Tuesday, 24 September 2013

Minor Project: First Initial Ideas

Initial Idea: 1
3D Character Design: Realistic Alien creature

Examples:


This first idea stems from my infatuation with sci-fi and the concept of extra-terrestrial life. I love character design and sci-fi but I normally head in the direction of a more cartoonish style, so this would be a great chance for me to further my talents and try something mote challenging. I am also fascinated with biology; how living organisms function and have evolved from simpler life forms. With this idea, I would attempt to study the hypothetical physiology and evolutionary history behind a creature from another planet and interlace it with the creature's design. However, a down-side to this is the fact that I don't have any experience creating realistic characters.


Additional Idea:

As an additional concept, if the design of this creature turns out to be something that was an intelligent and sentient being, I could implement it into a CG scene based around an escape from a human compound; a facility based on Area 51, if you will.

Initial Idea: 2
3D Character Design: Cowboy robot

Examples:


The seed that grew into this idea came from this music video by the group "Steam Powered Giraffes"

I've always enjoyed the theme of the Wild West and the sense of adventure that comes with it. Even more, I've loved the combination of seemingly two unrelated genres into a mish-mash of genre soup, then having them being stirred and boiled into one that just works. The fact that the aesthetics of a machine can be altered so much from different metal parts while still keeping the aesthetics of a robot speaks about how much fun one can have with the character design of a robot. The addition of the traditional western tropes: the lone ranger, the barmaid, the old, stout prospector, only makes the concept of a western robot all the more appealing. However, I have only just finished a project from year 2 that was based around a western-themed character. Doing the same genre twice would be analogous to an old dog with no new tricks.

Initial Idea: 3
CGI Animation: Experiment 9 Trailer

Examples of Trailers: 

I fell in love with the character design project and I got -very- involved in the background stories of the characters I came up with, so much so that I could see them in a big-screen production or an animated series. I came up with the idea to create a faux-trailer for such a film after listening to some sound tracks. Particularly these two, of the latter I think would be perfect:

Own Little World (Remorse Code & Blue Stahli Remix)



ReallySlowMotion - Reborn From Ashes




After explaining to my tutors that, during my previous project, I was advised otherwise since it was such a large undertaking for such a brief space of time (understandably so) and save it for my third year, which has now arrived. However, after considering the previous approach of this concept by my tutors, I also realize that, even for my minor project, this is idea will -still- require plenty of effort and time. I am torn between starting it now or waiting until my major project begins.


Friday, 3 May 2013

Adaptation: Turn-around V2

Included an additional, more dynamic pose. Slowed down the turn-rate


Wednesday, 1 May 2013

Adaptation: Improved Coins & Floor

Since Alan mentioned that the coins and the floor looked too flat and too much of a rush job, he showed me how to create floors for the scene using substances. Unfortunately, I couldn't find any that would match the theme of my set. Additionally, many of them looked very low-res even with the resolution pushed up to maximum. I instead decided to create a second iteration of my floor, this time actually modelling it instead of using a simple, flat plane with a texture. I also recreated the coins with more geometry.





Adaptation: Colour/Ambient Occlusion/Wireframe Renders





Tuesday, 30 April 2013

Adaptation: Lenny is finished! HUZZAH!

After many grueling hours sitting in front of a computer screen under the unpredictable mercy of Autodesk Maya, Lenny's rig is finally complete, with, of course, helping hands aplenty from Alan. Many thanks!


One particular aspect of this rig I'm pleased with is the stretchy torso, caused by the squash/stretch functionality of the spine. This enables me to give Lenny more cartoony physics when animating him.



Close-up of the spine's inner gubbins.



Demonstrating how the spine works when stretching.

 


Fully functional face



Here's a couple of angled shots of a walk cycle, demonstrating the rig in action.







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Now that the rig is completed, it's time to move on to how I'm going to present him in a turn-around. It's your big debut, Lenny. Give the ladies a smile!


Monday, 29 April 2013

Adaptation: Lenny's turnaround set (Also an erroneous spine mishap)


A very basic set I made in an attempt to both provide a suitable space for a turnaround while also keeping with the Eldorado theme (ancient, dark passageways, hidden underground corridors scattered with gold and riches, etc.).

I may need some help with lighting, though.





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On another note, I seem to be having some trouble with creating Lenny's spine while following the online tutorial. Alan, would I be able to get some help in correcting this on Tuesday if at all possible? I'm absolutely stumped as to why this is happening.


First error: The upper and lower skeleton seem to be separate, which results in this when I try to move the control:


Second error: After putting in the IK handle from the c_pelvis_jnt joint to the neck joint here, the central spinal column leans off-kilter to the side, which also distorts the mesh in the progress.



 The arrow here shows which way the mesh has moved after putting in the IK


 Third error: The arms stay in place when moving the spine controls when they're apparently supposed to move with the upper body.


Sunday, 28 April 2013

Adaptation: Another Lenny Update

Created a gallery of facial poses for facial expressions and lip syncing. I also re-created his eyes and added the eyeball look control.







Here's the lip syncing in action! I had a lot of fun with this.



Thursday, 25 April 2013

Adaptation: Lenny Update

    So after much banging-heads-on-desks and pulling my own hair out (I'm surprised I'm not bald by now) and, with the indispensable help of Alan, we managed to create a facial rig that doesn't require blend shapes.
     During the creation of this facial rig, I'm starting to have suspicions that Maya is programmed to act like a stubborn toddler.

Anyway, here's some mugshots of Lenny!







Monday, 15 April 2013

Adaptation: Lenny's Rig (WIP)

Thanks to some help from Simon, I managed to get the legs sorted out and fixed some issues with the hands.





Thursday, 4 April 2013

(@Alan) Adaptation: Maya Rigging Troubles

I seem to be having some trouble with rigging my character's legs. I've followed the tutorial on the CG Arts Tutorials blog by the book (or video, even), but when I try to rotate the joints to test out to see if the rig is working, they won't rotate. It's like they've been locked into position somehow. Is the Uni open during the Easter holidays? I was just wondering if it'd be possible to go in and get some realtime help with this, that is if you or any other Maya-savvy person is in. 

I'm thinking this may be an issue with grouping, so I've posted my current Outliner setup.

I'm afraid to start rigging another part of the character and leaving the legs until after the holidays, because I don't want to find out that I've completely messed the rig up and have to start all over again.