong looking character for my work which I was quite happy about. The texture I used was also something I was happy about because I felt it fit the character quite well and made Sock look like a rocky sort of character. The tie was something I was really unsure about when creating my model but I feel that it helped bring more identity to my character and once I had put it on him I was happy with how it looked.

 

Blend shape

After creating my model I used the blend shape tool for my model so that I could add facial expressions to him. I found this to be quite interesting because it made my character come alive. This allowed me to see what my character would look like different facial expressions. I made one for shocked, angry, scared and happy.

Below shows my final version of the blend shape after the first attempt didn’t have the expressions that I was quite after moving the face around. So I decided to re create it and make the face move a little bit better when using the blend shape tool.

Model Typology

Here are more images to show my model.

Sketches

Here are sketches I created while creating my model. From concept ideas to basic model parts for my models creation. I also used these sketches to think about the characters anatomy size, colour and what he would wear.

 

What would I do if I re did the work?

If I were to re do my 3d animation show-reel I think I would try and add more character to the animations reactions. I think I managed to show good techniques that I have learnt over the weeks but I just need to edit a few things to make it come alive much more.

I think if I re did my model I would change some of his shape and would use stronger textures for the model, I think that the textures that I had found didn’t really suit my character and that he needed a new texture look to him.

Maybe I would try a different character as well if I were to re do my model to try and use a different anatomy body type. I think would be interesting to do because of the sock model being such a strong looking character maybe doing something which is a lot smaller may be a good exercise to do.

What I thought went well?

I thought my 11 second club lip sync animation went really well, I was happy with how it looked and thought that I was able to capture the characteristics for the audio. I managed to make the girl look shy when approaching her mother and then make her mother shocked and cared for her daughter. I thought I managed to do well at trying to make a 3d model of my character sock. I think that the shape of his body was much better then my previous attempts and I managed to re create a new look from him, using the information and sketches I had done in the character development module.

How could I improve the work?

I think I could improve on the walk cycle and phone reaction more because I felt that these needed to have a bit more personality to the character. I think by not having a walk cycle reference was the reason why the walk cycle might not have been as good. I think it lacked personality with the character and that there was no real reasoning to what he was doing.

I also think to improve on the model I think I could add more clothes to the model and maybe try and animate him. I also think I could work on making more facial expressions for my character to try and capture his personality a bit more.

 

Week 12: 3d Production

3D Showreel

Below is my 3d showreel updated I have fixed a few things and added an extra animation to the showreel. I think I have managed to do a good job because I was able to create animations that I wanted and also I think my 5 seconds lip sync went well because I think I was able to capture the scene that I wanted and storyboarded. I think I managed to show alot of emotion within the faces of the characters and was able to make it clear on what they were doing or feeling and the times in the scenes.

 

Model

For my model I needed to change alot of features because I knew that parts didn’t look quite right and alot of parts were done wrong. I managed to get the size I wanted with my character but there were bits that needed to be edited and fixed up.

print 666

So I adjusted the size a little bit more trying to fit the new sizing I had sketched out for him last week. I thought my character would look better if he were a bit taller and thinner then how he was previously.

print 777

Next I zoomed out and looked at the characters waist area and found that it didn’t connect to the characters top half correctly and looked wrong. So this meant that I needed to re shape its waist and chest trying to make it have a human like look to it.

 

sock

Hands was the next part for my character. After not being able to add the hand model I created previously I decided to create new hands for my character on the same file. This meant I could just extrude out his arm and mould out the hand. But when I did this I found that the arm started to curve round alot and the hand shape wasn’t looking right. The fingers looked messy and the divisions  were twisting round the arm which isn’t what I wanted. This meant if I were to rig this model the fingers and hands wouldn’t move correctly causing massive problems with my work. My model needed to be good enough to be able to be ready for rigging.

sock 5

Then I started to look at the characters muscles on his arms. This was important because I needed to make my character look strong so this needed to be important. I wanted to make his arms look more curved but some parts were slightly off which meant problems for model.

sock 4

I then decided to sculpt my characters chest again and edit the front of him. I did this because I knew that some of his chest was sticking out to much and needed to be smoothed out a little bit more. I did this using the sculpt geometry tool found under the surfaces tab.sock 3

I then moved back on to sculpting the hand model for the character trying to get the correct look for it making it look as realistic as possible. But then I realised I had put the hands on backwards which meant I needed to rotate the hands completely. To do this I would have to take them completely off the arms.

