Thursday, 17 February 2011

Experimenting with mudbox/ installing mudbox at home

Today I did not manage to get much more work done, as I had to organise installing Mudbox onto a new computer – a task which while not offering much in the way of short term benefits, did mean that next week I will be able to work outside of studio time to optimise the time spent on my final sculpt.
Still despite the set up taking up much time, I created another 2 heads on Mudbox. The first one was not my greatest work but much like my other models, it had a particular focus. This was wrinkles - Small or otherwise.


 Key criticisms: Triangular nose, eye definition not perfect, bumpy texture, muscles not finished.


The second head was focusing on asymmetrical features and pushing the face into obscure expression – especially when it came to the mouth and eyebrows. It was not particularly created for a realistic purpose so I can’t really reflect on the look – but it showed me how not mirroring entire faces can add an entirely new dimension to the feel of a face.

Wednesday, 16 February 2011

Additional Mudbox Work/ notes and reference photographs for the final sculpt

Today I got into the studio at around 10:30, which was fortunately in the middle of Mark’s lecture to another group – meaning I had ample time to note down the procedure for superimposing a reference image into Mudbox.   These were the basic notes I took:

Go to Image browser
Set image to camera
(Options) Depth (in front or behind mesh) and Visibility sliders (opacity)
Transform using the select objects tool (making sure to keep the exact same scale!)
Lock camera/ camera bookmark to get the profile and frontal comparisons on easy access)
Grab areas of the face – line it up (use mesh as guide) – don’t be picky (rough guide to shape)

(A neat trick on Mudbox)
Base head – mirror (select face tool) to select the side of the face to mirror

In addition to these notes, I once again created two heads.  ‘Alice’ the first head I created was a recreation of a character idea I had. Considering the sculpts that I have made thus far being all male, it was a good opportunity to attempt a female face and get in much needed practice with the software.


 
Overall, despite somewhat disappointing lips, I was impressed with the end sculpt – especially with the detail to the back of the head and hair. Still the overall focus seemed to drift away from the facial detail and linger more with the hairstyle. I was especially guilty of this with my rough sculpt of Final Fantasy character ‘Snow Villiers’ (the second sculpt of the day).
Given the over the top hair and bandana, the hair should not had really been attempted. Still after mapping out facial features and positions in accordance with the images available, I tried to get the hair and bandana perfect – which was not particularly successful. Below are the images of Snow and My Snow sculpt (with or without the bandana/ hair).

Fortunately, towards the end of the day, Dominic – my facial model from the course, had come in to work on Mudbox. This gave me the perfect opportunity to take the reference shots for the sculpture next week. These are the photos taken:


Tuesday, 15 February 2011

First Mudbox Session

Today Mark introduced the fundamentals of Mudbox modelling to the group and within minutes, we were set on the way to working with the software. From that session, this was my method of working on a face without any reference materials:
The first step is to turn on mirroring when modelling the generalities of the face. Select the Mirror option and set it to ‘Tangent’. Because of this each edit will now follow the exact symmetry of the face and affects both sides in identical ways – even if the face is asymmetrical (to a degree) Furthermore Tangent will still follow that symmetry should the head be moved from the origin. X, Y and local Mirroring can be chosen but each has its own issues. Keeping the habit of Tangent Mirroring will help in the long run.

Beginning with a lowest polygon count, select the Grab tool. Setting the brush size to be relatively large, begin to morph and change the base head shape to what is necessary or wanted. Aspects such as the base nose shape can also be edited – but the freeze tool should be used to make sure that other details are not affected.

Once the head shape is correct, using Shift + D, the polygon count should be raised to around level 2 (32000) so that the figure can begin to be shaped and detailed to a high standard.

Using the Sculpt tool (setting it to be medium or large sized and of low strength) begin mapping out details such as bone placement, muscles and eyebrow shape. By using CTRL + Left mouse click, layers can be dug away using sculpt. This is crucial for creating Nostrils, Ears and the Mouth. For the most part Sculpt can be used when modelling in facial detail – although at points where layers need to be built up, the wax tool can be used.

