Saturday, May 23, 2015

Final Project: Crystal Gems

Proposal: To create an animation that could be made into a promo for the T.V.  show Steven Universe.

Storyboard/planing:
To start off this project, I began with a simple storyboard. I had at first planned to create a simple animation of different colored diamonds with just a simple camera animation as seen below:

But after further though and consideration, I decided to create something a little more complex. I had recently started watching a show called Steven Universe in which each of the main characters had their own gemstone which gave them each a unique power/weapon. 
Each character has his/her own gem that this visible on their body sans steven whose is on his belly.

Seeing as each character had a well known gemstone, I decide instead to make animation surrounding the characters in the show. I wanted to create a short animation about the character 4 main characters in the style of a new episode promo. With a solid idea in mind I set off into Maya to start modeling.

Execution: 

Inspired by the videos I saw of diamonds various people had made in maya I hit the internet in search of help on how to create this wonderfully realistic looking diamonds creating in Maya. I had found a few result but only one helped the most as it provided a step by step tutorial on how model, texture and even light the diamonds in maya using mental ray. I have provide the link to the tutorial:

This tutorial was a helpful and much needed starting point for my project and used this tutorial to create the yellow diamond, garnet, amethyst. the environment sphere and part of the lightning for the scene. When I was done I had this:
garnet & amethyst

Garnet, amethyst, and yellow diamond
Once I was done modeling and texturing, these 4 gems, I started to plan creating pearl. Modeling pearl was not so hard as it was simple polygon sphere that I simply widen a bit to give a oval shape. What became the real challenge was figuring out how to shade it so it looked like a realistic pearl.
I had originally tried using one of the mental ray shaders as they seemed to work so well for the diamonds but no matter how much I tweaked it, I was just not getting the results I wanted. The pearl either came out way to shiny or light pink color got completely washed out.
pearls come in different shapes but share the same opacity when it comes to tint and color
I then decided to try some of the other non-mental ray shaders to see if those would work better. Lambert and phong didn't work as Lambert was too dull while phong was too shiny. Blinn, however, work perfectly and with a few adjustments I was able to get the pearl to look as close to the source as possible. At this point, I also made some minor adjustments to the lightning as well as it was just to harsh for the pearl shader.
All the gems finally done minus rose quartz not seen in the scene
Once I had all the gems finally shaded and modeled, I turned my attention to creating the background. For the background I wanted to stay as true to the show as possible so I try to create an environment for my gems based on a real place in the Steven Universe world.
Rose's Armory, a training ground used by the characters in the show. I chose this for my location for the ominous and cold feel the place gives off
The Armory, was a simple place to model. I used a cylinder for the platform in the middle which I squashed down and widened. Then I used various polygons to create the stairs followed by a simple plane beneath to act as the floor/water below the platform.
Once I was done modeling, I began once again texturing. I had originally wanted to make the platform marble as that is what it looked like it was made of in the picture but that didn't work out very well as I could not find a shader that I was happy with to work. It was at this point that I decided to use bump mapping as this seemed the easier method. I used bump mapping on both the platform and the plane adding a picture of rock and waves respectively  to both models. After some tweaking in the settings of both textures I came up with something I was happy with and did the job quite well.
Halfway Done  ´ ▽ ` )οΎ‰
Once I was done with the background, I turned to the final step before I started to animate: creating each character's weapon. Each character in the show has his/her own symbol/item which best represents them.  Garnet has her glasses, amethyst has her whip, pearl has her projections, and steven has his bubble shield. Below I will explain how I modeled and textured each one of the items.

Garnet:

garnet with her iconic glasses
Garnet's glasses was by far the easiest thing to figure out modeling compared to the other gems' items. For this item, I created 3 planes placed them together in the shape of glasses. Then I used the Multi-cut tool to cut out the shape seen above into the front facing plane on the glasses.
Once I was done modeling the glasses, I added a simple blinn texture with a soft pink color and brought the translucency up to make the glasses look like foggy glass. Once that was done I grouped them and placed them by the two garnet gems I had previously created.
Final Product with gems


Amethyst:

Amethyst with her iconic whip
Creating amethyst's whip was much harder feet then creating garnet's glasses and more compound modeling and texturing went into making the whip look realistic. First, I started with modeling, then I started worked on texturing. While up until this point texturing was the hardest part, for amethyst modeling her whip became the most challenging. For her whip, I used several CV curves which I extruded into pipes. I didn't really know how to accomplish this so consulted another tutorial:

Once I was done modeling, I worked on texturing the whip. Amethyst's whip looks like it's made of leather so I started looking around at good tutorials that could help me create realistic looking leather. I used the leather texture and followed some of the things in this tutorials to create the look of whip:
My Final Product can be seen below:

Pearl:

Pearl creating a projection of herself through her gem
 Creating Pearl's Projection was by far the most complex thing to figure out when doing this project. I wanted to be able to make her gem look as though it was projecting a real picture but I just could not figure out how. Eventually after extensive research I came across a modeling tool in Maya called volume primitive. With this one could create a primitive that resembled fog in their scene. I used a cone volume primitive for the part of the projection that connected the image and pearl.
An example of a cone volume primitive. Note the foggy appearance.