sock 2

The arms were having a massive problem all ready because of the way the divisions curved up into the shoulder and armpit which meant that if the model were to be animated it would bend parts of the body that shouldn’t bend or it could even rip the model.

sock 44

I deleted the arms off my model by selected the faces that I didn’t want anymore then deleting them off. This meant that when I selected the edge of the whole from the shoulders I would need to bridge connect them so that It would create a new face covering the hole. This will allow me to extrude two new arms. This time I am extruding the arms and making them straight. This will allow me to make the divisions correctly fit into place and not allow my model to rip when moving.

sock hand 1

Then I looked at fixing the hand up before adding it back onto the arms. I deleted the fingers off that looked out of place then used the bridge tool to make new faces which then allowed me to extrude new fingers for my model. I was much happier with this attempt than the previous one because I was able to make the hand look more realistic and the divisions were much better on this new hand.

sock hand 2

Next I thought about adding ears to my character. I thought this would help make him have more of a unique look and will help bring out my character more. I wanted to make him have ears which were very rocky looking and that stuck up.

sock head

Clothing

Clothing was another big thing that I needed to look at for my character. I needed to make sure that my character had some sort of clothing on him. From what I already sketched out from my character previously I wanted to make it so that he has a tie and was wearing some shorts. I found videos online which talks about how to make simple clothing for the character and also how to make the clothing have a material look to them.

After watching this video I learned that to make shorts I needed to duplicate my model and then cut down to the legs area then make the duplicated layer bigger. This then would allow me to place then back onto my model and make it look like he was wearing shorts. I would then be able to edit the way they look and add colour to them.

Below it shows me trying this out on my model. I duplicated my model then created some shorts which go around his waist and thigh.

clothes socks

 

Texturing

Texturing my character was my next stage for my model. Once I was happy with the shape he looked I found a video helping me use UV texture for my model in maya. I already had used this before and wanted to remind myself how to use it again. I knew that the UV editor allowed me to change the position on wear the texture would be on the model and how zoomed in or zoomed out it was.

I then found this image online which I thought would be  great texture for my model. I had decided to make my character look rocky because I thought it had a very rocky sort of look to it already plus the rocky texture helped fit the strong sort of personality my character has. Also I had people I knew think that my character was mean’t to have a rocky look to it already so I learnt that this should be how he should look.

Reference: http://orig00.deviantart.net/db30/f/2011/218/d/6/rock_face_2_by_topaz172-d45nhby.jpg

Below shows me trying to add this texture to his body. From this attempt I found the areas of the picture would become very linear but I think this is because of the way I had put the texture onto the body.

rock sock

I then continued to add the texture onto my character for its skin. I really liked the way it looked on its chest but found the arms and legs looked off. So I knew I would have to try and fix it up or try and add a new texture to make it look normal.

model sock

Eye Ball

The next stage was creating the eye balls for my characters model. I found this to be interesting and a little bit challenging. I had to edit my models face multiple times because I had triangles on his face which caused problems when creating the eye movement and the triangle divisions would just over complicate my work. So I deleted the face and started again. I cut the faces within the models face and then added a bridge onto the edges which left the face to be blank. Then I used the multi cut tool in Maya and added edge loops to try and make the face squared. I used the extrude tool to make a perfect square and worked from that. Once I had managed to get the face division correct I then moved his eye socket back so that I could place the eyes into the model. I created the eyes by using the sphere tool then stretching them out to kit my characters eye socket. I used basic colours for the eye but I think if I were to edit them I would add a 3d shine to them making it look more realistic.

sock hed 2

Blend Shape

Next part was the blend shaping for the face reactions. This was important to create because it allowed me to control the face expressions for my character and allowed me to change what mood I wanted my character to be in and what expressions I wanted him to have. To do this I would need to create multiple copies of the characters head and then edit each one and set them to have certain features which then once I have blended them together with the main head it will allow me to make the characters expressionless to be moved.

 

soft sel

Below shows me testing this out on a given task that we were asked to do in class. This was to help us understand how to apply this to our own character to model to make him show expressions.

blendshape

Rigging

Rigging allows the character to move. It is the tool which creates the skeleton for the model to be able to move the model. It is important that the model has the correct skeleton positions because of the bones for rigging were in the wrong place it might cause other parts of the body to move. This plays a big part in how the character moves every part of its body from the head to the feet it is responsible for all the movement for the character to be animated.

