I know I am very VERY late on this assignment and I apologize for this. I will have it completed either way. I have planned out a very specific reference I will be using.
Seeing how I always admire how people use their hands to describe something they are talking about, I wanted to do a parody on Jerry Seinfeld due to exactly this. Considering he uses his hands in a million different ways while he is talking, I had a go myself and the result was shockingly similar. I also found out Jerry had a skit about old people, and I decided to do a little twist on his skit to make it fit my recent animation about the old man smashing a button with his cane.
My parody on this skit
For this animation I will need to 3D model a simple TV and a Microphone. Considering I am very much out of time, I will rush through it on saturday and have most assets done by monday morning!
So I have finally reached the stage where the animation is done. After the blocking stage was finished, I polished the animation a bit due to some shoulder and elbow movement which was not very natural. Cleaning up the small bits, I also finished the facial expressions. The end result ended up looking smooth and clean.
What a journey. From shooting references up, blocking out the important poses, polishing the blocking stage and finishing up with some facial expressions. Considering I had to shoot 3 different references I combined them all to be the entire sequence of movement.
This was the final reference I ended up following through out this project.
Before I started animating, I needed a cane to work with the animation and the rig. So I quickly 3D modeled a cane. I was afraid it would not animate properly so I made a rig Christina showed me back in the beginning of this course
I also put up a marker on the screen to track where the cane was placed during animating so it would stay in one place. I used 3 screens to do this: Screen #1 had the reference videos, Screen #2 had Maya window with the animation itself, and Screen #3 had a teared off camera from Maya looking over the cane.
The Animation itself
As for the animation itself, I started following the frame counter on the reference videos. I blocked out the most important poses to fit in the animation itself. Although I overdid myself, and I made the blocking stage much more complicated than I was supposed to start with. Because a blocking stage should increase in detail over every WIP. But I just went head on and made the first wip really detailed.
This is the first WIP of my animation.
So for this course we had to animate hand movement and interact with an object.
Being a fan of the video game Metal Gear Solid, I am extremely fascinated by gunspinning. A character called Revolver Ocelot shows off his skills with revolvers by spinning them on his fingers. This is a western trait cowboys usually master. So gathering up my refereces I have a lot of them everything from real life to videogames:
There are a lot of tips and tricks on how to spin guns on youtube which I also used for reference
Now for my real life reference, I just have to point out that I am not good at spinning guns compared to my other references, but I did this to look at the hand movement and not the actual gun spin.
Now that all of the references are completed, all I need is a gun model.
I started off by drawing a silhouette of a gun in illustrator by using the pen tool. The line of the pen tool is in vector and will be used to create a surface in maya.
After exporting it and creating the surface, I did some clean up and ended up with a pretty clear and simple gun.
And that’s it for now!
So for my Animation 2 I decided to take some inspiration from cartoon animations.
My core idea is based on the style of Johnny Bravo. He has such characteristic poses and moves. We started of with a couple of lectures on posing the free rig we are using. There were two rigs to choose from, one called Bony and one called Beefy. Difference is Bony is thin and Beefy is buffed. Of course Beefy would fit better for the Johnny Bravo animation I am planing to make. Only thing is that he does not look similar enough to the man himself. So I took an extra step and started 3D modeling the hair of Johnny Bravo.
The time has finally come and the render is done! I really like how it turned out. Not exactly how it played out in my mind but that’s not necessarily bad. It still turned out genuine. I have really enjoyed this course and I have learned a lot. I will try to keep this blog updated for the future with other modeling project as well as outside school!
This is the final render with a touch of Photoshop.
This is the render without photoshop
I did not want to use a finished stock model of a pine tree because I feel like that is cheating. Instead I tried my best to make the trees myself. Not the best, but it works.
Here’s 3 more renders with different perspectives
Here’s a blocking stage of how the model was made over time:
So I’ve started to get around UV mapping now. Using photoshop and a program called UV layout. I still have a lot to learn, but I wanted to test render my scene with some basic uvmaps, I was kind of happy with the result I must say!
I was really satisfied with the glow on the beam shooting through the rooftop. The glow gives it a good touch of not looking like it’s a liquid form. Because that was a concern I had. I didn’t want the beam to look like water shooting through or down into the rooftop.
But this was certanly a step to the right direction.
So right now I have finished the house. The beam and the top is finished and I am quite satisfied.
I had a bit focus on making the bricks crooked and skewed. This is because the structure is being affected by the vibrations of the explosion on the top.
Just to add a touch of detail, I used my reference drawing and added flying bricks away from the blast point like in my drawings.
Next up I will focus on adding props and environment props all round the area. Like pine trees and environmental props fitting the theme and era of the time the structure is set in.
So my progress has been really fast lately. Picking up everything from a new program is not easy, but with a lot of guidance from our efficient teacher and smart friends, learning Maya has not been a problem so far.
All though I have encountered some problems. The first problem I had was the top of the cylinder.
I have no idea what happened, but it somehow split in two parts which really caused a lot of problems for me. Due to this I thought that I might as well start all over again with the top of the structure. I deleted the “Destroyed” part and made a new one.
I used the old one as proof of concept, and I tried to recreate the top shape as closely as possible to the drawing I made of the structure before it blew up.
Still have a lot of details to add, but I will also edit the tower top later to look like it’s been blown up like I recently tried. However I will use a different method than what I did this time.
Without further a due, here’s the current WIP of my structure.
Back (without light):
And just to be fancy here is the current model with wireframes:
Now that is A LOT of bricks. I am not looking forward to UV mapping 😦
So today we made a 3D model of our concept.
I finally got around to try Maya, due to the fact that I have been struggling with 3DSMax in the past, super easy program and I picked up the basics fast because it’s pretty similar to 3DSMax. I used my orthographic view as a background image to model the actual structure. The teacher requested us to keep the detail to a minimum, so I did not progress further than this.
Screenshot from Maya while making the model.
After I was done with the 3D modeling we were going to apply the textures on our model through photoshop. Having years of experience with Photoshop, this was not as much as a challenge to me compared to starting in a new program such as Maya. I used the filters in photoshop to apply the textures I wanted and color corrected them to the right color I needed. As a final touch, I made cracks on the top and I painted the blue beam shooting up from the top like in the sketches.
Photoshopped textures on the 3D model.