Procedural Animation – Week 3 – 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.



Animation 3 – The take on facial animation

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!


Animation 3 – OLD MAN IS DONE

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.

Animation 3 – OLD MAN Blocking 1

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


The Cane

Cane 2.PNG

The Rig


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.

Animation 3 – The gunspin

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!

My Johnny Bravo Animation

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.




Rigging 2 – Final product

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.

Very Final Poster Photoshop 2 Final.png

This is the render without photoshop

Final Texture Render.png

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:

Rigging 2 (Labs 5)

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!

Beam test2.jpg

Beam test.jpg

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.

Rigging 2 (Labs 4)

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.

WIP 5 4 2.PNG     WIP 5 4.PNG

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.



Rigging 2 (Lab 2)

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 😦