 

 

 

 

Week 11: 3d Production

Model Progress

For my model I started again with it for my character because I found the previous attempts looked off and I wanted to make sure it looked similar to the design shapes that I had wanted. The character has broad shoulders and short legs. I drew out a  small plan sheet for my model which will help me model my character using the maya software.

plan sheet

Once I had drew the plans for the character on the piece of paper I then moved onto adding the plan sheet to maya to start creating the model.Maya plan sheet

I then started off creating my new model by using a small cubic shape which I then went onto increasing its size and adding more divisions into the shape. This then will allow me to extrude more out of the shapes creating the other limbs for the body of the character.

print 2 maya

I used the vertex mode to pull out the first shape making it match the plan sheet. The reason why the plan sheet was facing the side aswell is so that I could also shape out the characters body from the side view. I found the plan sheet was getting in the way alot when moving the shapes around so by using the view button I switched it so that I couldn’t see the plan sheet while modelling the rest of the characters body.prin 4

After spending time creating the basic shape for my character I found that he looked to boxed in and that I needed to use the geometry tool that I had previously used on creating the hand model. Also I set the maya to mirror my work by using the special duplicate tool this allowed me to add curves on both sides of the body at the same time so that the model looked symmetrical.print screen 3

Then I started to think about how to angle certain features of his body so that nothing looked out of place or to abnormal. So I curved his legs round to try and make him look like he was standing facing towards the camera.

screen 6

Finally I looked at adding the eyes and the mouth. So I zoomed into the models face and tried to extrude his eye sockets and added a small gap for where his mouth needs to be. This gap was important for my character I think because of how far his jaw comes out helps make him a bit more unique.

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Once I was fairly happy with how he looks I could then move onto adding his hands and adding clothes to the final model.

screen 7

For my characters clothes I was thinking he might have shorts with a tie on. I think this was the look I was previously trying to get in the character development module. I think id make the shorts ripped and rough on my character aswell. For the characters body texture I think that it would suit him being a greyish colour considering that he is a giant. I might try other colours when testing out his design.

Below I have drew out mini concept sketches showing my characters body structure wearing the clothing that I am thinking on giving him. I have also thought about some other key features about his body which is what his feet look like and how tall he is.

 

Concept art

Concept art helps flow the ideas of the character, it helps generates ideas on to paper. It is a strong method to draw out basic ideas on what you might want the character to look like and feel. It also helps you generate the work flow to make decisions how things will look visual. Such as colour or shape and size. Concept art can be created in a number of different ways with artists using watercolour, digital art and other forms of media. It is one of the most important elements used for films and games because it helps create the characters which are needed. Also the first attempt might not always be the final attempt which means artists are at a constant battle to keep creating the concept art until they are fully happy with the outcome of the character. I think the more unique you make your character the more likely is that it will be a strong character to use because you’ll be able to pick up from its features and remember it.

Below is an example of character concept art that I have found to help me generate a better understanding on how the concept art should look.

Reference: https://www.google.co.uk/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwiw6LPR47PMAhWCKsAKHbQFBlYQjRwIBw&url=http%3A%2F%2Fblogs.unity3d.com%2F2015%2F06%2F15%2Fmaking-of-the-blacksmith-concept-and-art-production%2F&bvm=bv.120853415,d.ZGg&psig=AFQjCNG7jeRBjiFNL9Z2hwJTb3yjYQqcnQ&ust=1462016927259454

3D Animation

Animation is used in alot of modern day entertainment, it is used for films, games and TV. It is a strong form of art because it creates movement to the art work. It is important to the world because it allows things to happen within story’s that we might not be able to create in reality. It creates illusions and brings characters or creatures to life. Over the years we have found that 3d animation has been on the increase and it will be in demand over the years due to the popularity of films and games being on the growth. This means that there will be a greater job market for artists.

Anatomy

Anatomy is important to think about when creating the model for a character. This is because you will need to know the basic understanding where the joints are and where parts of the body need to be sculpted out. Below is image that I have found online that will help me create my model. I will do this by learning where the body bends and wear the joints move this will then help prevent the body for my model from ripping or causing problems with the way it moves.

Week 10: 3D Production

3d Production show-reel

Here is my Show-reel that I have created so far. I might edit it over the remaining weeks while I create my character design. If I edit it I think id edit more of the 3d animation being used, apply a sound track to the animation video and maybe add a few textures to the props being used to help show my understanding of 3d animation.