(Note: Most Functions on Mudbox have 3 ‘modes’
Their intended action – Left Mouse Click
The Opposite of the action (removing, etc.) – Left Mouse Click + CTRL
Smoothing – Left Mouse Click + Shift )

Once all of the detail, including the muscles around the throat and torso, has been built up, the Pinch tool can be used to tighten up edges of detail – giving them a much firmer look. For faces which have many wrinkles or hard lines, Pinch can raise the quality of the face massively.

By now the face should have all of the details wanted. Once other areas have been addressed (shoulder blades, Spinal Column, veins if needed, etc.) the hair can be built up. Unlike in detailed drawing suites where each hair can be mapped into the work, in Mudbox this is not the case. Should the hair be a pressing concern, then the mind set when constructing hair should be to map out the hair shape, and then detail.
Before this, a new layer should be added, so that the hair can be removed and added at will. The Add New Layer option is in the top right hand corner of the default layout and works in a similar vein to Photoshop layers. New layers can be added, removed and the visibility can be turned on or off.
Once the layer is added, the next step is to build up the hair. For this, switch off Mirroring – else the number of hairstyles is vastly restricted as very few are exactly symmetrical. Using the Wax tool, strokes should be layered on where necessary – whilst taking into account crown placement, fringes and facial hair. After this base coat is added, use the Spray tool – on small brush size and reasonable strength (making sure that the stamp option and stamp placement are off) to add all of the ‘lines’ and markings of the hair. In doing this a sense detail begins to creep into the work. Be sure to ‘take away’ lines in addition to adding them to give the hair three layers of detail. Use the ‘smooth’ mode to clean up lines and give a smooth finish.

In addition to these steps there is much more that can be done in Mudbox. Stamping texture, changing lighting and materials are all steps that can be done post production and I am sure that there are many other methods of working or ways to use each tool. Still with another week or more, I hope to be able to add or change this working method to progress my work even further.

During the session I created two heads. The first I felt went well. The detail on the face was reasonable and overall I thought the outcome was excellent for a first try. The hair was slightly flawed in its manipulation and the lip profile highlighted some issues that I had with lip creation.

The second head was much better. I attempted to gain a much better grasp on the lips and also I chose for the character to appear menacing. To do this I focused on the eyebrows (which are both prominent and lowered), while creating a solid overall face shape (most noticeable with the solid jaw and chin). I also added two layered ‘flaps ‘around the eyes which heightened the menacing feelings given off by the character (this technique is often used for film villains (most notably the Emperor in the blockbuster, Star Wars).




Tomorrows targets: Practice more with Mudbox, note down procedure for superimposing an image onto the screen for reference, take reference photographs of Dom for high quality sculpt

Monday, 14 February 2011

New Project: 3D Digital Sculpture

The latest unit was shown to be Digital Sculpture. Much like the animation unit, for the next two weeks studying anatomy is crucial – especially as the task and outcome of the unit are as follows:
- (Task) complete high quality 3D model of another student, complete with a topology study layer which makes reference to the first outcome
(Include a ‘turntable spin’ animation with the 3D head)
- (Outcomes) A thorough understanding of Topology
                        Understanding and familiarity with the 3D modelling software Mudbox

I am expecting that once again there will be a learning curve (whether steep or not remains to be seen) - which is further amplified by the short time frame to complete the project in relation to large amount of work needed. Nevertheless, given tomorrow’s scheduled modelling session and numerous available points where the studio can be made full use of, I am not too unnerved by the challenge of completing the 3D model in time.
However Topology at this point in time sparks absolutely no understanding so this is something I will have to look at between modelling this week. I will also ask tutors and technicians about the procedure of creating a Topological study layer for my work. At the moment these are my only concerns – although time remaining is always a factor. Still, with the animation project complete and Contextual analysis moving along at a steady pace, the workload is still manageable.

