Monday 31 August 2015

01/09/15 - Completed Character Turnaround for Submission

TURNAROUND:


Again, if for some reason the video doesn't work, the video can be found on my tumblr.



31/08/15 - UVing the character.

Spent the entire day today learning how to take my character apart and UV all his appropriate parts with the appropriate textures.  Still really grateful for the script, which cut down on a lot of time I would have spent organizing and stitching things together.  Because of it, I managed to get my UVs done for the character's body and had him more or less complete by the end of the day!

Coloring the parts was perhaps the most time consuming and frustrating part of this exercise.  I spent a lot of time jumping in between Maya and Photoshop, painstakingly altering and updating the image files so that things would line up correctly on my character model.  This was particularly difficult with the marks on his shoulder, his belt, and the hollow heart shape in the middle of his chest.  Once smoothed, the edges of things shifted, so I found myself having to do a small line of color in certain places so that the edges would still look accurate even in a smoother mode.

I ended up reverting to cutting the character in half so that I could simply mirror his texture once the model was complete.


I experimented with a few things as well, such as how to divide the character's hair and whether I wanted variation in his locs.  Here are a couple of maps with tests on them - both of them are for one of the dreadlocks on his head:















I opted out of this idea in the end though, sticking to a single solid color under the texture instead, as messing with it made his hair much darker than I wanted it to be.

I've never worked on something for what was more or less a solid 6 hours though!  It made me realize the importance of taking breaks and actually finding the time to have lunch.  Nonetheless, my character model is complete!


I had a little bit of time to work on refining his textures, as quite a few of them had large seams from me sticking strictly to the UV guidelines.  Adding little bits to the borders fixed this up though, and as a result I think my final character looks very solid.  His face still creeps me out a little but overall I think it was very successful for my first character model!

Keat suggested I tweak his eyes a little bit though as my textures didn't look as good as they could have.  Here's some screenshots of me trying to adjust them:




I plan to finish him up and get a turntable done tomorrow!  So stay tuned for the final turnaround file.

27/08/15 - UV progress!

Keat has given me permission to use my script, though class time has more or less assured that I actually understand what UVing is and how to go about it.  Its good because I can use that knowledge to edit the unwrapped maps that my script provides and create a mesh much closer to what I want.

Today I've been working on unwrapping and texturing all the smaller parts of my character that aren't his main body.  I've managed to complete the hair, eyes, tongue, bandanna and bracelets!  Here are some progress shots of them, without the body in the way



I've used both textures I found on google and textures from Mayang to create these so far.  These took me a good few days to complete and I'm surprised at how much work goes into UVing even with a script.

Here are the textures I've used so far:




Monday 24 August 2015

25/08/15 - Progress

Two hours of tutorials later and I've managed to make a very quick test UV for one of my character's eyeballs:


Still using the script, but things aren't functioning as they should.  I might see if there is an updated version as the one I have is from 2010.

24/08/15 - UV editing.

I don't understand the process of UV editing and this both terrifies and frustrates me so much.
I understand you have to cut around edges and faces in order to flatten out a mesh but what I'm struggling with is the process of HOW to do that.  I don't know what I have to click to MAKE cuts.  I don't know what options I have to select to fold everything out.  I understand the concept, but its how to go about the basic, unaided process that I'm really struggling with.

I have a script called bt_autoUnwrapUVTool from when I studied 3D modelling and animation briefly at AUT in 2011 which automatically unwraps UVs for you.  Chances are I'll end up using this to unwrap my character model, as its been a very stressful and anxious process trying to understand the method that we're learning in class.

At this point, falling back on something familiar to me is a lot better than stressing myself out over something that I don't understand.

Wednesday 19 August 2015

20/08/15 - Completed Prop and Character Turnaround for Submission

COMPLETED PROP:




COMPLETED CHARACTER:



In the off chance that neither of these videos work, prop turnaround can be found here and character turnaround here on the daevabird tumblr.

20/08/15 - Completed Character Model!

Spent today working on finishing my character model!  Spent today figuring out how to add in his hair and sculpt his headband.

Here's the finished turnaround:
 I'm actually quite sad that I don't fully understand how UVing works right now - I feel like he'd look a whole lot better if I could at least texture map his eyeballs and fill in his pupils.  Currently he looks quite terrifying with his blank yellow eyes.

But on the bright side, he definitely looks like a golem with only that single tone on his whole body.  He is quite clearly a small being made of clay, and I'm really pleased with how it turned out.

I'm working on a turnaround for him now and playing with lighting effects - here's how that's looking:


As soon as my model finishes rendering, I'll put it up on here under a submission label, so stay tuned!

Tuesday 18 August 2015

18/08/15 - More sculpting

Since most of my character's body has been made up, I've been focusing on sculpting his face:


I've come to the realization that his face was too wide and his eyes weren't quite in the right position, so I've worked on fixing those.  A lot of the time was spent adjusting his lips and trying to make his nose look really sharp and solid.  Even now something looks off about him but I'm not entirely sure what it is.

I've also realized that by joining all of my geometry together, I've made it difficult to color all the parts of the model accordingly with lamberts.

Sunday 16 August 2015

17/08/15 - Prop Turnaround

Turnaround video of prop for Assignment 2 submission:


In the off chance that this doesn't work, the same video can be found on my tumblr.

17/08/15 - Character progress and completed prop!

