Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Thursday, 27 March 2014

Modelling a Tank top

For my Simulation project, clothes will be simulated in 3Ds Max.To make the clothing, you use the Line Tool and draw out the panels and stitch them together, like you would in real life.
http://www.youtube.com/watch?v=nMOjtxk8AaQ
The video above is a tutorial for making a tank top.

First attempt:
To make the vest, I used this image to draw the base of the shape.

First attempt. The shoulder straps connected fine, but the side seams would not. To fix this, I just need to extend the sides out a little further.

I found that if you simulate so far, then remove the "Use Seams" option, then simulate local again, it removes the seam lines and replaces them with edges, filling in the gaps.

I decided to test it on the Muscle Man rig, or "Goliath" as I call him. I have a lot to fix with this vest, but it's getting underway nicely.
**SIDE NOTE**
Once the clothes are simulated, it's possible to export it as an .obj and use a modeling program, like Zbrush or Sculptress to add more detail to it. Although I wont be doing that in this project, it's something to bear in mind!

Friday, 7 February 2014

Skeleton to CAT Rig

Something to bear in mind about the CAT rig is the amount of vertebrae  in the spinal column. This CAT rig is set with only about 7 sections. This is alter the smoothness in some movement, ie; bending over and back.
If I match the amount of bones on the CAT rig to around that of it's human counterpart, I should be able to recreate a very smooth arch in the back.
The picture I have attached here is a composite of the CAT and a skeleton. The RIG is slightly off, as I didn't make this RIG for the skeleton. It is the one I used in the Spiderman test. Something to note with Superheroes design is that they are often made much taller that "regular" humans. Their limbs are often slightly elongated, or in some circumstances, reduced.

Tuesday, 4 February 2014

Rigging a CAT rig


As I will be using 3Ds Max for animating the character, I went to Youtube, then to the 3D Studio channel. They have a whole heap of tutorials in their library. I will be using THIS video to help me with my Rigging.
One change I will be making is by adding an extra "bone" to the forearm. This was a suggestion by my animation tutor. It stops the entire forearm from twisting when you rotate the wrist. Try rotating your wrist. See how very little of the forearm near the elbow twists? You could even argue that it is simply a muscle bulge making that area move. It's because by twisting your wrist, your Ulna and Radius are moving in your arm, along with the Carpus (wrist).
This image, from Doctor Bruce McFarlane's BLOG, ITTCS, shows how the Ulna (shown in RED) and the Radius bones move when the wrist rotates.
I will update this post with my CAT rigging attempt from following the 3D Studio tutorial, with the adjustment I mentioned.


UPDATE:
I have rigged and partially skinned a model. I have not altered the Envelopes, so there is a lot of strange action going on, like stretching and the thighs morph rather bizarrely.

I have also documented my process with a series of Screenshots.

Firstly I opened the Mesh file up. Spiderman is stood in a Tpose

Selecting the Mesh, I pressed Alt + X to enable X-ray mode. I froze the mesh at this point for ease of rigging.

I created a Base Human CAT rig from the Helpers Section

In side view, aligned the rig with the meshes waist.

CATUnits Ratio alters the height of the rig. I renamed the rig Spiderman_ so all of the components would be names, for example, Spiderman_LeftFoot

I resized the waist to fill out the mesh and help aligning the legs. I also rotated it slightly. Using the Copy and Paste Mirror buttons, I placed the Legs. I also added an extra Bone to the feet. As the model is wearing boots, I don't need to make all five toes.

I align the spine and neck to follow shape of the mesh. Moving the ribcage resizes the spine bones automatically, as does the head with the neck bones.

I resize the ribcage to better fill out the mesh. This will help when it comes to setting the enveloping areas of skinning.

Aligning the arms, I moved the collarbone slightly, then began setting the arms. I added the five digits to the hand and resized them using my own hand for reference, lining up the knuckles. I added an extra section on the forearm to represent the Ulna and Radius bones.

Copy and Paste Mirror to set the other arm.

This is how the mesh and model look when combined. I select the mesh, then apply a Skin Modifier.

I use the Spiderman_Pelvis selection as my bones, then Ctrl+C to select all of the Children files within. This contains all of the bones I need, leaving out the Footpads and the main selector (the triangle with the arrow).
As the mesh is separated for the neck, head and the eyes, I do the same with them. Without this, those sections will not be animated.

