Monday, 18 February 2013

Character Development - Little Girl (Continued)

Rigging

Now onto the rigging stage. Created a basic skeleton based on the shape of the character sing the Joint tool in the Animation Menu. Had to name each joint according to their original position. Like the mesh, I worked on one half of a skeleton then used the Mirror Joint Tool to create the rest of it instead of having to do the other side manually, otherwise both sides of the character would not be the same and therefore would not link up with the mesh when I have to bind them together later on.


Once all the joints were produced to form the skeleton for the character, I binded it to the main mesh by selecting the main joint first, then the mesh and then selected Smooth Bind from the Skin section in the Animation menu. But of course, adjustments to the "skin" had to be made so that it moved appropriately around a certain joint so I used the Paint Skin Weights tool to make the skin surrounding a particular joint move and change shape when a joint was used.


As mentioned, I labelled each individual joint according to its position and purpose. Then when it came to using the Mirror Joint tool, I used the option of replacement names to name the duplicated joints (i.e, left_elbow - right_elbow) instead of having to name each one manually.


When it came to making controls to move the joints during the animation progress, I simply used NURBS primitive circles and assigned one to each main joint such as the arms, legs, neck and head, altering the shape of one nurb circle for the head decisively. 

Hypergraph Input/Output. Making sure everything is connected according to preferences.


Instead of using Nurb shape controls for the knee joints, I decided to use the IK Handle tool for both legs as it would allow me to move a leg from the foot to the hip like an actual leg would. It does this by using a chain that includes an end effector, this is the end of the IK handle. When the IK is moved, the solver uses the position and orientation of the end effector to rotate the other joints in the IK chain accordingly.

Testing the IK handles out.  


The entire skeleton is almost complete and ready for animating but the rest of the character is not quite finished. Still need to parent several of the assets to the Main Control shape (a huge arrow where the girl's feet are), making sure that everything works and no errors are shown. 


Of course, now that the character mesh is settled, I have to now do the dress using two suggested methods. The upper part of the dress, I did use a nCloth node to make it simulate like real life fabric but it did not have the desired effect with the character so I scrapped the idea and used the Smooth Bind instead, using the Paint Skin Weights tool once again to make it change shape along with the joints. 

But I did use the nCloth node for the skirt of the dress, altering the control features to change the simulation including mass, stretch resistance, compression resistance and collision. Then selected the character mesh and assigned a passive collider so that when the girl moved her legs or interacted, the skirt would react physically to the movement.


Of course, had to attach the skirt to the character, I parented it first to the main control shape and then I selected the vertices at the top of the skirt and the character mesh and went to the nConstraint menu to select component to component. So the end result is now the the skirt is attached to the bottom of the upper part of the dress so that when the character moved and the animation is played, the skirt would move and sway along with her.


Creating the passive collider on the character so the skirt could interact and react when her legs touch them.


One more thing to do is create hair for the character so I produced some hair curves with the CV Curve tool, altering the vertices to make them smoother if necessary. 


Once the style of the hair curves are positioned and done to satisfaction, I select all the curves and then the head of the character and select the Make Curves Dynamic option. This would create a hair system based on the curves used and allow them to move like realistic hair.


Then I created the actual hair by going to the nHair menu and select the Create Hair option. Simple enough so far, but I had to make sure that the hair system that I just created was selected in the option box so that the hair follicles would created based on the shape of the curves, otherwise the hair would come out all wrong. 


Once the hair follicles were created, there were a few that developed on the other parts of the body and the face so I had to all those in the Outliner box and delete them.


Now just had to alter the controls for the hair, including clump shape, hair width, the amount of the hairs created for each curve, the colour and shading and the collision modes. Tried the self collide mode but when it came to test renders, it caused problems by the hair jumping out all over the place. So had to undo that and just leave the collision mode as it is. But everything else works fine, just had to keep changing the clump width so that there were no bald patches that could be seen anywhere on the girl's head.


The girl character fully complete.



Finished model of the little girl character. Everything works, except the tests have shown that the hair systems tends to flicker every few frames or so. Have attempted to alter the controls for several tests, some better than others but do not have enough time to completely solve the problem so this is the best I can do at this time. May work on the hair system more in the future.

Sunday, 10 February 2013

Character Development - Little Girl

Since the design of the main character is settled, it is now time to bring her to life, so to speak, by producing a CGI model of her for animating later on. I achieved this by using Autodesk Maya 2013, as the software had certain qualities such as nhair, skin shaders and dynamic cloth effects that may be useful. Since I was not going to have the little girl as a live-action character, due to time management issues as well as other complicastion, I decided that full CGI was the best option.


Concept Artwork



Original design, used earlier during pitch/presentation.


Little Girl - Modelling


Based on the concept artwork I drew a template of the head structure, scanned it into the computer and then assigned the image file to material asset on a simple plane shape. Then I attempted to create the basic shape of the head out of a polygon sphere, altering the position of various vertices (points). Also used a series of tutorials in order to accomplish this technique, the links to said tutorials are seen below. 


As I was going for a stylized look with animation, I made sure not to make the characters look too realistic, otherwise there was a possibility that it would fall victim to the uncanny valley concept.