Once I was done with this part, I began creating the actually projected image. I created a small sphere which I compacted into a disk and then then created an extra light in the scene. Then in the color settings I added an image map of what I wanted projected and moved the light so it was shining directly on the disk.
My final result was this:

Lighting/Camera & Animation:

After I was finally done modeling and texturing everything, I moved on to lighting the scene. I used a total of 4 lights in my scene, 3 point lights and one ambient light. Each light was set to different settings in order to achieve the parameters I wanted for the scene. Once lighting was done I moved on to finally animating the scene. I created a CV curve around my scene and then attached a camera with an aim onto the path creating a motion path.
I used a camera with an aim and used this tutorial to help me detach the aim from the camera so I could move around the scene alot easier. 
This allowed me to move the camera and the aim as separate objects so I could move around the scene and around the objects I had in the scene at the same time.
Once I was done animating I was finally ready to render my scene and output my animation:
Final animation can be found here:


Extra Stuff:

Once I was done with my animation I brought the final render into imovie to construct my promo. I added music from the steven universe soundtrack along with sound effects a tiny part from the new episode promo for steven universe to the end. The promo can be viewed on youtube below:


Friday, May 22, 2015

Low-Man Rigg


For the low-man rigg assignment, we were given an already pre-rigged character and then given the task to animate it using key frames. For my low-man animation I chose to make a short animation of an old man walking and gesturing. In preparation for this, I looked at various pictures and gifs of old men hunched over and walking in order to get the movement of my character right.
An example I used was the old man from the bank from mary poppins

His walk cycle was very animated and interesting
 After I studied some walk cycles and began animating my rigg. I wanted the character to be as animated as possible without looking too unrealistic so used subtle gestures such as hunching him over and giving him the gesture of holding a cane as well as moving his jaw up to give the appearance of him having no teeth. Overall, I was quite happy with how it turned out and my only draw back was not being able to make animation longer. I would have liked to have him walk just a little more forward and add more gestures to him in order to make the animation more complete but that could always be fixed at a later date.

Animation




For my animation assignment, I made a short animation of a fairy flying around a scene.  I created the fairy using polygons for the wings and then used a blinn texture which I raised the translucence on in order to make the fairy look as if it was glowing. I then placed a green lambert shader on a plane and placed it below the fairy to simulate the ground. Once I was done shading and modeling the scene I started on the animation. I had the fairy bob up and down to make its floating animation look more natural. Then I had it turn around suddenly as if it was startled and then quickly leave the scene.

Tuesday, March 31, 2015

Textures

My version
  
Reference

For this project, I tried to make dragon balls from Dragon ball Z. I used a Phong texture for the balls and then made them completely transparent so they would look like glass. Then I added a texture map so the balls would reflect the star patten. I also made the balls an orange color but because they were transparent, the color didnt really seem to show up. In order to fix this I added an orange plane on the bottom and behind the balls so they would reflect orange. I also added light to the scenes in order to add to the reflectivity. 
Glass is very hard to work with because if you don't get the lighting and the shadows just right, the glass doesn't look realistic. It took some playing around to get the glass to look okay but even now I'm not completely satisfied with it. Once I get better with the texture shaders I would like to revisit this project at a later date.



Monday, March 9, 2015

Advanced Modeling


Much Better!!

With more advanced modeling tools at my disposal I was able to improve upon my original Baymax model. The CV curves were a big help when it came to constructing the body and limbs as it allowed for smoother curve creation then simply pulling points. Once I constructed the main pieces, it was all a matter of pulling some simple points to make the model look cleaner. 


Rendered view

After I was finished modeling my Baymax, I added shaders. I mostly used Phong shaders as the original Baymax has some reflectivity to him. I only used lambert for his badge which is (if you look very close) on the right side upper corner of his chest. I worked for awhile with the shaders but in the end I couldn't make exactly like the original model. Phong seems to be a very reflective shader so when I try to turned the reflectivity of the shader it ended up looking greyish and weird. 



Baymax posing for the camera ;)

Once I had finished modeling my Baymax and applying shaders to him, I decided to work a little on his surroundings. I created a simple background 'sheet' by creating two CV curves and lofting them together. I then applied a simple lambert shader which I colored a light rose. However I was wasn't satisfied with with the flatness of the scene so I decide to add some lights and shadows. I added 2 point lights to create the allusion of duel shadows and then an ambient light in order to round out the lighting and shadows of the Baymax. 






Simple Modeling


Not exactly like the original :/


My First Excursion into more advanced modeling. I used more of the sculpting tools in maya to try and create an amateur version of Baymax from Big Hero Six. It was difficult trying to get the legs right and in the end I wasn't able to get it perfect this time around. The body was also difficult as well. I had intended for it be more pear shaped but in the ended up more apple shaped. For the next model I would like to be able for it to look more like the original character shape.