Below is my shock animation that I am going to add to the 3d production show-reel. I did this animation last because I wanted to learn more about the facial and leg movements before trying to animate max on auto desk maya.

 

From 3d production it helped me develop an animation for one of my other modules. Composition for this module I needed to make a visual effect video using an animation feature. So I took what I learnt from 3D production and formed a tentacle like creature. I started of modelling the 3D animation using cylinders which helped have a better understanding of modelling. I found it to be really frustrating modelling both my character and the tentacle due to being new to it. But after restarting them over and over again I found that as I was learning more tools and more tricks that I was getting better making them look a lot less pixelated and more visually attractive.

This first attempt I found that I managed to use the right tools for the 3d making part but I knew that it wasn’t quite right and that I needed to edit the work.

Before starting again I looked the model using a texture that I had found seeing whether the texture would make any difference to the work.

Then I started again but this time I knew what to do and knew how to model the tentacle alot smoother giving it a more realistic look that I was after. This really helped me learn more about 3d because I learnt how to add a skeleton to the model and animate my model that I had created. I did this by learning how to rig my model and what tools allowed me to do this using maya.

Hand Modelling

So today I looked at making the model for my hand for my characters model. Firstly I looked at drawing out my hand shape and then drawing out the hand divisions so that I had a idea on how the hand would look on maya allowing me to edit it and move it to the places that I wanted.  20160413_224626

This gave me a better understanding where the muscles are in the hand and where the parts of the hand bend when moving fingers or other parts of your body. The video below Is a  short video that goes through the steps of moulding a hand on maya. This will help me know how to create my hand and give me a better understanding how maya works.

So after watching the video I then want on to mouldering the hand in maya. I started off using basic shapes then moving from them. I found out that my first attempt was wrong because I had decided to attach cylinders to the hand instead of just extruding the shape I started off with.

maya cylindder attempt hand

Below is another picture of my first attempt in object mode. I think that I managed to get the shape of the hand that I wanted but I didn’t manage to make it so that the hand moved  the way I wanted because of the cylinders being attached. This meant if I were to bend a finger it would make the rest of the hand collapse inside itself causing problems with the work.

Maya hand attempt 1

Below was my 2nd attempt I decided to take a different approach to creating the model for the hand. By using the extrude button allowing me to extrude the basic shapes out of the cube that I had started off with. This time the hand model was alot more fat and looked off. Also I added to many divisions to the fingers which also caused problems when sculpting the model.

attempt 2 hand

Then my next attempt I used alot less divisions for the shapes but the model its self looked really weird and didn’t look how I wanted for the hand shape. I also found that the thumb was very hard to add onto the model and the fingers wasn’t looking like fingers.

hand 3

So then I re started my hand model one last time. Learning from my previous mistakes I took everything I had learnt into play and started shaping my hand model. I found that the divisions for the hand were started to shape up and it allowed me to model of the shape crafting the hand that I wanted. I found this to be alot more smoother and easier then my last attempts, I think the drawing that I had done previously also really did help me with crafting the hand shape.

final hand 2

I managed to get the basic shape right and managed to mould out the thumb from the hand. I had to make sure the thumb muscle  was coming out from the front otherwise it wouldn’t be like a normal thumb if it was coming out on a different part of the hand. Then finally all I had to do was play around with the fingers making them curve round more allowing them to to look more like fingers.

final hand

Week 9: 3D Production

3d production research

3d animation used in games and films

Environment art

Environment art work is used in a variety of things. We see environment used in games and films mainly. This could be to set the scene and the background for story. Environment art is extremely useful to help develop the story because it used to maybe create something that we cannot see in real life or find it hard to get to.

Games use environment art alot through the story or multilayer. For example if you were playing sc fi game such as star wars you will see environment art being used in the background to help make the space like setting. If you were watching a film that needs a setting it might have a matte painting in the background which is composition for the visual effects of the film.

 

Animation

Animation is one of the biggest elements of Games this is because everything we can see visually moving on a game is animated. From the characters to the creatures to the surrounding environment. This is because it allows the game to come alive. Over the years we see the animation models looking better and better this is because people are wanting a new better looking game and this will increase artists to create games. Animation is a strong feature that is used, the animators design and create the models for the characters then animate there skeletons.

Texture artists add texture to the objects. Animation in films is increasing not only in animated feature films but also in live action films animation is being alot more. This is because creatures or other unreal things would need to be created through CGI (computer generated imagery) CGI is being used more often because it is cheaper and can be visually better than someone dressing up. I think it is much more believable to see a CGI creature in a film other then a person or a robot being used for the creature but alot of people prefer those methods and can argue reasons for and against it.

