In my Imagined Worlds group project, I am required to make the model of the robot which is the main asset in our animation. I am also required to texture it, rig it and animate it. I have created some concept art for this model before setting on making the model. I have managed to make the low poly and high poly models; however, that is as far as I have gotten due to having some issues using the curves tools as well as naming around 66 body parts, parenting parts together and group along with setting a UV map layout for a set group of body parts.
In order to complete my task, first, I must import the low poly model into substance painter so that I can start to back the high poly model onto the low poly. Then I can start texturing the model. Once that is complete, I can apply the texture file to the model in Maya and start to work on rigging the model so that I can start to work on animating it.
In order to complete my work, I need the other assets models from my team mates so that I can get my model to animate around the environment as well as interact with some of the models. I need objects such as the table so I can animate it laying then getting up when the boy is finished making the robot.
Looking at my low poly (left) and high poly (right) models, I think that it has a toy like robot look right. The issue I had with tris has been fixed so there are only quad polygons in the model. I may need to figure out how I am going to animate the eyes since I think that it will be texture animated instead of having a model animate. That will be something that I will have to look into. I think that the main issues that I had making this model has been fixed such as naming the body parts and parenting everything.
I could look into some tutorials to see how I could get textures to animate as well as any substance painter tutorials that may help improve the look of my model.
I am working on a group project called Mechanical Bonds. This is part of our Imagine Worlds project. Me and my group are working on a 3D animation showing the relationship of a boy and a robot over a period of a 30 second long animation. I am currently working on modelling, baking, texturing, rigging and animating the robot. At this current point I have made the high and low poly version of the model that I will use for the animation.
This is the low poly version of the robot model. I have applied different materials to different parts of the body. The UV’s of the sections in one particular colour have been grouped and have the UV map layout together. So the right arm has its own UV map layout to make texturing easier along with the leg and main body having their own UV map layout. I have also parented the body parts together with the main body being the main parent and named each individual section. Around 66 polygons that I had to name individually.
These are my high poly models of the robot. I have added more detail by extruding some of the faces in and bevelling some of the edges. The quality of my model and research has been reviewed by another person to get their thoughts on my model, areas of improvement as well as my research into making the model.
Peer Review. This is the review that was made.
General rules: Avoid hazards, break boxes, get to the end of the stage, collect the gems (optional additional goal for completion).
Characters: Crash Bandicoot, Tanya Bandicoot, Dr Neo Cortex, Dr Nitrus Brio.
Environments: First map has more natural level environments with a large emphasis on the jungle area with some more tribal areas and water levels. The second map is more focused on the temple environments. The third map is more machine focused the laboratory and factory level design.
Goals: Stop Dr Cortex from his evil plans and save Tanya from his clutches.
This is a storyboard for the first stage in Crash Bandicoot 1 from the N.Sane Trilogy. There are multiple different stages of the level which I designed in Photoshop. I got some images of the stage from the internet and traced over the top the image. Using tracing isn’t uncommon as it is a method that people use. They usually make some 3D models within a software called Sketchup to make a quick scene then put the image of the scene in a software like Photoshop and trace over the top. This is especially helpful when trying to get the right particular angles for a scene to make the 3D look right.
The story The Hunger Games. The Hunger Games is set in the distorted future about a young woman called Katniss Everdeen. She hunts for food to provide for her family along with a guy named Gale. She lives with her mother and sister in District 12 in the country Panem. The Capital of Panem have a yearly annual event called the Hunger Games. Katniss’ sister gets put in the Hunger Games; however, Katniss volunteers herself to take her sisters place and gets put in the Hunger Games as there are two people from each District that participates in this event. A male and a female. She gets put with a guy called Peeta Mellark and is trained by Haymitch Abernathy. Their relationship grows over time.
Characters: Katniss Everdeen, Peeta Mellark, Haymitch Abernathy, Gale Hawthon, Promrose Everdeen, Effie Trinket, President Coriolanus Snow.
Theme: distorted future, competition, survival.
