Showing posts with label Salvatore. Show all posts
Showing posts with label Salvatore. Show all posts

Sunday, 15 November 2015

Project Summary! - Genre Change Rationale

For my 3D animation I chose to convert the Point Break bank robbery scene into a horror! 

Rather than copying the scene shot for shot, I instead used it to inspire my own story and replicated individual shots. The one element I did copy from the original was the rubber mask and suit. I played with this idea a little and decided to make this the focus of the scene. The main reason being that having a faceless/masked character would make the scene eerie and creepy, not to mention I wouldn't be required to animate any facial expressions.

(The mask from Point Break)

Once I moved onto concept development I then began to plan out what my character would actually be doing in the scene. I looked at a few different movies/games for inspiration and decided I would do something similar to the horror game “Slender”. I really liked the idea of seeing everything from the victim or ‘hunted’ perspective, the faceless character would also work really well with this idea.


After a bit of brainstorming I decided to base my character off of an old-school mobster. Armed with a Thompson Gun stored within a violin case, he was a mobster who had been reincarnated and is out seeking revenge & retribution. I named my character Salvatore, which is the Italian name for “Savior”. His mask is melted, a symbol of his fiery death with his suit torn and charred. I was really happy with my final design, even if the story didn’t fit point break I liked that I had come up with something independent to the scene I was basing it off. I also felt like my character fit the converted genre really well and was looking forward to starting the modelling process.

(My final character design)

When we did move onto using Maya, I found it a lot easier than I was expecting it to be (luckily). And thanks to a bit of help from my classmate I was even able to get ahead of the class. The only problem with this was I felt like I was wasting my time watching Keat’s tutorials. The positive was that I was able to help a lot of classmates with their projects since I had already finished modelling mine. With my new and improved knowledge of Maya, I can see all the flaws in my own model. But for a first attempt, I’m really happy with how it turned out, especially the hands!



After modelling came texturing, which I really enjoyed until I realised just how difficult UV mapping is. I’ve since gone back and made another character from scratch to practice UV mapping, but I still feel like I’m bluffing my way through the process. But I got there in the end, and I’m happy with the end result. I even experimented with bump mapping, which although it slowed down the render, made the gun look a lot better.





I found the controls (after a few attempts) weren’t all that hard to make, so once again I was ahead of the others. I also did my foot & hand controls different to everyone else. I used the node editor for both, using a tutorial for the foot control but doing the hand control entirely on my own - so I was amazed when they worked properly. Again, I helped others from the class, even going as far as fixing someone’s rig for them over the weekend.



Skinning has to be the hardest part of the rigging phase. I won’t go into much detail with skinning, but it really is the absolute worst. I was able to complete the skinning on my character eventually - once I finally figured out how the hell skinning works. I tried to help others understand skinning, but I feel like I was mostly there for moral support, consoling them as they saw a week’s worth of work crash and burn before their eyes.



Animating was a piece of cake, especially when compared to 2D. There are a few things I would’ve liked to have changed on my animation, but when it came to putting in all the effects, background & sound, as well as rendering it all out.. I just didn’t have enough time left. It had gotten to the point where with each step I would find more & more faults, and since my knowledge of Maya was ever growing I was beginning to pick on things I’d done wrong back in the modelling phase. At the end I just had to come to terms with the fact that this was my first ever 3D animation, and nobody was expecting it to be perfect.


Overall, I really enjoyed working in 3D, and I much prefer it to 2D. I have no idea which part of the semester I enjoyed the most. I really liked the character design stage & the 3D process - aside from skinning & UV mapping. I can’t say I had any specific strengths or weakness’ either, since I seemed to pick everything up really quickly. I did really enjoy doing the sound for the animation, however this wasn't even a part of the project. I’m also really glad I was able to get ahead and help everyone out, since it helped clarify the process by going over it multiple times. I was also able to see how different characters were built & where the changes had to be made which will help me with any future projects - which I’m already looking forward to.

Monday, 9 November 2015

Sound!!

Effect sounds from:
http://www.freesound.org/

Ambient music from:
https://dolomedesthreatening.bandcamp.com/album/dark-ambient-i-filthy-ghetto

Thursday, 5 November 2015

Updated Step Blocking

Includes everything I have to this date (background + lighting + shadows + animation keys).


Monday, 2 November 2015

Step Blocking



Completed Keys for my animation! Still need to do cleanup & create the background.


Wednesday, 28 October 2015

Walk Cycle

The animation for the arms are just a placeholder, since I'm still deciding what I should do in relation to the gun.


Tuesday, 27 October 2015

Background Test

As suggested by Keat, and with help from him, I was able to create a quick render using background-shaders. This will make my background a lot easier to construct, because prior to this, I was planning on building the environment in Maya. Now, all I need to make is the one texture!


Edit:
I managed to problem solve an issue before it happened :D
Because my camera will be looking up at the character, the background was being left behind & the character looked extremely out of place. To fix this I was able to rotate the character in relation to the camera, and just moved the background upwards EZPZ.

Monday, 26 October 2015

Camera Playblast

Made a quick background so the camera makes sense. Thinking I will either texture the inside of a cylinder or sphere to create the background.

Sunday, 18 October 2015

Violin Case

So I rigged the violin case to open & close.


Whether or not I'll use this in my animation i'm unsure :^)

Thursday, 15 October 2015

Rig Demo!

Really happy with how the rig turned out! I notice now that the shirt peeks through at 1 stage during the bend, but I'll either fix that up later or leave it as it is (since my character wont be doing that movement).



Updated the Demo!

Tuesday, 13 October 2015

Skinning

I started skinning a few days ago but never made any real progress. I now have a (simple) understanding of how weight painting works and what to do in order to achieve somewhat realistic results!

So far I have weighted the neck & head as well as the right arm, including hand & fingers.



Monday, 28 September 2015

Rigging Controls

Started adding controls to the rig, spent way too long making the rotate shape but I think it makes it look a lot cleaner.



Update: 30/09/2015


Didn't get much achieved today, I've improved the hands significantly and moved a few joints to better fit the character, rest of the day was spent watching tutorials.



Update: 1/10/2015

Finished the foot controls! It all works after only 1 or 2 hiccups (had a value set to -10 instead of 0).


Update: 5/10/2015

I was told I had done something wrong with the finger controls... after I spent the entire day making them! I'll restart tomorrow, a little frustrating but I'm learning something at least :).

Update 6/10/2015

Fixed the orientation on the fingers. I managed to do the controls for the fingers without a tutorial, so hopefully there is nothing wrong with them...


Tuesday, 1 September 2015

Test Lighting & Texturing

An example of the lighting I will be using:
(Moon lit & face highlighted)

Close-ups of a few details in the texture.



Sunday, 23 August 2015

Finished Models


I've successfully rendered both of my props in a turntable, and for the meantime my character model will have to go without a face.






Update: 24/08
He now has a working face!


Trouble in Paradise

Ran into some major problems rendering the face, may have to redo it in the near future if I can't find a fix for it.

This is what the finished face should look like:

And this is what Maya gives me..

Really disappointed with you Maya, Just when I needed you most.

Update:
Keat has saved me.
Deleting the history fixed the problem.

Saturday, 22 August 2015

I Made an Ear

Adding this to the head & cleaning up the topology, then I should be ready for turntables!



Wednesday, 19 August 2015

Almost Done

Today I modeled the hands & feet. I also added a few finishing touches to the suit & pants.
I still have to model the hair & ears on my head, then i'll be finished and ready to start rendering!