Over the past week, I've been working on building both my prop and modelling my character.  The lack of updates can be contributed to this; I've mostly just been doing grunt work and slowly making progress on my models.  I've tried to document as many stages of progress for these so far, so below are the screenshots documenting this.

First up, my character.  This is how he's currently looking, and the process of building him was simple enough.  I had a few issues with his feet, but rotating things about seems to have fixed them for the most part.



I'm also rather proud of his hands.

He's still missing a few key parts; I need to sculpt in his hair, eyes and mouth, and I may also have to do some refining on his nose and general face area.  The part that connects his arm to his shoulders also seems a bit sketchy now that I look at it, and I may work on refining that too.


As for my prop, it is quite possibly complete!  There has been quite a bit added to it since last time.
First off, more edge loops to keep the sharpness of the facets:


I texturized it with a Blinn shader in an attempt to give it a glassy/icy look:


Transparency was bumped up so that you could see through the ice and then an image plane with the character was inserted into the middle of it to make them look frozen and suspended:

Now more or less completed, all I needed to add was a turntable and play with some lighting effects to make the crystal really stand out.

Once I was finished, however, I noticed that the image was flipping when the back of the crystal was towards the camera, which destroyed the illusion of the character turning about.  In order to fix this, I duplicated the plane and changed the file input to a plain, single color version of the image.  It makes the ice at the back look more dense, and doesn't show the character's face on both sides, which is what I was aiming for.


The final turnaround will be uploaded in a separate video, so stay tuned!





Monday 10 August 2015

10/08/15 - Character Modelling

Today's lesson was an exercise in physical modelling!  Tutor gave us some clay to sculpt our characters, in order to figure out how we would go about wireframing and mapping out their basic shapes and dimensions.

Here is the little Embry that I managed to make in that time:




Drawing a wireframe on him was a little more difficult!  But it helped to have a visual drawn on him and gave me a few expectations for creating his actual wireframe in Maya.  A few places needed more subdivisions than others (most notably his feet needed the most and his arms had the fewest), and having a physical sculpt made me put quite a bit of thought into how I would sculpt certain parts of him.  I'm still honestly rather stumped on how I'm going to do his hair and if I really want his hands to be so blocky.






More progress has been made on my crystal prop and I'm certain I'm almost finished sculpting it.  I do feel like I could have done all of the facets in a bump map or in mudbox now that I look at it, and the final has a lot of edge loops in close proximity to create the sharp edges of the facets, but smoothed it actually looks quite nice.  I'll upload a screencap when I next use the program.

In the meantime, I did manage to draw a frozen Vasili for the plane within the ice crystal itself:

Saturday 8 August 2015

09/08/15 - Prop work

Spent most of the weekend working on my prop.  As it is a more or less simple shape with a lot of less simple facets, it has been easy enough constructing the shape.  The faces are more of a problem, as a lot of them are triangle shaped, which causes problems in the mesh once it is smoothed.  Currently I'm working on refining this, but here is the basic set up of the faces in the meantime:
If it were possible, I would like to simply leave the mesh the way it is now and not have to think about the smoothed version.  As it stands though, I need to reinforce some of the edge and work out how to keep all those triangles pointy without having the thing warp in on itself.

I've also been working on the character who is technically a part of this prop and have made a couple of character sheets to test out colors and things for them.  The first is a color test, and the second is what they would look like with texture and a blue overlay, since they would be underneath the ice in the final prop:


While designing this character, there were a few things I wanted to keep in mind:

  • Vasili is a Druid and is supposed to have a very ambiguous gender and could be either male or female.  In reality, they are neither.  They're basically a plant, just like Embry is basically a lump of clay.
  • I chose a lot of earthy colors for them - brows and greens, going for a tree or flower sort of theme.  The palettes at the beginning and end of the row are my favorite ones, though chances are I'll be using the one on the end for my final piece of them.
  • They are meant to represent Embry's opposite, so are tall where he is short, dark where he is light and have sleepier eyes and longer fingers than his.  Like a tree, they just want to sit in the sun and photosynthesize, but doing it alone can be quite lonely.
  • Most importantly, Vasili  takes inspiration from a character created by maedaeme on tumblr, and their likeness in this project has been used with permission.
The only thing I need to draw of them now is the frozen pose from my storyboards and animatic - I've already got the sketch finished, and hope to complete the rest of it tonight.

Wednesday 5 August 2015

06/08/15 - The Current State of Affairs

I've fallen pretty far behind in my workload due to being sick all week, which has been quite frustrating.  There are a few pre-production things I haven't been able to do because of the illness, so today I just jumped straight into trying to model my prop.  Here's a screenshot of my work so far:


Adding extra lines to the mesh has proven to be quite difficult though, as its very hard to get them to line up evenly.

Monday 3 August 2015

03/08/15 - Animatic!

Completed the animatic for my storyboard:
It currently sits at 11 seconds rather than the 6 we're supposed to have, which is a little worrying, but tutor explained that I could easily cut part of the introduction out and just jump straight into the story.

(In case the animatic doesn't work, it can also be found here on my tumblr)

I've also been doing a bit of prop work, and through drawing up my storyboards, I have decided on the type of gemstone cut for my crystal.  For a while I dithered between the oval and marquise cuts that are used for diamonds, but I think for my prop I'll be using the marquise.

Googling the cut of the diamond itself leads to some references of how the faces line up on both the front and back sides, which is going to be quite helpful for modelling the crystal this week.