Used the Cut Faces Tool and Edge Loop Tool to add more faces to the shape in order to structure the face more.

Here, I've structured the eye sockets and nose as well as the basic jawline.


Have structured the nostrils, lips and brows. Now producing the ear out of a simple cube, adding several divisions to alter the shape more. Also duplicated a copy of the head mesh as a backup in case anything goes wrong with the design of the original head. Have structured one half of the head and then mirrored the geometry to complete the head shape. So in a way, this beats the "one side of the face is never the same" fact. 

Of course there were problems with the vertices merging when the shape was mirrored, especially at the line that goes down the middle of her nose, so had to mirror the geometry with the option to merge vertices unchecked and then merge each single one individually.


Here I've constructed the neck and portions of the shoulder areas as well as attaching the ears to the head and the eyebrows. Achieved this by combining the shapes and then merging the vertices to the appropriate places. Have also assigned a material asset with a basic skin colour to the original mesh and a sharing material for the eyeballs. As seen in image above, I've started experimentation with the CV Curve tool to produce hair curves to be used later on for the hair system.

A shot of modelling the hand in progress. 
To model body parts such as the hands/fingers and feet/toes, I have researched and followed several techniques/tutorials on achieving this part of the modelling process. Have viewed several tutorials on modelling the same body parts in order to compare different methods.

Links to hand modelling tutorials.

Links to feet modelling tutorials
Autodesk Maya 2012 Tutorial- Model a simple foot
Modeling a foot with basic polygon tools in Maya
Modeling a Foot in Maya (Part 1)
Modeling a Foot in Maya, pt1
Modeling a Foot in Maya, pt2
Modeling a Foot in Maya, pt3
Modeling a Foot in Maya, pt4
Modeling a Foot in Maya, pt5
Modeling a Foot in Maya, pt6
Modeling a Foot in Maya, pt7

Other Tutorials
3D Maya 07: Polygon Model Making - Body, Feet and Arms
How to 3D Model a Head Part 1
How to Model a Head Part 2
How to Model a Head Part 3


Following the tutorials listed above on modelling a hand, I managed to make a model of a hand in a short period of time by producing one finger and then duplicating it four times to attach to the main shape, slightly changing the size and shape of each finger appropriately. Have achieved the same with making the foot. Attached the foot and hand to the mesh after producing an arm and a leg and half of a body through using the Extrude tool and Manipulation tool and then once again used the Mirror Geometry tool to create the other half of the body. Then combined and attached the head and neck to the body.


Full body mesh. The body is complete as well as the hands, feet and the head. A kind of stylized character.

Little Girl Modelling - Continued

Maya Tutorials 009A cloth modeling by Naveen Ma馬國樑
Maya Cloth Modeling1


To the create the dress, I simply duplicated the main mesh and removed the arms and legs to have the body of the dress, then extruded the bottom repeatedly to produce the long skirt. Manipulated the vertices of the skirt to make it look different.


Although I had produced feet with individual toes, I mainly did it to practice my skills on modelling human anatomy, I didn't really have the intention of having a bare footed girl walking over sharp rubble and debris. So I modelled a simple shoe (left side) out of a cube shape, duplicated it and then reversed one of the scale settings to make a right shoe.


Another part of the modelling process was to create blend-shapes, which would later be used for animation purposes. Duplicated the head of the character mesh several times and manipulated the vertices of each one to create several different facial expressions, which will be triggered later using deformer nodes.



Created a basic shape for the hairstyle so I could use it as reference with the CV Curve tool to make the hair curves as mentioned.  


Have produced eyelashes using several polygonal shapes parented together and the eyebrows were created using a grass clump paint effect tool. Had to adjust the controls slightly to make them look like eyebrows, had several difficulties including keeping the eyebrows in the same place but managed to attach them to the head so that when the face changed shape due to blend-shapes, i.e, a facial expression, the eyebrows would also move and change shape appropriately.

Texturing


Now that the modelling stage is complete, I now move on to texturing. I simply used several UV Mapping techniques to achieve this and a series of images of produced using Adobe Photoshop.


Image of UV Mapping image. Needs a few tweaks in certain areas, evidently, but have achieved this layout through the use of Automatic Mapping and Cylindrical Mapping.


Saved an image of the UV Map layout and then added several layers of colour and texture via Photoshop so  that it would look more like skin. 


Original UV Map image of the layout for the dress mesh. Like the other, still needs tweaks, especially with the overlapping as that undisturbed could cause problems in the texturing later on.


Original texture design for the dress. Decided to give the dress a bit of dirt and age as the girl is wearing the same dress for a long time so put some dirt marks on and a burlap texture to make it look more woven. Will bring the cloth texture out more later on by applying a bump map to the material asset.

UV Mapping the girl mesh in progress.


Original image for the eyeball, produced in Photoshop. Decided to make look it more interesting by applying psychedelic strings around the edge, imitating faint veins in the eyeball. 



Simply applied a spherical mapping to the eyeball and manipulated it slightly to get the pupil in the middle of the pointed edge as shown in the image. As the pupil of the eye is actually flat, I flattened the edges of the sphere where the pupil would be.