Mudbox Head

The beginning starting out with the default head

1 beginning

Shaping the head and making it look more feminine

2 shaping

Moving on to defining the nose and mouth and adding more subdivisions

3 nose mouth

adding the eyes, using spheres to see the placement of eyeballs and how this effects how the eyelids will sit, freezing them so I dont effect them when sculpting. Eyelids folded weirdly

4 form eyelids crease problem

Retopolised to fix the weird eye folding

5 mirroring and divisions

added more details, tweaking and made the neck thicker to suit the head size

6 finalising face

moving on to the ear, giving it a basic ear shape

7 ear

looked at my own eye to get the right shape

8 ear details

lots of subdivisions

9 finalising head

moving on to starting the hair and making a basic shape for it. made a new layer to create hair and freezing the face to raise the hair up, without effecting the face

10 freezing layer adding hair

Started making indications of how the hair will flow round the fringe area

11 sculpting hair .png

Finalised face without hair;

 

headwip2

 

headwip

 

headwip3

Final head sculpt;

head.png

Got to keep practicing

I had a drawing itch that needed scratched.

I always avoid colour because I always feel that I never get it right and I end up ruining the the original line art. Well now its time to start working at that more and make my drawings better, I need to learn to make colour my friend.

practicing.png

Falling For You

The Final Animation, please watch in HD;

I am extremely happy with our final outcome, it was a great experience working on it and it was even better that I had a fantastic team that worked well together and supported each other. This project was the best by far that I had the pleasure to work on and it was very fulfilling project. I wish to be able to continue to create even more great work in the future and work with this amazing team again.

This was a great end to a first semester, thank you!

team picture

Imaging and Data Visualisation Reflection

In my second semester of Animation we started our new modules one of which was Imaging and Data Visualisation. Imaging and Data Visualisation involved two tasks, this was to build a “Floating City” in Autodesk Maya and then present the data in a visual way which is done in teams and then the second task was to model our own head using Autodesk Maya. Both projects allowed me to learn a lot about modelling and Autodesk Maya, and I do really enjoy modelling in Maya so I was excited for each of these projects. I loved learning about Rome in the Floating City project and being able to take Rome and imagine what it would be like to have it as a floating city. I would have loved to be able to do more for the project though because I heard about it before joining the course and I loved seeing the now second year work for it.

The head model project was also something I was excited for, from the get go I was researching tutorials and looking at what way was best for me to do it. It was really interesting learning more about topology, even though I’m not sure if I got my topology right in my head model, it was still fun to do and the human face in general, I would love to create a character and rig the face, to actually bring your own character to life is something that I always find enjoyable and rewarding. I felt I learnt a lot with this module and I want to keep improving and becoming better modelling, as well as to of course keep learning from my mistakes with the help from very informative tutors. I hope to be able to find what area I excel in and what I really want to do in animation.

Overall Imaging and Data Visualisation was a very interesting module that I felt I have learnt a lot from, it was very challenging in parts. I also learned that time management is key and that you should never be controlled by the machine, let loose.

Once again thank you for such a great first year of animation.

Data Visualisation: Dynamics

Alec Parkin began a lecture on dynamics and simulation techniques, dynamics are an extremely powerful feature in any 3D application. Without them there would be no particle effects like smoke, fire, realistic fluid effects to explosions, or complex cloth simulations.

Fantasia did a lot of experimental hand draw dynamics. Oskar Wilhelm Fischinger had a massive part in this as he was an abstract animator, bringing a lot of shapes and lines in to the animation which Disney liked but wanted to make it more realistic, so a shape would be an actual object. When experimenting with particles they used paint bottles upside down in water to create a bubbling lava effect in Fantasia.

James Cameron’s The Abyss had the first ever fluid effect in their feature film. You can see in this video how they do this and how they add a 3D scanned face within the particle effects.

Prince of Egypt created large scale effects with a 2D created background while the effects are computer generated. The also had 2D characters as well as computer generated characters and they took pride in how people couldn’t tell what one was computer generated and what was one 2D. Our lecturer Conánn Fitzpatrick who worked on Prince of Egypt told us how he animated water splashes, clouds, as well as the burning bush, using both 2D and digital animation to create it. He also talked about how he created Spritical software that was then further used in many successful animated films, such as the Lion King.

This MPC film effects reel, which is a modern VFX studio, showing really high quality and realistic particle effects, including effects used in the Avengers movies.

Lorenzo Lavatelli is also a great Dynamic effects artist working with Fluid effects. He has working on the likes of Harry Potter. Here is his showreel;

 

Pixar had cloth, hair and other dynamics breakthrough in the likes of Monsters Ink and in Brave. This test video is a great example of this;

When simulating anything dynamic in Autodesk Maya set your playback speed to ‘play every frame’ This will force each frame to be calculated without skipping a frame to match playback speed.

