Design for Motion – Week 4

The project has finally come to an end.

Adding the VHS effects too far more time than expected.

Learning tons from different tutorials over the internet and browsing AE forums for tips and tricks is something I would recommend. The rendering time most of the time the past hours before delivery since there were so many effects I had applied. Bulk-rendering is something I will definitely look more into so I can render one part and then proceed to put more effects on it without stirring up the machine.

I made 2 different versions of the video, one with the VHS effect and one without. I needed the one without to see how it looked like before I applied all the effects which took most of the time to render.


VHS version:

Regular version:

I learned a lot from this course and it was a pleasant experience, even though I ran short on time.

Until next time!


Design for Motion – Week 3

I finished the breakdown sheet and decided to start recording. I wanted to capture firefights and camping in bushes right in front of airdrops. Because this is an essential thing about the game. I decided to also capture 4 different weapons to showcase what the game has to offer.

How I thought it would start off was from the plane drop, and it ends up with a very slow paced running. This is perfect because it captures every aspect of the game from beginning to end. The running symbolizes running from the blue zone which is what restricts players from staying at 1 place in the whole map for the entirety of the game.


This is how production currently looks like so far:


Design for Motion – Week 2

For this week, I decided what to make a video game intro sequence. The ones you see when you boot up a game for the first time. I looked into some of my favorite and most notable ones.
Example #1:

The Overwatch “Are You With Us” intro is one of those intros that dip into the lore of the game and focuses on the cinematic view of the game rather than the gameplay.

Not entirely what I am looking for, but it is still notable because it’s one of the most well made intros of the modern game industry, so I would not mind analyzing it for valuable information to use for my own task.

Example #2:

Compared to the previous intro, this is sort of more what I am looking for. Although it’s not rendered with the game assets but made for cinematic purposes, it still captures the idea of the game, features what you can do and how to survive a Zombie Apocalypse.

Now setting my references aside, I have decided to pick the game “Playerunkown’s Battlegrounds” for my intro sequence. The reason I chose this specific game is because it’s still an early access game with huge potential. The developers have not put their focus on this very specific thing of having an intro sequence, so I thought it would be brilliant chance for me to try my best to capture the core of the game.


Playerunkown’s Battlegrounds or PUBG for short has recently developed and released a replay function so that players can go back in previous matches and record their gameplay. With this comes amazing possibilities such as machinima creations.


Having a VHS themed PUBG intro would be perfect because of the fact that the game takes place in what seems to be 1980’s Slavic and Mexican country.

Design for Motion – Week 1

At the beginning of this course I was really looking forward to getting back into After Effects along with Premiere Pro since the last year when we had Editing. Although we had learned a lot of cool tricks, I wanted to try out something rather different. I wanted to challenge myself to create something we did not learn last year. So for this assignment I was already set in stone that I wanted to create an intro sequence with a old 80s VHS feel to it.


For my research I looked into a lot of other youtubers that used clips and recordings of everything from TV shows and video games and turned them into a VHS film.


Example #1:

Example #2:

Procedural Animation – Week 7 – VFX with Models

So I made 4 procedural animated particle effects linked to a 3D model, for our VFX assignment.

The first 3 I managed to make them fit to a hobo-barrel. The particles were:

Ember, Fire and Smoke.

I started off modeling a barrel, and textured it in Substance Painter with a very rustic metal material.

Then I made the 3 particles which is randomly generated with intervals of movement, speed, direction and rotation,


All together it looks something like this.



As for the 4th particle effect, I decided to make some fog coming out of a manhole cover.



Together with the steamy fog coming up from it, it looks fairly real.


Considering that our scene will use a rather dim light, I think it will work just perfectly.

Procedural Animation – Week 6 – Animating the Character

Sadly, the motion capture did not work out as intended.

Most of the files got corrupted when we transferred them out of the program and into MotionBuilder on another computer. David said he was going to help out most of the students another day with this issue, since he was in a rush for a meeting. For some reason he never showed up again because he was constantly away or working with other classes. In other words not holding up his end of the deal. The Maya students was left out on how to import the mocap from MotionBuilder to Maya. So we figured we could use the few files we could actually open as references and keyframe animate everything in Maya.

Marcus made the rig for the character while I dealt with most of the big animations.


Full Run sequence. This consisted of 3 parts: Idle-Run, Loopable Run-Cycle, Run-Idle.



Power slam.

A power attack which was meant to stuck the enemy to the ground, disabling them for a few seconds.


Sticky teabag hook.

This attack was meant to stick the enemy on contact with the teabag, and pull them towards the character.


Sadly all of the animations made above was scrapped due to Marcus’ rig not being compatible with Unreal.

So we had to reanimate everything


Full run-cycle.



Power slam.

The new rig Marcus made had to work around the fact that Unreal did not support a rig with several loose joints. Trying to bind these joins made Maya refuse to export it.

Sadly we had to scrap most of the work and improvise a work-around.

At least we finished the animations, even though we had to do it twice.