Saturday, 12 February 2011

Bibliography

Video links used/ referenced in the blog:



(2008) Principles of animation from Ice Age 2. Available from:
[Last accessed: 4th January 2011]

(2009)Ice Age Trailer 1. Available from:


 (2008) The Cat Came Back. Available from:

  (2009) Pixar’s Short Film For the Birds. Available from:
                     
(2009) Ichigo Vs Byakuya English Part 1. Available from:

(2007) Dynasty Warriors 2: Xiahou Dun part 1. Available from:
<http://www.youtube.com/watch?v=6y2XcPAM6cM>                   

(2007) ‘Pixar tennis commercial’. Available from:
(2009) Titanic: The Animated Movie (English) Part 1. Available from:

(2007) Ratatouille – Trailer. Available from:

(2008) Ratatoing (Part 1). Available from:

Last Window: Secret of Cape West Gameplay. Available From:

(2010) The Worst Movies Ever – The Frog Prince. Available from:

(2008) Animation Basics - Bouncing Ball. Available from:

(2010) Pain Vs Naruto part. Available from:

(2008) Burnt Face Man 7. Available from:

Walt Disney Animation (2009) Steamboat Willie. Available from:

(2007) Felix running home to dinner. Available from:

(2009) Burnt Face Man. Available from:


[All of the above last accessed: 9th January 2011 ]


Books read:





Wiedemann, J. (2007) Animation Now!. Tashen.
Williams, R. (2001) The Animators Survival Kit. Faber & Faber.

Final Animation (Complete with sound)

Friday, 11 February 2011

Reading Week Animating

This week was largely studio based, with most of the cat movement and around 4 seconds of ‘Doll’ movement to cover. Mondays session was incredible, in terms of work covered – with around 3 seconds of cat movement animated (Cat runs, hits box and box tips over). The work method was very much pose to pose for the cat run up to the box, although at this point I deviated largely from the storyboard made in pre-production and chose to work Straight ahead. The previous plan was that the cat would hit the box, paw at and drag the doll into it and proceed to drag it out, I decided that actually the Cat would knock the box onto its side, which would propel the doll from the box and the Cat would climb out of the box and look at the camera. This decision was largely chosen as it might not be possible to do all of the actions of my original idea in the time frame available.

Of course, having the cat climb out of the box was an important step, so I set aside 3 hours on Tuesday to make sure that I got that action perfect. Unfortunately, this proved to be difficult and issues with not getting the correct scale or motion meant that while I had a better understanding of how to move forward, my animation did not physically progress at all. Still with the ruins of the animation Tuesday, it gave me a solid basis for Wednesday’s animating.

Photoshop had unforeseen issues on Wednesday, which caused the work which was done Tuesday to corrupt. This wasn’t a huge setback as I had been saving work on a regular basis in case of such issue. Still after discussions with the media lab technicians about the problem seeming to have a no solution to the problems that I have been having, I decided to be much more vigilant when saving – making sure I could open and close an extra save file before closing the stage I was at.
Despite not having the framework build on Tuesday to work with, I managed to get the Cat out of the box, sitting down and looking at the camera. Again the movements of the cat as it squeezed out of the box was very difficult to animate – at points the cat seeming to just move on the spot with far too many steps in a short period of time. To rectify this, I moved the box back slightly to reveal the legs. This worked well as when asked, everyone felt that the animation was smooth.

Thursday was the final day I spent working on the Cat animation. I focused on animating the doll, which was done on a separate video layer. The first time I attempted to animate the doll flying from the box, the speed was far too high – meaning that the end result was a bad example of secondary action. Before I could alter it after lunch, the file had corrupted. Again, like with the Cat moving out from the box, the second attempt was much better as I captured the arc and timing well. The doll then landed in a bowl and follows the various panning of the ‘camera’.
This was the end result.



All that needs to be done to finish this project, is placement of audio in the animation – which I will try to get done some time over the weekend or early next week.