 

Modelling

Modelling has a huge spectrum of fields that it is used for. Often you see modelling being used on CAD software (computer aided design) depending on what you are designing the different CAD software you would use. Autodesk has a range of CAD software and one of them I am very familer with. I use Maya to model out my designs because it allows you to animate and use alot of shapes to create your model. Often maya would be used for things such as games or animation because of how its used. There are other modelling software used for construction, design, architect, engineering, media and more. The image below shows an example of a model that would most likely be used for either a film or game.

Matte Paintings

Matte painting is basically environment art it helps bring the set in the scene alive and brings the illusion of the world to life. We see this being used alot in films and it is increasing popular because of how much cheaper it is then going to film at places.

Story

The story would often need to be planned out so artists have an idea on how to create things. This is where storyboarding plays apart because it allows the artist to know how the story is allowing them to generate the work for the game or film. Storyboards often refer to the key frames where the key parts of the film or game needs to be created. This then keeps everything together and allows the artists to generate the story.

VFX

Visual effects are used to add effects to visual footage either that being a game of film. For example Godzilla is a visual effect because it is an animated creature which is used for screen. You’ll then have other layers to use that’ll go on top of each other to create the final film footage that you are after. All the layers blend together using effects, animations and live action. It is a very strong form of film used in many modern day films and will continue to be used in later films. Star wars the force awakens is great example of visual effects. It shows almost a near balance of CGI characters and live action characters. Alot of people believe that if you have to much of one thing that it will over shine the rest of the work. For example of there were alot more CGI characters in the film then live action then it will lead to people noticing the CGI alot more and ruin the illusion of the film.

Production

Below I have found a useful video showing the production of work that goes into creating an animation and all the parts for each step. I think that it is a really strong video that shows the production of all the work leading to each different steps with having people doing different jobs.

  1. Story- Storyboarding/Directors/Script making
  2. Editorial-Build a sequence of draft on what it would look like. Also looking at audio.
  3. Art-Visual development artists creating the look of the film from characters to props, environments then it will be approved by the art director.
  4. Modelling- Building the props, characters and environment creating a 3d look to the work.
  5. Rigging- Making the muscles move on the models.
  6. Surfacing- Surface artist adds the textures using the lighting and the surrounding environment.
  7. Rough layout- Trying to create the movement in the scenes.
  8. Final layout- Preparing the final composition.
  9. Animation- Animating the characters or the environment.
  10. Crowds- They create all the crowds of people or creatures that are in the scenes.
  11. Character FX- Moving props, clothes, hair.
  12. FX- Adding the effects onto screen.
  13. Matte Painting- Creating the backgrounds in the shots and adding it to screen. Using the environment art from the art department and developing them for the final shot.
  14. Lighting- Creating the light for the overall look.
  15. Image Finalising- Fixing up images
  16. Sound design- Adding the audio for the film

 

 

Below is my plan sheet for my model that I will be creating on autodesk maya. This will give me a three dimensional idea on how the model will look for the character in all angles.

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For my first attempts I didn’t want to use my plan sheet, this was because I wanted to see the difference with using one and without using one. Firstly in maya I created a small cubic shape which I then stretched out to try and create the base for the characters body.

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Then I started to think about how heavy the character needed to be and how wide some areas of his body needed to be to look how I wanted it to look.2016-04-12 (1)

I then moved onto stretching out its first limb which was the leg. I did this by using the extrude tool in the polygons section on maya.

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Then I did the same thing to create the head and arm. 2016-04-12 (3)

After doing this I found that the amount of edges that I had on the shape for the character were to many and made it over complicated for myself to sculpt. It looked like the diversions were to close to each other and this made it hard to move them about to try and change the size of his body.

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Then after doing all this I placed my model back in object mode to see what I had created so far. I found that there were alot of places on its body that looked off and needed to be fixed up and that it didn’t really have the smooth effect that I had wanted.

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After learning more about how to use maya I then looked at re making my model for composition. The tentacle I had previously made wasn’t as long as I had wanted and didn’t really do the animation that I wanted.

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I started it off using a basic cylinder shape then extruded it to try and get a tentacle look that I was after.

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Then once I was happy I added the suckers onto the tentacle to try and make it look more realistic.