Procedural Animation – Week 5 – Garbage” models and textures

After some talk with the group, we all decided the environment should have some garbage laying around. Since it’s going to be a shady and urban New Yorker street. Hans modeled a trash can and a high poly newspaper. So I figured I should make something similar but not entirely the same. So I decided to make a fully rig-able dumpster container, some shredded paper laying on the ground, the textured banana peel and Edvard wanted me to make a second version of the pizza which was rather more flat.

One problem I encountered while modeling this was to not incremental save the project 100.000 times, because when Windows decides it’s a good time to update I will definitely loose my project. So I ended up having to make the dumpster container all over again twice.

So I started off modeling the dumpster container and it looked something like this. Dumpster.PNG


I tried modeling it from reference off this picture

I really really liked the aesthetic of the signs, color and the rustic material all around it, so I decided to try to make something similar to my reference.




Applied substance painter texture onto the model itself and it looks much more like the reference picture.


I also wanted to make some flat planes on the ground of random garbage, like everything from newspaper pages and a Doritos bag. It was a fairly easy model, so I spent a bit more time on the texture itself.



Procedural Animation – Week 4 – Modelling Assets

So this time, we all gathered up in a meeting room and agreed on that we were gonna make a list where we followed up on who makes what. Edvard quickly went in google sheets and created this asset list

Assets list.PNG

We wrote on the left who was working on what, and when we finished it, we highlighted the object area green. We have managed it so that when you hover over the actual highlighted area itself, it takes you to a download link for the OBJ file and a picture of it.

Now that we had this system, I jumped straight into modeling the assets.

Getting a lot of help from Beatrice in 2nd year, I got a lot of insight in tips and tricks I could do in Maya, Zbrush and Substance Painter. Obviously this sped up my progress and made the assets better.

First tip I got was the Extrude shortcut in Maya “CTRL+E”. She gave me the tip that if I was gonna try to obtain a shape from a reference, it would be quicker and easier to use the extrude shortcut, and scale it in what ever way needed. Pressing “CTRL+E” again after moving the surface would create more subdivisions, which is a great tip for making a low-poly model. Considering that we are making assets for a video game, I have to think outside of what I have originally learned, since I am an animation student. Because in animation, there is usually not as big of a focus on low-poly compared to the game industry. This is because for a video game, the lower your poly-count is for the model you are making, the easier it will run on your computer.

First off I started making a banana peel, taking reference from super mario:


Using the extruding tip I got from Beatrice, I started off with a cylinder with quite few subdivisions. Extruding the surface and bottom, I achieved the look of a banana top, and I used the detach tool to kind of split it up like the banana peel in the picture above. I then cleaned up the model a bit by using the append to polygon tool, to recreate the surfaces I lost.

Stretching out the banana peel flakes, I merged some vertexes together on one side of the banana that originally had too many subdivisions to achieve the pointy tip.

This was what I ended up with:




For the future update: I will attempt to texture this banana using substance painter whenever I get the time.


Next up is the lamp post I made.

Using the same technique to extrude, I attempted to make an old lamp post. However, Edvard wanted something a bit more Urban rather than an elegant antique lamp post.

This was the lamp post I ended up making:

Lamp update 1.PNG

Lamp update 2.PNG

Lamp update 3.PNG

Lamp update 4.PNG

Putle made a bunch of cool drawings of Urban lamp posts which I will attempt to make in the future as well.


Concept drawn by Putle


I also looked at the concept drawings of some doors that Putle made.


Trying to obtain the shape and the style of the door on the left, while my intention is to add the graffiti from the door in the middle in Substance Painter later.

Using the Extruding tip, I quickly obtained the shape of the door. However I made the mail slot in the same model as the door. To save space in the poly-count, I got another tip from Beatrice that I should try to create it as a separate model with the door, and rather bake it in the texture of the door itself in Substance Painter to save some data and space.

This is the door I ended up with, quite a simple model actually, but still has a lot more refining to be done:

Door 1.PNG

Door 2.PNG


Now as for the last asset I spent the most time on is the pizza slice.

How I made this was by creating a low poly square with a lot of subdivisions. Shaping it into a triangle and forming the subdivisions to get thinner towards the tip, while the crust part is much more thicker.

After I did this, I created a plane and shaped it a bit with some bumps here and there. Placing the plane under neath the pizza slice so the tip was sticking out over the edge, I applied Ncloth tool to both of them, and generated the pizza so acted as a cloth. After fiddling around with the settings of Ncloth, I managed to get the pizza slice to look like an actual pizza slice. I added some pepperoni’s on top of it and baked it into the texture.

This was how it currently looked like:

Pizza slice 5.PNG

Using Substance painter and Photoshop, I created 2 textures I applied to the model it self.

The textures was created with hard surfaces in photoshop since we are going for a quite simplistic style:

Texture 1 – Pepperoni

Pepperoni 2.png

Texture 2 – Cheese

Pizza texture.png

After exporting these textures to substance painter, I spent some time brushing them on to the actual model by the help of masks.