As noted above, there are lots of things to be corrected. I have just uploaded this to show my working so far. My next steps will be to adjust the enveloping sections to correct the stretching.

I used the Motion section to animate Spiderman with a Sneaking animation. I have hidden the rig contained within.

Saturday, 14 December 2013

LEVEL 5 CONCEPT DEVELOPMENT AND ANIMATION - Storyboarding

I used these Storyboards to create my final animation.





The final image shows a mapping of the scene from a pulled out view.

LEVEL 5 CONCEPT DEVELOPMENT AND ANIMATION - CREATING LANEGAN

Lanegan took a few different forms before finalising the design.
(These images are taken from earlier posts on this blog)

The first form was this Lizard creature. I didn't feel like it fit in with the setting of the prison, so I scrapped this idea.


Thinking of Charles Manson, but demon-like, I created this character that I had been calling Man-Tis, based from his Mantis like blades and the tattoo on his arm. He was wearing his Prison jumpsuit, but didn't look demon enough.

Whilst researching prison uniforms better and capitol punishment, I came across a game for the PS2 called The Suffering, which featured creatures that were nearly identical to what I had designed.

For the demon look, I turned to The Evil Dead to look at the Deadites. The top left is from Army Of Darkness and the bottom right is from the original Evil Dead.




Remembering Ghostbusters 2's Scoleri Brothers (from the Courthouse scene), there were two ghosts that appear in Electric Chairs. Tony Scoleri is the skinny, lanky ghost who I researched further. I found some interesting notes from the development of this character.
Tony Scoleri went through three stages of development. The first stage involved using a full-sized puppet with an articulated head. Mark Wilson built the prototype and video tests were promising but Dennis Muren believed the rotoscope load required would hamper the production schedule. Tony was redesigned to be portrayed by Jim Fye. Tony's head was attached to a skullcap positioned in front of and on top of Fye's head. The collarbone was lowered to elongate the neck and add to the emaciated torso design. Oversized shoes, extra lengths of cloth strips, droopy pants, and finger extensions were added to complete the skeletal look.

Changing the blades of my character became a main thing, as I didn't want to be creating something nearly identical to what was in The Suffering. Marvel Zombies features this panel where Wolverine's adamantium bones break free. Reversing the joint where the blade is attached (from the wrist instead of the elbow) would work well.
I drew out the way the blades would attach here.

 Using the demon faces inspired by Evil Dead, I drew this happy fellow up! Given that he was executed by Electric Chair, I would give him a hood or mask, which would have been used.

This image was to show various features of the character, where the blades break from (the scar tissue), tattoos and various hoods/heads.


 Close ups of the heads.






To add colour, I placed the images into Photoshop.

A 3/4 view of Lanegan. He is extending one of his blades.

Front and side

Lanegan is charging forward, revealig one of his blades as he strikes.


Colour versions of previous images. The final image shows some muscle tone which the creature has

LEVEL 5 CONCEPT DESIGN AND ANIMATION - MERCHANDISE

Promotional give away items. I used Cafepress (a website where you can make custom items which you can buy, and even set up an online store) to create the majority of these.

Hip Flask

T-Shirt

 - I made this mug in 3Ds Max using UVW maps to add the logo. The inner colour I set to match the main colour scheme of the logo.

CMANIM mousemat

 CMANIM glass

 Being a fan of Ice Hockey, I created my own Jersey

CMANIM promo pen (I made this one in Photoshop)

CMANIM Pocket Notebook


LEVEL 5 CONCEPT DEVELOPMENT AND ANIMATION - LOGO DESIGN

I created a Logo Design for myself. CMANIM - Chris McEwan Animation.

Following tutorials I made logos. I wanted them to look digital/futuristic so I started by looking at TRON. Tron Legacy tutorials helped me learn how to use some effects in Photoshop.


Using a different font, I made this one.

Pattern effects I made in Photoshop came into play with this image. Altering the Outer Glow settings to reduce the splash effect, I made the bottom image.


A shortened version, CMA is ideal for forums and Facebook advertising, and it's in keeping with the larger version for recognition.