 

Week 8: 3d Production

Development

Here I have created more of the scenes for my animation show reel. The show reel needs to be a minimum of 30 seconds looking at ways I have used 3d animation. So this week I looked at creating my bar scene for the 11 second club audio. I found this to be tricky at first to animate the lip syncing. I found it hard to get the mouth to move to the words that they were saying. But eventually I managed to make them look like they were talking and it started to look like they were fitted with the characters. After looking at the footage a second time I noticed that the mothers lip sync moves a little out of sync at a part which I should fix. I also noticed that I should make them move their heads a little bit more in the conversation but other than that I was happy with how it looked. I think I managed to make them look believable. I also wanted to add the use of props within my scene by adding glasses to help create the setting a little bit better.

Then I looked at changing the angle of the scene seeing how the animation would look from a different angle. This gave me a better understanding on how camera angles are used within scenes. I tried to keep the camera angles close so it was easier to see the facial reactions and movement in the work.

Below is my first attempt of making the table in the scene but after re thinking about my idea with the audio I ended up creating a bar table and two stalls for them to sit on for the scene. My idea way to try and make the mother seem to be a drinker and that she stays at the bar and then her daughter walks up to her and asks a question to her.

2016-03-22

Character modeling

Also I started to model out my character design sock. Below are my character development from a previous module that i did, these will help me remind myself how I wanted my character to look and what made him who he is.

So I started of with a small cubic shape to get myself started. Then I moved into shrinking the shape in the center which will allow me to start sculpting the characters body. After this I then used the extrude tool on Maya to add more shapes to the sculpt which will then allow me to mold the character better.

maya pic 2

Next I started to move around the vertex’s and the faces of the shapes to try and make the character look more like its figure.

maya pic

Below is video that I had found helping use the paint brush tool for my work. I found this video to be extremely useful to help sculpt the character that I was trying to create.

Here I used the paint brush tool. This tool was really useful because it allowed me to smooth areas on the mold to make them easier to use. Also it can mold in and out of the 3d shapes which can help create the 3 dimensional look for my character. After playing around with the objects I was pleased with how everything looked in the end and moved on to try and shape the character even move. From doing this sculpting I learnt the more shapes put into the sculpting of the character then it was easier to shape. Adding new limbs was tricky because you have to pull out the shape from the model and then re shape them to look like the limb they have to look like.

maya 3

After creating the model I found that next time I come back to it that I need to work on the way the face looks and try and capture the same facial features the character has that I have already drew out.

This video shows me how to add image planning to Maya which will help model the character from a picture. This will give reference and allow me to work from the image.

Week 7: 3d Production

Development

When I was creating the design for the post box for the scene, I was struggling to get the objects together so that I could shape the design better. So I looked online and found a way of grouping my objects together so that I could fully move them and re shape them for the animation.

After getting the correct position I needed to create a hole in the side of the postbox. This tutorial has helped showed me how to do this.

 

Next I looked at creating the texture for my design. I have to click on window then go onto hyper shade. This then allows me to create material and then find the texture that I want to use.

 

Postbox 12 Seconds Animation

Next part was creating the animation for the postbox scene that I wanted to create for my show reel. After going through my reference for my scene I found that I wanted to make my character show a strong sense of emotions in the scene. So I made him walk to the postbox in a angry mood and then slam the letter into the postbox. Then when he turns around he feels a sense of regret and starts feeling down. He punches the air in anger and then slowly looks down to the ground upset.

I created the postbox and added a texture on top of it to fit to the screen.

 

Walk cycle 7 seconds

Next was the walk cycle for the 3d animation show reel allowing other people to see my progress through creating animation. Over the first weeks I really did struggle making the model move his legs and now I am able to make the model walk and show emotion. I think of the weeks I have develop a successful understanding on how 3d animation is created. For this walk cycle I waned to try and give a bit of character to the model so I tried to make him look around scared like something was about to appear or happen to him.

Eye dart reaction 8 seconds

Next was my eye dart test which I found to be interesting. This was all about the movement for the face and how I could try and make the a reaction out of the facial features. I used the phone reference to create this and wanted to make it so the viewer could understand the emotion and feeling the character was dealing with trying to make it more believable to the viewer.

Throw ball animation 6 seconds

Here is the ball throw animation that I had created for my show reel. I did this by making the object and the whist connect, I made the whist a parent and then I used constraint to the ball this was so that the ball stayed with the movement of the hand. Then I undid this when the ball needed to be thrown.