Two strangers are put together and have to train together with the help of a mentor to be able to last through the Hunger Games against the other competitors. There can only one winner which means that the two have to go against each other. When Katniss and Peeta are the last two competitors remaining, only one can leave so they decide to attempt to kill themselves by eating poisonous berries to deny any winner to the Hunger Games which causes problems in the system and the two get allowed to live and both become the winners of the Hunger Games.
Within my current lesson, I have been trying to get to grips with Substance Painter. Substance Painter is used to texture 3D models more easily than other software’s such as Photoshop since both the UV map and the model is shown so you can see how the model looks whilst working on it.
This is the image of how my go at the turtle model currently looks (the model was provided, the texturing I did to get to grips with it). I started off colouring the shell with the polygon fill tool. This tool can be used to fill the entire part of a model (which is useful when wanting a part to just be on colour like a white shirt) or have use UV fill to colour as you may see by the turtle’s shell. you need to create a fill layer for the fill tool to work however.
The fill layer also allows you to add a black mask to the fill tool. A mask makes the colour not appear. There is a slider that affects the visibility of the colour, white means that the colour shows on the model and black resorts the model to its original colour.
The UV fill allows you to fill the UV shell in so to it gives a part of the object the colour that it needs to be filled on the map to the right. Polygon fill allows you the select and fill in polygon faces of the model.
You can also change the amount of light reflection on the fill so that they will have a metallic or plastic look with high light roll off to bounce off and make it shiny or make it look like more cloth with less light reflecting off the object. You can also apply materials on to the object, so you can apply textures to make the object such as the turtle shell have the wood texture to make the shell wood. You can download materials off the internet and import them in to use. You can also apply logos onto the model. There are some logos already available but you can download and install more. The best part is that you can apply the logos to the model itself instead of the UV (which you can still do) which makes applying logos more easier to be precise with.
Substance Painter is a better option for texturing compared to other programs such as Adobe Photoshop simply due to the fact that you can see the model in real time whilst texturing so you can see if the logos are in the right place, if the colouring is correct, how it looks and change it where needed rather easily.
Today, I was using models within Sketch Up to help with drawing storyboards. I downloaded a house model from a website called Warehouse and imported it into Sketch Up. I downloaded it as a Colada file so that Sketch up would see the file as well as unzip the folder after it was downloaded. I then opened Sketch up and imported the file into sketch up. Then I went into the “window” tab and selected “styles” so it would change the outline to match the storyboard look. Then I when on the “window” tab again and selected the “scenes” option so that I could create an angle for a scene and select which angle I want to put in the storyboard.
After have the scene that I want to use being selected, I export it as a 2D graphic and save it in a location where I can easily find it. Then I open the file in Photoshop and draw using the house as a template.
Storyboards may also follow a rule of thirds to keep the audiences interest and make them look at what needs to be seen.
“You may have noticed your camera has an option to show its grid. When shown on your display, it breaks the horizontal screen down into 9 even squares. This makes three horizontal and three vertical spaces. The idea is to place your subject in either the top, bottom, left or the right third of the screen. The middle is the known “no no” placement. The idea is that you want to split the image into a 1:2 ratio (one third and two thirds), instead of in half.” – Peter Davidson, http://www.digital-photo-secrets.com/tip/2742/why-does-the-rule-of-thirds-work/.
In this concept art, there are multiple objects of interest. The helicopters and the monster attacking so the helicopters are used as a diversion to stop the viewers eyes from drifting of the screen and they will look back at the monster.
Within college, we have to work on a group project where we select which out of the six options that we want to work on. I chose to work on the second option which was create a 3D animation showing the relationship between two characters. I was put in a group of 4 people including me who chose to do that option as well. We are working on the relationship between a boy and a robot that he built which develops over time. We named the animation project Mechanical Bond and organise the things that need to be worked on, which roles that we take, an other content that will help us such as contact numbers, mood boards and other images on a website called Trello.
Alex H works on the storyboard of the animation and researches on how we could show the relationship between the boy and the robot and is the leader. Alex T works on the character model and rigs it whilst working on his animations. I work on the concept art for the robot along with modelling it and animating it. Wesley works on the some of the environment objects along side me and Alex H. We have until Christmas to work on this animation, work to make sure that everything checks out.