Collaborative project week6

This week is for rigging part. Murray is working on the body rigging, I will be working with the mechanical arm.

I’m totally a beginner on the rigging area, so I have to learn from the basic knowledge before I start. Through the tutorials from Luke and some Youtubers, I’ve learnt how to rig a man with the clothing and mechanical structures in a short time. So I can get into my character very quickly.

I rigged the mechanical arm first. I only used the constrain instead of joint. I think just for a mechanical arm, using the parent constrain between the machineries is more convenient than the joints, and no need to worry about the weight problem. For those openable structures I also give each of them a property to control the transformation, and setting the driven keyframes to control their animation. In the end, I gave a big controller to constrain each of them in order to let the structures can be open together.

Then I started to help Murray doing the body part. He was stuck in the clothing rigging problem, so I helped him to get this done. Yann will be helping me with the weight painting and face rigging.

Collaborative project week5

In this week I want to keep improving and adding more details on my character. First is the wrinkle of the clothes, I found some leather jacket and trousers photos as my reference. I tried not to make too much wrinkle, keep reminding myself it’s not a full realistic character.

The second thing is to make the arm looks more powerful, I just basically scaled the head of the thrusters, and let them rotate while they open up.

The last thing is the colouring. I tried to give him a darker look, even the mechanical parts are also black iron colour. But I added some emissive light in some detail, let him look more cyberpunk.

Collaborative project week4

On the one hand I have to catch up with my modeling, on the other hand I still want to create some good design, but I don’t have enough experience of designing so it really slowed me down on this project.

I tried to do less detail but more focused on the outline shape looking. I redesigned the arm and chest, wanted to make him looks stronger and powerful, at the same time I still need to make sure the way he open the arm thrusters is not too weird.

Finally I came up with this:

It’s not the best solution but at least looks more concise and reasonable. Also I added a belt and make the coat as a normal leather coat, because the previous design was ugly.

Collaborative project week3

I continued doing my character design this week. Very lucky, I got another man helping me doing the design, he is Yufei, yay! The image above is what he came up with, nice drawing skill and good colour palette. I can’t deny he has a strong sense of design, but what he made is deviated from my design idea, it looks more like thunder god Thor instead of professional killer. But I still choose to use his mechanical arm design, because it looks so much better than mine. However there are some unreasonable design structures on it, also I need at least two openable structures for the thrusters, so I came for him to let him to do some redesigns. Unfortunately, Yufei said he can’t do it so I have to do it on my own.

I stated the body modelling first. I chose a free male model, adjusted him to a tall and strong body proportion.

Then I sculpturing his face, tried to make him look like a 40-year-old man, and emphasized his contour lines of his face, don’t want to make him looks too realistic.

Next step is making the clothes. I dragged the body into Marvelous Designer and made the coat and pants, and imported them into Maya.

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The image above is the basic looks of this character. I simply made the shoes, the mechanical face, arm and body, and also get rid of some useless designs. For example I simplified the body and shoes, got rid of the bullet belt, cause I don’t these messy and unimportant details appear too strong on the total looking, the mechanical arm should be the strongest part. The model on this stage is for doing the layout, also can let Murray to practices the rigging. I will continue next week.

Collaborative project week2

After I finished my part of the storyboard, I started to do my character design. at first I tried to find some research:

Because I have a basic image in my mind, so I only found some face and cloth references, they are enough for me to make the design. The basic character style will be close to Overwatch’s characters, but also more realistic. Because I personally want him to be a cold-blooded professional killer, dress like a normal gentleman, a calm veteran without over strong individual style. Therefore I picked some characters from overwatch as face reference and Kenny from Attack on Titan as the reference of total image for my character.

These are some reference of mechanical arm, some of them are realistic style and some looks more cartoon, we will see how we can mix them together. Consider with this killer’s ultimate, I decided to add some thrusters in order to let him make a hard punch attack. So we will make some openable structures on his mechanical arm.

This is my character design so far on this week, I ‘ve just mixed all my initial ideas together just wanted to see what it would look like, including the mechanical half face, left arm, shoes and body, also the gun, the bullet belt the knee caps and this strange looking one-side hemline coat mixed with dust coat and jacket. It looks weird and messy on the whole, But I will make more changes on next week.

Collaborative project week1

The work we want to do for this Collaboration project is a fighting animation, which Yann and I have planed weeks ago. He wanted to do the experiment of motion blur in Houdini, I want to learn hard surface modeling and how to rig a robot. Therefore, we have discussed about the story and came up with a concept art:

The story background is in cyberpunk world, a killer meets a bounty hunter girl in a alley, and start fighting for some reason.

The next step is to find people and make a team, we got Evanna from Ma Vfx, Fly, Murray, Jay and Layne from Ma 3D animation.

The division sheet about showing what different parts of this project. We will start from storyboard, characters and scenes design, is for pre-production. Murray can start learning rigging and lighting from now, Evanna and Jay can learn physical vfx and particle vfx while doing the scenes design. So everyone has their own job to do in the pre-production stage.

Storyboard:

The storyboard is all i have done on this week, it covers about 48 second of the story before the fight start. I have tried to used as less pages as I can to show the enviroment and feature of this two characters. The man is a professional killer, around 40 years old and cruel. He has a gun, a mechanical eye and a mechanical arm, got strong power but low movement speed. The girl has two swords and has high agility, the badge on her coat shows her identity, a Bounty hunter.

Performance animation

The final work for this unit, I like to do a air battle between the robots which I have planed long ago. I tried to find some assets from the resource share, I only found one called Hekatron, it seems like it’s the only one that can have the battle on the air. I keep looking downloadable rigged assets on google, until I found an Evangelion:

Even it has a bad rig, I couldn’t found any other model that can fit my scene, and it looks just fine after rendering, it’s enough for me.

After filming the performance, I started to do the animation.

I set up a scene with skydome, placed the Evangelion back on the sun, it looks cool.

Hekatron using the machine gun shooting at him. I made two lights and set the constrain with the machine gun, so the light can move with the arms. When it’s firing, the light will keep flickering.

There are also some lighting effect like the beam sword and beam cannon.

In general I feel I have done lighting work even more then the animation part, but I feel ok, because I have learnt many things about lighting that I didn’t know in the past. Finally rendering the whole video, I imported the image sequences into After Effect, because I don’t know how to do VFX in 3D software….But the final effect feels ok, if I got more time I definitely make it looks better.

showreel:

Week 7: Lip sync

The model I picked for the Lip sync is Blake, the face rigging for its face is so good, very easy to make different emotion.

I don’t think lip sync is the difficult part to do, you can even just filming your self speaking as reference. Controlling the nose, eye and eyebrow to make a face expression its the harder part to do.

The audio I chose is a angry ole man yelling and complaining something. So I need to make the face looks more exaggerated to make it looks more angry. But because of the limited of the face rigging, I can’t make it looks even more exaggerated.

week5: self practicing

This week I mainly working my own stuff, which is character modeling.

I have been watching a high score Netflix series called Queen’s Gambling, and the main character Beth Harmon impressed me a lot. Therefore I decided to create a model base on this character.

I didn’t create it from a sphere in Zbrush, I started with a ugly women anatomy which is free downloadable. Then I imported it in MAYA using drag tool to make its face looks more closed to how Beth looks like on her photos. After that, I adjusted the body’s proportion to a appropriate condition, finally exported it to OBJ and drop it on Zbrush to sculpture the detail.