Human Walk Cycle

Human Walking

Animated Walking

The human walk gives a realistic look on how a human would walk and shows the end goal of what a human animation should look like.

 

Animating my character

I have learnt to make key poses to make fine tuning my animation easier as the base animation is already set.  I have created the basic animation with the only problem being that on a key the knee is out of place as glitches on the animation.

The key points are Contact, Down, Pass Pos, Up, Contact, Down, Pass Pos, Up Contact.

Next I will Improve the smoothness of the animation and fix anything that is wrong with it.

 

 

 

Dot Products

The Dot Product gives a scalar (ordinary number) answer, and is sometimes called the scalar product.

(1, 2)and (3,4)

(1)(3)+(2)(4)=11

The dot product is the Cosine of the angle between 2 vectors, multiplied by the magnitude of each vector.

(-3,6).(2, 3)

-6+18=12

(-1.5, 4).(-4, -0.8)

6+-3.2=2.8

(2, 4, 6).(-0.5, 0.5, -0.5)

-1+2+-3 = -2

Low to High Baking

bothcubes.PNGcubebaked.PNG

First I created a low and high poly model. I then set the coordinates to (0,0,0) so they were on top of each other and exported them separately as a .fbx file.  Then imported the low poly cube into substance painter.  I went into the texture set setting and made the high poly cube the bake map.  This made the low poly cube look high poly but without all the polygons.  Finally I added a smart material so the light reflects differently on the surface.

High to Low Polygon work flow

This paper outlines a digital workflow that allows artists to add visual detail to 3D models whilst adhering to the strict polygonal budget that is vital to successfully render in real-time. Two versions of a model – a high-poly model, and a low-poly model – are produced to create a 2D normal map through a process known as ‘baking’, to achieve the illusion of the high resolution detail on the low-resolution model.

Image result for why use high to low poly workflow

Pre-production WIP

preproduction.PNG

This is a few ideas I seen in other animations that I would like to include in my own.  In each of the animations there is a feature that I like such as a someone in space and they are walking on the moon not knowing that he is destroying a village with aliens living on it.

I wan to create an animation where there is an axe character that tries to chop down a sleeping tree and they running around the screen and the axe finally gives up.  The tree then marks itself and that represents how many times the tree has won against the axe.

Sword and Shield Submission

 

What I created 

I have created a 3D model of a sword and shield using various types of software.  For my sword, I have made a metal blade with flame like markings on it to give the sword a used look.  The hilt is a bronze material which goes with the blade.  Throughout the model I have started light and it gets darker on each part of the weapon.  The handle is a unusual material that I think fits the weapon.  For the shield, I have went for a metal and wood look like the old style shields.  I wanted to add different layers to the shield so it doesn’t look plain.  I think my sword turned out better as the colours and textures work better together.

How I created them

I used 3 main software to create it.  Maya photoshop and substance painter.  In maya, I got the shape and size of the models right.  I used my drawing to create the sword and put references together for my shield.  I used multiple tools to create my models, the main one being extrude.  Using the bridge tool and target weld tool was also a big part in creating the models.  I started from a cube for my sword and a sphere for my shield.  Getting the right shape was the most time consuming part of the model.

Once I was happy with the shape, I had to IV unwrap the models  and I unwrapped them manually at first but noticed a lot of stretching in the model so I tried the auto unwrap which worked fine.  I unwrapped each element of the sword first but then combined them together as it is easier to texture.  I then organised the uvs so they were spaced correctly.  Once I was happy with everything, I exported the model as a FBX file so it could be textured.  I tried photoshop before substance painter but I could not get the model looking good as I’ve never used photoshop on a professional level.

After trying photoshop, I used substance painter as it is eaiser to use once you have seen how to use it so I decided to use it instead.  I have applied textures and particles to make the model look better and more high quality.  I also painted some of the textures and changed the metalness of the material.  The hold of the sword has textures that give it a more 3D look.

Problems I encountered

One problem I encountered was some of the faces of my sword was not attached to other faces and it was hard to spot because they all looked like they lined up.  I had to go and check each edge and vertex were lined up properly.  Another problem I encountered was the lack of photoshop skill I have.  Although I know how to use the tools on photoshop, I have not been shown how to execute them properly so my textures look low quality.

3 methods to create drawings

I used a program called alchemy which lets you draw random shapes with a black pen.  When drawing shapes, I looked for a potential vehicle shape which I could bring into photoshop and clean up by removing and adding parts but keeping it in black.

The next technique is using a custom paint brush and changing the different settings such as scatter and rotation to create a unique shape or pattern.  You can then remove and add parts similar to the first technique to create a more visible shape.

The final technique is using an image and using the lasso tool to get a part of that object.  I then mirrired the part of the object and used the brush to fill in th gaps.  This is my least favorate way as I dont think it looks as good as the other techniques.

 

Assets in Maya

What I have created

assetsmaya.PNG

Assets I have started to create:

  • Wall, floor Doorway
  • Table
  • Chairs
  • Treasure chest
  • Lock
  • Dock

I have got he basic model and shape of each object so I can tweak and edit them to refine their shape.  The chest is the end goal that the player has to find under water.  They are all low play models and can be made into high poly models later.  I am working in metres so I can ge the right size which is the same as unity.

Blend Shapes and Hierarchies

blend.PNG

Blend

I used the blend tool to create differnet versions of a cylinder to and it lets you choose the shape which makes animation easier to squishy shapes.  You can select the amount of one of the shapes and this lets you find the middle to certain position.

Hierarchies  

Hierarchies are a use parents and childs to make objects move in a certain way.  For example, the upper arm is a child of the body and the lower arm is a child of the upper arm.  This means is the parent moves, so does the child but the child can move by itself.  This is good for character movement as you can move the joints so the player can move like a real person.