Dynamic systems available in maya consist of; nparticles, ncloth, nhair, maya fluids, soft and rigid bodies, bullet, bitfrost, fur/Xgen.

Nparticles can be used for effects such as dust, smoke, fire, water and wind effects. It’s a pretty face and versatile took for a bread ranger of dynamic effects and can interact with other nsystems.

Head Model: Head Journey

I looked up many head model tutorials and found this one by James Taylor that i found worked for me best, I liked how he kept the head topology fairly low and it was easy for me to follow.

As I followed his tutorial it was going well until i got to the nose and that where it got confusing for me. There as a lot of extruding and deleting of faces to get rid of any ngons or triangles, without the tutorial I don’t think I would have done this successfully. When it came to doing the cheek I didn’t mind this part because I used my research to get the correct placing of my cheek bone and surrounding fat in my cheek area and as well as staring at my face in the mirror I had while modeling my face.

getting there

I eventually figured out how to so the nose properly, using the bridge and extrude tools then combining them to the side of the eye mesh. I then extruded the eye inward to create the eyeball and eyelid, then added creases to the mouth and eye area to define them when you hit the smooth view. I prefer to work in the non smoothed view as it is easier for me to see what is going on with the mesh, plus our tutors always told us not to rely on the smooth tool.

nose and crease

I then moved on to creating the back of the head so i got a square, put up the decisions so that it would become round and I started adding and removing sub divisions so that it matched to my own forehead divisions so that I would get that even flow. The side of the head was a lot harder to match up as I had to tweak how the topology would flow in this area and sadly the tutorial didn’t go into much detail here so I tried my best to get the right look for it. It then came to the time to add the dreaded ear which i was not excited for at all. The tutorial also did not go into detail for the ear and because it was low poly I didn’t know what to do for it but I gave it my best shot. I extruded the faces and tried to get the right placement, it didnt help that my images didn’t line up here but luckily I had my trust mirror and done my research as I knew that the top of the ears line up with the eye and the bottom of the ear line up with the bottom of the nose. I followed the basic shape of my ear and extruded in and then in again to create the outline of my ear.

After getting the right ear shape I tried different ways on getting the inner ear done but it just wasn’t working, it looked weird and lumpy with very messy topology so I decided to leave it as it was and move on to do the rest and then hopefully come back to it with fresh eyes and a new idea.foreheadear

from here I mirrored it over but it did not look like me at all, It needed a lot of work especially the chin area, so I went back to the drawing board and got back up to speed to where was originally at.

ehno.png

After fixing some areas I also felt that there needs to be more definition in places to I added some edge looped where my cheek bone and bridge of my not is so that I could define it better and have more of my facial features. Referencing my post on my defining facial features that I had made. I then pulled at the vertex’s to define them more and to also add my button nose and the bumps that I have at the side of them.

looklikemeno

When I smoothed it it let me see if my jaw needed more tweaking and it did, I felt that it wasn’t rounded enough and dipped in to much in the middle as you can see below. I also added a neck, looking back on the post I had made on drawing heads as it talked about neck fat, as well as facial anatomy and my Pinterest board to help me through this. This too a while to get right, I noticed that when I added the neck my chin didnt line up the curve to the neck and the fatty tissue in the neck brought it down too much and I needed to tweak it and bring the chin up a bit more, this also helping it to look like my chin more as I felt it looked too pointy.

I then continued the neck and brought it round to the back to create the back of the neck, making sure that it stayed fluid and matched it up with the ears okay. I then the neck so it would have the smooth curve down to where my shoulders would begin and made the mesh straighter for this as well.progress

I wanted to add more of a curvature to my lips to make it look more like me but that resulted in me created triangles, which is a big no no especially if its on the mouth which is a main source of expression in a human face, but I could not figure out a good way to fix these triangles without adding more loops or creating messy ngons, and making my topology messy. I definitely need to work on this more and figure out ways of fixing triangles in this area.hmmtriangles

When I mirrored it over and tweaked it to line up with my other side of my face, because my left eye was slightly higher, the left side of my nose was slightly bigger and the left side of my jaw was more square, but I also noticed that my face looked too slim compared to my pictures as well as compared to what I was seeing in the mirror, I also noticed that my cheeks needed to be pulled forward in the side view because my cheeks are a lot chubbier, so I definitely had more tweaking do to make it look more like me.

