Thursday, September 13, 2018

Senior Portfolio Fall Week 2

Senior Portfolio Post 2
9/13/2018

This week I've primarily focused on making sure the character models I described initially work properly.  A considerable amount of work was put into stress-testing these semi-custom character rigs.  I've made a few more videos demonstrating certain actions and capabilities of the characters. The first video is a simple animation of the Lego character throwing a shield with a bit of flair.  The second is a landing animation by another character.

Shield Throw

https://youtu.be/3sXOAoLVx0U


Jump Landing

https://youtu.be/zEZ4UBqWRbA


Thursday, September 6, 2018

Senior Portfolio Fall Week 1

Senior Portfolio Post 1 
9/6/2018

For the first week of portfolio work, I put together a short animation clip exploring the initial ideas I had for the semester.  This short clips show off a few Lego characters demonstrating movements.  The main challenge here is animating dynamic and effective movement with respect to the limited movement of a real life Lego character.  While there are fewer parts to animate on a single figure, it also means a tougher way to convey more complex animation.

https://youtu.be/C-pLzJb4Mpo



In addition, I have compiled a selection of animation projects form previous courses in the CAGD major.  Overall, I think the best course of action to take while filling out my portfolio this semester would be to experiment within scenes, game animation, and other types in between.  Practicing in both fields and having variety in my animations is key.

A box weight lift
https://youtu.be/NbM9z-tDVrQ



Quick Game Animation Compilation
https://youtu.be/ILbfovN2Wmk



Wednesday, May 2, 2018

CAGD 330 Book Development High Poly

CAGD 330 Book Concept
4/30/2018


This is the progress post for the first section of the book project.  I have created a primitive base structure(s) for the book components in Maya, then exported them for specific modeling in Zbrush.  Using the skills from the past few weeks, this is what will make the book more organic, detailed and realistic.


Once in Zbrush, I started to bring out more details such as curves and complex shapes.  I defined the sections that will become the mouth and eyes, and combined the ideas of the face and the waves into the covers of the books.  I also went with the standard weave to insinuate the pages of the book.  In addition, I made subsections for the book edges and the eyes.  They will be the easiest to manage as separate pieces.

Front view

Back view






Wednesday, April 25, 2018

CAGD 545 Animated Short Week 13-16 + Final

CAGD 545 Animated Short 
Rough Llama
Apr 20-May 18

Week 13-14
These weeks were the beginning of the end for this project.  With the animatic on the way to completion, with scenes being updated constsntly, there is a lot to do in order to finish by the semester's end.  The first week was the week of presentations, so there was a lot of feedback on what to do going forward into the final stretch.  There was a  lot of animation to polish from blocked out shots, and some scenes that need to be reformed, swapped around, or cut out.  For me personally, the goal was splining the animation I have already, and applying the notes and comments about timespan and focus.  It seems like everyone is on track to bring it all together nicely.  Another new task is converting from Maya 2017 to 2018, in order to keep the look of the project consistent throughout everyone's work.

Week 15-16

With these final weeks before the end of semester, all work is going towards polishing and completing scenes.  The animatic is nearing completion, with all scenes input and being critiqued for final submission.  So far, I am going through each scene in order to update and better spline the animation as I go.  New objects and environments are being updated, and lighting as well.  All of this is being referenced and re-referenced in order to create the finished product.  Things are looking much better and consistent overall.
The last week was dedicated to cleaning up and perfecting the designated scenes.  The animatic is becoming more and more presentable, with the last updates making sure there is consistency and cohesiveness among the shots animated by different people.  Lighting was a big challenge, and effects every member and their work.  That was the main focus aside from polishing.





Final Product

Sunday, April 22, 2018

CAGD 330 Book Concept

CAGD 330 Book Concept
4/22/2018


Concept references for the Book digital modeling project.


This is a pretty standard book model, which would be nice as a base to work off of.  It is simple with proper book shape.  Adding on aspects of other concepts to this model would be a good start.



This general wave pattern could be reference as is, but also could be made more organic and manipulated to be like more realistic waves on the book.  The grooves provide depth and shadows.


This is a book with a face which could be made more demonic and imposed on the book.  This could make for an interesting dynamic where only certain parts of the book are roughed up, while other things like the binding or frame are still clean and shiny.

 

This would be an interesting model to base parts off of, specifically the ornate side detailing.  It emphasizes components that go outside and around the book, sort of covering other details on the cover and binding.  The belt and buckle may also be an interesting aspect to include.


source: https://www.udemy.com/learn-to-create-awesome-stylized-video-game-assets/

Leftover concepts from the Sci-Fi crate project that may be incorporated.





Friday, March 16, 2018

CAGD 330 Sci-Fi Crate Final Post

CAGD 330 Sci-Fi Crate Final Post


Sledge Amalgam Box

A supply box that randomizes its contents, the Sledge Amalgam Box appears across all sorts of locations across time and space.  When interacted with, this Sci-Fi crate pulls up one of many possible contents, ranging from inventory duplication to giving mass amounts of batteries.  The appearance of the crate comes from others in universe, imitating, but not entirely, trying to be its own thing.  It is made of highly durable material, and despite holding content, the crate itself is quite useful as a physical tool of sorts.  Battering ram or trap switch holders are among some clever uses.  Sometimes, the crate gives another crate, basically becoming a surprise in a box.  The only way to determine a crate’s contents without opening it is to use a decoder that acts as an x-ray through the titanium panels.  In universe, this box is often used for practical jokes and sometimes just as a block to be built upon or around.  These are manufactured by the suppliers of all common crates, the contents of which are decided by sponsors.  They can be bought, sold, and traded as currency in some cases.  They aren’t very serious artifacts, but they vary in importance from case to case.

