In the coming months my sister in law will be giving birth to a little girl that they’ll be naming Lily so to help then celebrate I have decided to make them some art of a lilly flower for them to keep later in life.
I am quite proud of my basic sketch as it accurately looks like the flower that I wanted it to. I also had the idea of having the stem being Lily’s name however this flowers stem is quite thin and I’m not sure how well that will fit into the art however I will look into that at a later date.
I still have a lot to work on with this such as digitally lining it using Sai and coloring it as well as the background for it.
This is also meant to be a secret project so I’m being hopeful that neither my brother or my sister in law comes across this while I work on it.
I have been working towards making a basic walking cycle on a pre-existing rig for the main purpose of getting used to making something in that area.
My main goal of this isn’t to make some walk cycle that can be used later but to instead see the trials and struggles of making a convincing walk
I used a rig called moom recommended by a teacher at the college and quickly realized that this animation would be a challenge,I have never made a walk cycle before and it was obvious early on that it would be no easy task for me to complete.
I did eventually make this after working at it for months to get anything that I could be proud of and that I could show off and I feel quite proud of what I’ve made as a early iteration of it.
I feel like I have made a good basic animation that starts and stops in the same location so it would be able to use as a constant cycle however the hands appear to have a point where they ceize to move for a moment so to improve on that I could make the hands move for a moment longer for a fluid movement or have them slow to a stop. To improve even further I could look into making my own rig and animating that so I can use it in my work in the future.
Today in lesson I looked into creating a normal map for a sci-fi crate that I have been working on to make it seem high poly whilst still being quite low poly and not very intensive on the engine.
I started with this crate, I unwrapped it using Mayas automatic unwrapper.
I then made a duplicate of the crate and added some detail to it to make it more high poly and to test normal maps out.
I used layers for this which is something I am not used to however for this I had to so I made both of the boxes their own layer so that they could be made invisible easily at the press of a button.
I then lined them up and changed Mayas mode to rendering and shading and selected transfer maps in that list of options.
I was presented with this which allowed me to put in options for it.
I started by adding the high poly version to the source meshes and selecting the normal output maps and selecting the output place. I then selected the quality under maya common output and set it off to bake the normal map.
You can see here my renders ended up looking quite good however I feel like on my normal map version it is quite obvious that it is flat so in the future I need to look into alternatives to use for this to see if it is possible to bake out a better normal map than this.
Recently we have been working towards making a mood board of faces to show different emotions and different angles of faces.
I took inspiration from graphic novels with how they are drawn and shaded as I grew up reading graphic novels from marvel so I decided to do my best to mimic that arts style.
This has been drawn using a couple of different methods, the first 4 were done entirely in photoshop however the last 3 were hand drawn and lined using sai however they will be shaded in photoshop to match that same graphic novel type of shading.
Overall I am quite proud of these drawings as they are clear and the shading looks good. The lines also look good and intended so overall I have a reason to be proud of this however I could improve on this by drawing the rest of the bodies or by colouring the drawings and shade them with colour as well.
I have been working towards giving the fire hydrant a texture to make it seem more realistic whilst still mixing in within the world we are creating. Considering that this would consist of a monochromatic colour scheme I decided against unwrapping it and using manually painted textures as it wouldn’t look as good as using some shaders would and would waste time when other models needed to be made as well.
Instead I looked into other shaders that I haven’t used before and I came across the ramp shader which allows me to pick a range of colours that it will gradient between depending on the lighting of the area. I turned the interpolation to none so that it will match the simple colour schemes of low poly.
For this I looked into colour theory and decided on using a monochromatic red colour scheme to create the shaded feeling.
Overall I am quite happy with this texture however I feel like the dark colour I picked on the shader is a little bit too dark so to improve on that I need to lighten up that however I feel like the rest of the models shaders look quite good.
Today in lesson we were taught about batch renders which are renders that you make when you are happy with an animation. This allows an alpha channel so backgrounds can be edited into it later on and it will be produced at 1080p for the best quality possible.
This is where my animation is right now. Since last week I have mainly been doing smoothing out of my animation. Now the fish eases in and out of the frame to make the movements more natural and I have messed with how fast the fish moves at times to make the animation smoother. Towards the end I worked on bubble effects and animated them to appear at the end to have something that shows me within the animation.
To improve on this animation in the future I think I’m going to work on the ending by making the bubbles appear slightly apart from each other and make them animated so that they can look more realistic and be better for the audience.
I have recently taken part in the global game jam which is the worlds biggest game jam. To do this I came into the college on the weekend and worked with a group to pull together a game over the 48 hour window. I made a game which I called the current, the link for which can be found following:
Originally we planned on making a walking simulator with a jumping puzzle combined in with it however when I was making a script to make the player pick up an object I accidentally made the block kinetic when the player dropped it which led to an interesting mechanic where the player could place their own platforms and use them to traverse the level however after a couple of seconds the block would drop leading to the player feeling rushed to move quickly and making it easy to take the block away from the player as it would most likely be lost after the first jump.
Another mechanic I made was a working tide. This was made by the height of unity’s water being determined by a sine graph over time. This adds a challenge of certain platforms not being around for the whole time as some of them are swallowed over time making it impossible to jump to.
Overall I enjoy this game and I am quite proud of it in general however overtime I am gonna develop it into something more making it more player friendly with a larger island to explore.
I have recently been working towards animating my fish to match my story board (which you can see the development of here https://nextgenandrewchapman.wordpress.com/2017/01/15/ident-planning/). For this I used animation blocking. This is a progress that involves using basic animation to put together the basic concept for what the animation will be. I changed the settings in maya so that it wouldn’t fill in the animation so the fish goes point to point to show off what I want the animation to become.
This is the first block animation for my fish. It isn’t finished so my next goal is to finish this animation so that I can refine it.
Overall I think that I have made a good start on my project and look forward to improving it.
To go with my story boarding last week, I have created a model of a fish for the upcoming animation. In order to make sure that I will be able to animate this model I have made it into separate parts and even added a curve for control.
This is what the model looks like. I am quite fond of this model as it looks almost exactly like the plans I had drawn. To improve this I could spend more time modeling it and thinking about where each are of the fish could bend to make separate models that will make the animation seem more realistic and organic when people watch it. In the future I would like to recreate this animation except with a more realistic feel to it rather than the cartoon styling with origami basis.
I have set up my entire hierarchy to be based of the curve so that it can be used for moving the model. I am quite proud of this because with enough effort, this can be animated to feel like it is moving naturally. I am quite invested in making this animation presentable and professional looking and look forward to having the finishing product.
Today I worked on creating a collectible for the player to try and find throughout the game.
To create this object I started with an oval and started to indent into it and then I added details to it. In order to to most of the lines, I created empty circles and placed them over the pumpkin. The eyes, nose and mouths are made up of lines. After I did this, I made it symmetrical then made the stem by drawing it freehand. I am quite proud of this and I might take this image and work on it more to create an asset I can use in the future.
This is what the game looks like with the player in it, I will likely use the player character in a game in the future as I like how that turned out and I think I could include it in a more appropriate project.
I added this code to the main scene to have a blue dot follow the player to act as a companion.
I like my progress with this game and will likely move on from this and reuse assets from this.