Tuesday, October 25, 2011

Texturing

My primary role in this project thus far has been doing UVs and texturing. It's a simple but time consuming role. UV's probably take up as much or more time than the actual texturing. It's impossible to texture anything properly if the UVs don't make any sense so I make sure to take my time (with most of them). I've also had to change some UVs that other group mates did in order to make them easier to texture. The reason that the UVs were built a bit strange was probably due to the group members not being overly familiar with texturing so they were not really thinking about the overall purpose of the UV. (Which is to create surfaces that are easy to paint on.) When you UV, your goal isn't to stitch as many faces together as possible but to create shapes that actually resemble what you're painting (so that you can actually paint it.) Another point is that you need to be sure there are enormous differences in face size on the model versus the face size of the UV. It will cause your texture to stretch and look wonky. One last (and rather obvious) thing to remember is not to put seems in obvious place like across the front of a jacket where you need the texture to be uniform. Stick to trying to keep your seems on hard edges and hard to see places.

Box 1/2 UV + Texture:



Fire Hydrant UV + Texture:




Lamp UV + Texture:




Garbage Can UV + Texture:




Lady Red Texture:


Monday, October 24, 2011

Environment: Building a Restaurant

My next task for the short film was to work on the buildings for the city. I had two designs in mind: one generic building we could recolor and line the streets with, and the restaurant. The restaurant is significant because it's where the story starts and ends so it should get to be unique.

I made a generic base to model them from, a polygon with 3 faces to each side.

The generic building
The restaurant.
The restaurant was considered more important so I spent time texturing it first. I liked the look of building in the picture below, it felt kind of elegant to me and the restaurant is supposed to be a classy establishment where Rags sees the Lady in Red.

Exterior

Bottom front. The window is transparent.

I tried to texture transparency onto the window; at the moment it is completely invisible, but I think there may be a way to solve it that doesn't involve revamping the whole model. The transparency is done by using black, white and presumably shades of grey.
The transparency map. It is not very impressive at the moment.
The white of the map are the opaque parts and the black is transparent. So here, the black rectangle is the part that is the window pane. I think if I find the right shade of grey, I can get a transparent piece that is still slightly visible instead of an empty frame.


The interior

More interior. Here is the door from the inside.

The interior is actually a box inside the main building. I did it this way because I wasn't sure how we would be able to texture the inside part to look like a room if they were part of the same piece.

Character modeling: Squirrel

My first job for the project was to create the character of the squirrel. I started doodling them in class a lot and my initial ideas involved trying to imagine a squirrel standing in the T position.
It was kind of scary.
Then I started using simple shapes and decided that the squirrel should have a fat body with stubby little arms and feet.
From this I have learned that squirrels are weird.
These are the sketches I made for a reference as modeling.

His final design is round and soft, like a plush toy.

I start my modeling process with polygons and I build half the model because he's going to be symmetrical. The Extrude command is what I use most frequently, in addition to moving individual edges/vertices/faces where I think is necessary.

When I have all the necessary pieces laid out, I delete a few faces, combine the different polygons, and merge the vertices together. It's important to make sure you have the same number of vertices on each piece.
In the process of combining: one face was deleted from each before combining. The combined pieces can now have their vertices merged.

A finished merge. This is the inside of the arm.

Mirrored and smoothed.

The UVs


Car Model Progress

So far, the modeling for the first car is complete and the second car is not far behind.  On the first car, Kevin added windows and I added a grill. I also have the UV mapping mostly complete.


The second car was built by modifying the body dimensions and making a new grill.

Animation Begins!

Animation has begun. The only character that was ready for animation, both rigging and texturing, was Rags. So the scene's completed were the second scene to the eighth, where he first finds the flower and see's the squirrel run off with it. The camera is set up for the squirrels introduction though the squirrel is currently absent from the actual scene. In addition all scenes following the twentieth till the end have been completed regarding Rags and the camera work. Like the squirrel, all characters other than Rags have not yet been added to the scenes. In working with this animation we have discovered three key flaws to Rags design. A) For a character who has to do a lot of running, he has very stubby legs. Thus we have decided to change camera angles to stay away from his feet. 2) Rags' eyes disappear inside his face when he turns, this has been fixed. Finally, IV) Rigs' bow-tie, like his eyes, would disappear when he turned. Like the eyes this has been fixed.




Lighting

Still a work in progress but the lighting has come a long way. The window he's looking through will be curtained by a red curtain, thus will be illuminated. The light from all windows will be red's to create a feeling of warmth and welcome that is unavailable to Rags. Meanwhile all streetlights and lamps will be slightly blue, the ambient light completely blue, to create a feeling of isolation and desertion. Hopefully this is illustrated by the four pictures below.


Fixed Smoothed Generic Characters

Title says it all...

Rags Rig

Here is the complete rig of the main character Rags.

Rags Rig:

Tuesday, October 11, 2011

Rags Texture



Street Lamp Model / Lighting Experiment


Props Update

A fire hydrant.

1930s Car Progress

Car Number One:


Here is a work in progress.  At this point, the only thing left to be modeled is the grill.  Originally, I was going to leave it as is, but the grill of the car will be an important detail in the plot, so it will need to be more detailed in the model.  Kevin will be continuing the final work on this model

Reference Images:



Rather than trying to follow these reference images exactly, I'm just taking inspiration from them and making my own more cartoony design.  The cars pictured are from the 1930s.

I plan on making another version of this car as well, just to ensure that the environment looks less uniform or copy and pasted together.