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Research |
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Character Performance
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I thought I would draw up a character pose sheet so I can use this as a reference for when I begin to pose out my 3D rig. Pose sheets are essential for an animator as they help them get a clear idea on how the pose should look. Doing thumbnail sketches is great because you get an idea for the feel of the piece of animation and you can quickly jot some ideas down on a piece of paper and see what starts to work and what exactly doesn't without wasting a lot of time posing the rig in 3D. Thumbnails help the animator see where they can push the pose to exaggerate particular movements.
For example, in my jump animation I really want to exaggerate the actual jump, so I am going to really push the curves, In my bottom left sketch on the image on the side, you can see where I tried to push the pose but then again I can also see where I could develop upon that and push the pose even further. |
This particular week we had our life drawing session which I made the most out of as I thought I could use some of the poses which the model displayed for us in my own animation, effectively making my own pose sheet from a Primary resource which was great! The collection of images on the left are my results, I managed to get some really cool poses which I am going to try and implement in my own work for not only this jump with the Tom Rig but also in upcoming tasks as well!
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ACTING CLASS
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CINEMATOGRAPHY & filmic language |
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CAMERA MOVEMENTS
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EDITING AND COMPOSITING
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In the Playblast above, there were a few things which I wanted to change. The first being the lack of emotion, he looked very placid and quite emotionless in the playblast whereas the audio is the complete opposite, and varies in an expressive emotional range. Facial Animation is going to be vital in this term. as this is going to be the main vocal point for the audience. To make Jed look more angry I wanted to lower the eye lids and grit the teeth!
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Straight away I know how I want the animation to flow, I really want exaggerate all the features of Jed to really push the idea he is a alien with a completely different structure to human beings. In the Picture on the Right demonstrates how I am going to use the Overlap Animation Principle to achieve a smooth motion and the effect of a extremely elasticated body.
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final look development |
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Here I tested what the Tre3 character textures rendered like in mental ray, i was happy with the results but all in all the skin looked to flat
As a lot of my piece is going o be a close up shot, I wanted to ensure that the render looks good up close to the face of Tre3
.I then chose to do a quick render of 'Camera 1' so I had both characters in shot. There are a few things I want to alter however.
I also found that Toms skin was far too pale, so I changed the colour to a bit more tanned and peachy.
I added a Bump Map to the skin of the Jed as before it appeared far too flat, I love the new render.
Here I played around with the settings to try and get a better effect, as before the SSS was far too high and unnatural. Not a lot needs to be done now besides some subtle changes.
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This was my second test, and again I was very happy with the result but felt that maybe a bit of work is needed on the colour.
As well as close ups, I wanted to make sure that my renders look good in a full body shot, just in case I decide to add a cut, and new camera.
I wasn't to happy with the effect on the Tom Rig, So I Decided to make a few changes, One being the hair colour as seen above.
I still thought it looked very unnatural so I chose a 'MIA Material x' material but again couldn't find a nice balance for a pleasing effect.
I then chose to change the material to a 'MISS Fast Skin Material' which is much better. It doesn't look so flat and has better sub-surface scattering.
This is the final alterations I am going to make to the characters, I really like the way they are looking and believe they look far better than the default settings seen in the start.
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