Post-Highschool summary of latest work

The above images are part of a passion project I started during the summer, the character art I used as references were done by someone for a series on Twitch and Youtube by Something Witty Entertainment. The models were made from scratch/with basic shapes to start with (torus, spheres, boxes, and planes). The hair on the girl is rough/temporary, and the clothing on the boy is in progress.

The above video is a job exhibit project I made for a national organization I was in between Sophomore and Senior year of high school, called SkillsUSA. The organization is meant to allow people to practice and demonstrate skills in fields that they plan to enter in the future, for me being Computer Animation.

I spent somewhere around half of my senior year of high school working on it, maybe longer, and a large chunk of that time was dedicated to learning how to create decent particle physics simulations, how to render nParticles using Redshift, and working on character modeling/rigging. Animation was done very late in the process and thus many obvious flaws were not fixed.

This project is additionally one of the main pushes for me to learn IK/FK switches and more proper/accurate rigging techniques in general. Everything used in the video was created by me using Maya, Redshift, Photoshop, nParticles, xGen, fields/solvers, and After Effects. If I am forgetting any other systems/software I used I’ll come back and add them.

This is a single part of a large group project I worked on while I was still in the process of animating the scene. It was a very rushed project, and since the scene was dark I did allow for some flaws in the movement of the characters that would be difficult to see in the final product.

What I worked on for this scene was:

  1. Rigging for the plant and person (facial expressions were made with blend shapes by someone else)
  2. Controls for plant and person
  3. Modeling (greenhouse, door, glass, broken wooden beam, plant (someone else started modeling the pot that the plant is in, I later added details))
  4. Attaching textures to the plant and greenhouse (not making them, just attaching them)
  5. Creating materials
  6. Lighting (unseen)
  7. Animation for the whole scene.

This was also the first project where I was able to test out making an IK/FK switch, which can be seen by the legs dangling through using FK controls and the arms moving with IK controls throughout the beginning of the scene. I plan to expand on this in my latest project by also adding in multiple joints for the forearm and upper arm to create accurate deformations and potentially by following a new process I found for the forearm that would make elbow bending movements deform properly without needing two joints at the elbow, though I am unsure as to if I will be able to combine all of these elements into one rig without running into major problems.

Additionally, for the rig on the plant, I made sure to use parent constraints so that it could stretch enough that the animator would have more freedom in how it moved when attacking.

Lastly, one major point that I worked on during this project was learning how to properly make custom looking controls, such as the half-sphere-shaped nurbs curves used on the plant in multiple places. This was done with a simple code that I learned and stored in a google doc, which I am using to store and manage tricks or codes that I discover or learn from different projects for future use. It is small currently but has already been a massive help due to my poor memory and desire to learn as much as I can.

11/16/20 turkey pilgrim thing

Over the past few days I have worked on getting the modeling and rigging aspects of the project done, and for the most part they are completed. There are minor things I need to add to the character rigs, such as locators for making plate/gun movements easier, but for the most part they are done. There are also materials I still need to add, but for the most part I am getting to the point of animating.

facial animation project

Made a facial animation thing for a project. I edited the body I had been in the process of making into a girl and also made a robot that used the same clothes as that original character. I rigged both of their faces and then animated them to basically just generally sync up with the audio from a clip I was given. Most of this process was just getting the character models ready and rigged, though even that was not finished as I was rushing to do the facial animation for the past few days, and did not have/spend enough time on it to make it look as good as I wanted. If I were to spend more time on the animation aspect of the faces, I would basically just make the movements much less exaggerated and try to get them to flow a lot nicer, with a lot of the facial movements I tried to animate each syllable based on how my face felt when I sounded out the word, rather than actually using a reference, so obviously the movements are very weird looking. In future projects I will use references, I just wanted to test out if I could get an accurate speaking animation out of essentially guessing how it would look, which definitely just made things harder than they needed to be.

9/24/20 Skills Project

I made some progress relating to the clothing of this character so far, and have gone through multiple changes and versions of each part of the outfit. Currently I plan to make some small changes to the shirt sleeves, make sure the left side is copied over to the right for the shirt and possibly pants, and then I will move on to making gun holsters and an overcoat. I may end up using a hood rather than a hat since that would seem to make more sense with some of the bigger movements he will be making, though I will be making a hat if I decide to do the Duel animation. I plan to wait on adding hair until I have both characters clothing generally done with and am sure on their faces.

Currently I am at school so redshift is covering the render with a watermark, but most of the model can be seen. Also I have not touched the back of his pants and shirt for a while, so that looks extremely odd currently. Finally, the pants have both an outside and an inside version, because I was debating which looks better/would be most sensible. Currently I am leaning towards the pants being on the outside for the look and being on the inside for functionality.

I plan on making some adjustments to the boots, but I will likely be using a normal map for the boots later down the line to make them look more like cowboy boots. I may end up making a separate model for spurs to be attached to them on the outside anyways, something that would go around the entire circumference of the boot.

My next models that I am planning on making are going to be holsters and possibly starting on the overcoat, though I may put the overcoat off due to the fact that I am not very good with nCloth and do not want to waste too much time with it, so I want to avoid focusing on it too much. If I do make the coat soon I will be making a much shorter version than I may end up with in the future, one the size of a normal jacket, to avoid too many flowing parts. As for the holsters, I will want 3 handgun holsters for the Fighting animation but will only need one for the Duel animation, so I will likely have the two holsters around the waist be separate. The third would be around the chest area, though if that does not look good I may limit it down to two holsters.

9/24/20 facial rigging project

current progress on a facial rigging project using this tutorial: https://app.pluralsight.com/library/courses/maya-facial-rigging-fundamentals/exercise-files

I have been working along with the tutorial lady to first of all rig the eyebrows with three joints and a head joint, and also made blend shapes on the other eyebrow. Up until we started working on weightpainting the joints, it was mostly review, but with the joint weight painting I learned how to use the selection and paint mode much better. After that we moved onto making the controllers, and while the driven key aspect was refresher the actual making of the controller and concepts such as limiting the x and y translation from -10 and 10 were new concepts. Overall so far, I learned quite a bit about rigging faces and I learned a new control system for animating a rigged face.