When I added the crease around the lips I found that it made it look weird and overlap in the corners, I tried different ways of creasing it so that the corners would not over lap and spaced out the side of my mouth topology to make it look better.toothin

After tweaking it and making it have more of my defined facial features I found that it looks more like me in the non smoothed version rather than the smooth version.  I added creases to some edges and vertex’s around the eyes, nose and mouth to make it look more like me in the smoothed version. You can see the edges and vertex’s that i have added creasing to in the unsmoothed head model below, they are the thicker lines. I also added a cupids bow by extruding inwards and adding a crease to the lower part of the cupids bow. I tried to make the nose look more like mine, as I have bumps at the side of my nose I tried to replicate this but its not that easy when its low poly but I think I did a good job with it anyway.final head model

Here is my family of heads;thefam

Final head model spin;

Overall I am fairly happy with how it turned out, for my first head model I’m proud of myself that I could even remotely make it look like me, even if it looks like a manly version of me. I’m excited to learn more in this area though, I do love modelling and I definitely want to improve on this more. It would be fun to create a more realistic one of myself in the future and then compare to how I began and what I know in the future, and maybe add hair, or possibly even animate it.

Animated Short: Falling for You Final

Here is our animation for the presentation day;

Here is our final Presentation

In our final presentation feedback our tutors said that we did a brilliant job and that we ticked all the boxes which i’m soo over the moon about. Michael Bass had started with “I have only one critique”, which really put a smile on our faces, the only problem he could see was the pause before the girl bird comes into shot. Conann Fitzpatrick also gave us positive feedback and only a few changes were needed. Yuanyuan Chen also seemed  to be happy with our animation and advised us on some small changes with lighting and timing. So I will list the different critiques  below and what we discussed as a team on how we would tackle them.

  • Camera pause – During the over shoulder shot the girl bird takes a second before she moves into scene. Michael had advised that she should have already been in the shot once the camera and changed. Also he felt that she should have came in from the left, instead of right. Conann also commented on this point. He suggested that having the boy bird in the scene wasn’t really needed, and perhaps the camera could have been in between them or his point of view.
  • Ice – The ice is a flat plane with coloured blinn texture and reflection. It was suggested that it should have marks or bumps to show that is being skated on. At the moment it looks like it has been smoothed over in a professional ice rink. We will be looking at bump map and texturing to try and making the ice more natural.
  • Character Jump – During the bird slipping on ice and falling, Conann suggested keeping him up on the air a little longer. This would give it more character and a cartoon feel.
  • Sun setting – Yuan suggested making it look like the sun was setting during the animation, so at the end it would be dark (similar to the credit scene). We discussed this as a team and thought it may look a little sped up if the sun set in just 30 seconds, so we decided  to leave the lightings. She also wanted the credits to last longer to allow the characters to skate fully across the screen. The Render of the credits does actually have them going across but unfortunately we had to cut it for time. During the edit if we can spare more time for credits we will.
  • Lights on girl bird – This was not mentioned on our feedback but it was something noticed by us. The light on girl bird cast a shadow on her face and she looked a little dark, so this will be corrected.
  • More Animating – Again this was not in our feedback, but after seeing the other groups and their animations I was worried that we kept ours a little simple. I discussed this with my team and we all agreed. So instead of the girl bird coming in to wave we want her to skate in with a twirl before waving, that way there will be more animation and added character to the girl bird.

The first thing we tackled was the ice, Kristina and I had worked on the ice before our first render and made the ice a cloudy texture but the way that it was smooth made it look like it was professionally flattened at an actual ice rink and we needed it to have more texture. We started to look into bump mapping and using fractal texture. We adjusting the setting and rendered the scene out to pick which one was best which you can see below;

Too realistic for the scene

bump 2

Too watery looking

ice bump map

Not much reflection with this, sort of looks like worms

lines on ice

We all agreed that this ice looked the best for our scenefinal ice.JPG

For the jump I let Kristina and Robert both have a go at animating it since I did the majority of the animation. Robert and Kristina was still having a few difficulties so I came in and fixed up the animations, making sure that the timings were right and making the movements more organic looking in the jump. I then added the wave again and we were to check that off the list again.

twirl 2twirl

I also fixed the jump and prolonged it as best as I could because I didn’t want to go over the time limit which we were all set on keeping, plus out end credits were short enough as it was. I looked at the coyote from Road Runner as there are so many episodes where he ends up falling off a cliff and hovering there looking all scared, you can see this gag here, poor guy;

 

 

Animated short: Rendering and Editing

This was our render settings, it was important that we used these on each machine for scene that we needed to render separately, this is so that each scene would look the same when we put it together and so that were are no errors as when we did our first render we found that our textures were going black but that was an easy fix.

We all worked together to put together the animation but Michelle was the main editor here and what an amazing job she did too;

Our concentration and hard work

Trying to get our timing perfected, adding our already remade music and foley effects.