Concept:

The concepts I used for this Sci-Fi crate came from three main references, crates of their own which I took inspiration from for corresponding panels. The first reference comes from artist Luchador on Turbosquid, whose design inspired two of the side panels.  The second reference comes from Frank Vanderwhel, whose design inspired three panels, one of which was the bottom.  The third reference was used for the top vent panel, inspired by artist Rick SL on Turbosquid.  Overall, I thought of this concept as an amalgamation that still fits as a whole cohesive object.

Workflow Process:

The approach I took to create the initial primitives for the crate was creating quarter portions of each of the six panels, two of which shared the same design based on one concept, and two others in the same line taking after a different concept.  In addition, I had to create separate parts for each panel, such as corresponding inner and outer portions, notches modeled individually to combine with others later on, and buttons that sit on the outside.  Once I was happy with the models of each quarter, I mirrored them out to form the full panels.  I then had to align and adjust everything into the final cube crate shape.  As a final result for the high polygon model, most of the parts remained separate, under a single grouping.  Next, for the low polygon model, I used the quad draw method to trace over and create the new simpler form.  After straightening things out and tweaking to get as close to the high poly version as possible, I formatted the UVs.  It took some time to remember techniques, but eventually the process became clear and finding the right layout for exporting came easy.  The toughest part came in setting up the three models for export: the low, high, and id.  After much trial and error, I finally managed to make the jump over to Substance Painter.  Once there, I went through the motions and came out with a decent set of texture maps to bring back and apply in Maya.  Finally, the model was textured, cleaned, and primed for submission.

Problems and Solutions:

Many of my issues throughout the project came from backtracking due to misunderstanding.  It mainly came down to extensive trial and error and doubts about adhering strictly to the examples and tutorials.  As much as I followed along point for point, the main challenge was exploring and altering things to fit my specific project.  To point out the most concerning road blocks, texturing, moving from Maya to Substance Painter, and combining versus not combining meshes were among the hardest parts.  Luckily, as tough as the problems came, with enough time and effort, I was able to push past and bring everything together in the end.  The true cause of concern was time, seeing as some things were necessary to have completed in order to move on.  The backtracking occurred as each milestone came along, so I needed to take more than a few steps backward to move forward correctly.

Time Frame List:
Concept Development – 3 hours
Modeling – 24 hours
-          High Poly – 18 hours
-          Low Poly – 6 hours
Texturing – 8 hours
Finalizing – 5 hours

References:
-Most videos and other tools in the suggested toolbox for CAGD330.
-Professional Tips For Modeling Complex Shapes: Part 1, 2, 3 by Paul Conner.

Final Model on SketchFab






Friday, March 9, 2018

CAGD 545 Animated Short Week 7-12

CAGD 545 Animated Short 
Rough Llama
Mar 9-Apr 13

Week 7-8

These couple of weeks were all about setting up the official scenes.  Every group member was brought onto the same level of understanding, prepping to move forward altogether.  We learned about properly referencing and coordinating assets and scenes.  We also established shots and scenes for assignment to animators.  We got the layout of the story fully conceptualized and polished to a point where we were all happy with.  There is plenty of room for change all around, which is very comforting going forward.  The large discussion of dividing the story into shots was very helpful and made good progress on giving this project a good basis.
The following week was the first step towards animating the official scenes.  I personally worked on a couple of scenes throughout the overall film, testing my animation style from previous warm-ups against the newly modeled environments.  For the most part, all seems to fit together, and it has so far been a great start given the layout now.  I mainly blocked out the scenes, not going too in depth with the animation flow.  I tried to jump around to simply establish each scene, along with potential cameras for playblasts.  Later on, I can come back and tweak once everyone is on board with scene assignment and camera shot positioning.  As an initial setup, this was a good session.

Week 9-10
These couple of weeks were periods of no class.  In the meantime, my focus was primarily continuing blocking of scenes and animation.  Little by little, I picked out scenes I felt most comfortable taking on for the overall film.  I got more and more used to working with the figs and assets, and my visualization of how the end product may look got a little clearer.  Things are starting to near the end, so after this, we may need to pick up the speed in bringing everything together.

Week 11-12
With another class period to work, everyone is busy with blocking out as many scenes as possible and rendering to make a solid animatic.  In addition, the modelers are continuing work on assets, bringing the scenes closer and closer to their final form.  This will probably be the case for many weeks to come.  An animatic should be assembled soon, as the next step is critique and finalization.
An animatic was finally started, and strung together as many rendered shots as possible to convey our story.  So far, there were plenty of scenes blocked out and a lot of things to improve upon.  Luckily, the story still reads fairly well, and is very flexible and open to criticism and improvements all around.