Skip to main content

Cure - Updates

The last couple of weeks have been a bit weird, I've been trying out lots of different things both in 3D modelling for my character as well as in Unity to see how the film may look. I've also looked back on my storyboards and know where I need to tweak things to make the film work.

I wasn't entirely happy with the character design and as Sang said, it needs to have good topology, especially in the face, as everything will be visible in the low poly style. So I took a head I had sculpted and retopoed in 3D Coat as a base:





I also changed the body to make it simpler as well as changing the device on her arm to be more fragmented.

At the same time I was doing regular testing in Unity to see how the character is going to work in real time as well as how certain parts of the animation was going to look. I wanted to have a play about with how the character might look, knowing that I have a fractured and abstract environment, I feel like there is a lot of room to play about with this.


With lots of back and forth and changes and tweaks, this is how the character looks inside Unity:


To achieve the gradient effect, the character's body, head, and hair are not properly unwrapped but just have a projected planar map in the Z axis. Everything else is unwrapped including the wrist and head devices which have a emission maps meaning that the blue parts glow without having to attach individual lights to the character.


The video below shows a test of how a polygon will fade and 'die' on the character. A "Change Material" script which periodically changes the material of the character. A "Change Normals" script which slowly increases the value of each normal in the character mesh, meaning the slowly get darker and this is looped to go around the character. And finally animation of the emission value on the character, this means I can get a 'pulsing' effect out of the devices.

The scripts are all written in C# and are either taken from the Unity help pages or tweaked versions of code available online.

Right now I'm working on blocking in the environment in a new project file so that I have an understanding of the scale of the environment. I also need to rig the new character model which I will probably do again using Advanced Skeleton 5.

I also mentioned that I'd looked at the storyboards and it's clear they need some work. I pulled them all together in one file so that I could easily see an framing issues and added a few notes.


Comments

Popular posts from this blog

A Quiet Place

Earlier in the week I went to see A Quiet Place and as someone that doesn't watch a lot of horror films, it was not what I expected. The premise of A Quiet Place is pretty simple: There are monster out there and if you make a sound, they'll come for you and it's safe to say that I have never felt more tense in a cinema (And on a side note, that was the quietest cinema I have every been in). The film's main dialogue comes from sign language with a few rare vocalised sentences. This means, for the most part, that we're focused on how the characters move, how they act rather than what they say and I was shocked at how quickly I felt attached to the characters: I didn't want them to be in this situation, I wanted them to be safe but, shockingly, they weren't. The pace of the film is just enough to make you think that there's a safe respite ahead and there are gaps in the chaos before a sound crashes through the screen snapping you awake. There are m

Cure - Advanced Skeleton 5

I spent a fair chunk of the day yesterday playing around with Advanced Skeleton 5 in Maya and honestly, it's amazing. I wasn't sure how well it would work with my model because it is so low poly but I came out surprisingly well. So Advanced Skeleton gives you the joints from a template and once they're all lined up you can build the controllers to see how it will move. Because you do all of this in stages, you can change and update the rig at any point.  There are a few different methods to bind the skin and this is one of them, but in the end I didn't use the Skin Cage because it didn't seem necessary for my model. Once the body rig was done I spent a LONG time trying to get the facial rig to work. I was clearly doing something wrong the first few times I tried it because it worked just fine when I sat down and worked through it step by step! The skeleton also comes with pre-made walk cycles so I put my character into these to see how the de