Rendering some quite cool maps:

UV map


Normal map


Occlusion map


After getting the whole file ready for Unreal engine, I wanted to see how it looked like in Maya with the wireframes on. This is the result:

Pizza Slice 1.PNG

Pizza slice 2.PNG

Pizza slice 3.PNG

Pizza slice 4.PNG

For these screenshots I did not add the normal or the occlusion map, because I only wanted to view it with the wireframes on.

Next up, I will attempt to finish the Character model and some more of the assets on the list and last but not least, finish up what I have said I will continue on through out this post.


Procedural Animation – Week 3 – Character modeling

We have been ongoing about the character design for quite some time, after narrowing down the concept it was finally time to 3D model it. I started off by shaping a cylinder with a reasonable amount of subdivisions. Since this is the character model, I tried to keep it somewhat low poly, but of course not too low poly. Since it’s the main character.

After shaping the cylinder into a sphere, it started getting the shape I was going for. However, it was looking somewhat too round. I created the lid out of another cylinder, and used the extrude to form the shape. The handle was quite simple, I created a doughnut and refined it a bit to look like a handle. I created the nozzle out of a third cylinder and used extrude to shape that as well. Obtaining the form and shape by moving the faces, edges and vertexes, I ended up getting something that looked like this:

Teapot 1.PNG

Teapot 2.PNG

Teapot 4.PNG

It was starting to look good, however the shape was not quite what I was hoping for.

It felt too big and round, so I thought it would maybe look a bit better if I tried to make it more flat. But not too flat of course, because it should maintain the sphere shape. It ended up looking something like this:

Teapot 5.PNG

Now that the shape was starting to look better, the shape of the nozzle had room for improvement. I felt it was a bit too tiny and I was getting some good feedback from Marcus and Edvard too. Trying to make it a bit bigger, I also accidentally made it too long:

Teapot 6 BIG.PNG

Again getting some feedback, I gave it another shot at making it a tiny bit shorter.

Teapot 8.PNG

Now I was starting to get quite satisfied with the shape. There was still some room for improvement on pretty much everything, but I thought I could start making the head and legs in the meantime.

I used Ncloth and applied it to a sphere and passive collider on a plane. This gave me the possibility to experiment with the bounce settings. So it was like dropping a water balloon towards the ground without having it bursting. The sphere looked like a tiny blob at some point. When I got the shape I wanted, I duplicated it and continued on trying. I also at some point created a doughnut and made it the second passive collider. This caused the sphere to try and flow through a tiny hole in the doughnut, which made it look even more like slime.


Putting together the head and legs from these shapes, I was starting to get the character from the concepts. Adding subdivisions, scaling and shaping the edges of the slime, I managed to create a tiny blob hanging out from the nozzle which we will probably add jigglebone to later.

I also made the back side where the handle is a bit flatter to look more realistic, and I tried to shape the handle a bit differently, because it was looking too much like a doughnut. Take a look:

Goop boi 1.PNG

Goop boi 2.PNG


Although it was looking quite nice looking, it still needed some improvement. Edvard and Marcus pointed out that the legs was a bit too short and that the handle should be improved a tiny bit as well. After spending some time sending pictures back and forth asking for feedback, this was the final result:

Side view:

Goop 1.PNG

Goop 1 WF.PNG


Goop 2.PNG

Goop 2 WF.PNG

Slight perspective turn:

Goop 3.PNG

Goop 3 WF.PNG

The poly-count I ended up with was not too high considering our character is going to be quite small which is good.


Why this is good is because we then get more space for more assets or characters with more detail. Considering most of the assets we are making is low-poly, our game will run very smooth which is our goal to achieve.

Now that the character is done, all that is left to do is texturing it. I made the UV map ready in UV Layout and cleaned it a tiny bit. Take a look:


Now when I am going to texture it in Substance Painter, I want Edvard to assist me, since he is responsible for how the style of the character will look. What artstyle we will be using and color-palette.

I will keep you guys updated in the next blogs!




Procedural Animation – Week 3 – Animation MotionBuilder

So today David had a workshop to show us how MotionBuilder works.

We grouped up in the lab and handed out the recorded animation files. Unfortunately there seems to be an issue with the program we have used to record the files with. Some of the files appear to be “Corrupted”. By looking into the files in notepad+, all the data is right there and should be working fine. So I don’t know what is causing the issue but we have found a fix for it.

Apparently it either seems the files might have been damaged when we transferred it from the old computer we recorded it on, or the files have faced an issue while saving in the program, which leaves us with two options:

Either we try to save and transfer the damaged files again, or we will have to record the corrupted files over again.

On the bright side, it was only a few files of a whole bunch that was corrupted. On the down side, it’s files that we really need.

We imported the ones that works into MotionBuilder, and applied an actor skeleton on it. It was actually really simple. All we had to do was to connect the dots and line up the skeleton with our recording. Then we clicked the “Apply” button and hoped to god everything would work out.

Here are the files we recorded:


Walk cycle – Front



Walk cycle – Side



Idle – Walk



Impact – Stagger



Taunt – Tbag



Taunt – Dance