Alien bug animation

 

alienbug01

Someone from our modelling team made an alien bug for the map for me to animate. Since it wasn’t rigged I had to learn how to rig myself, I got the hang of the very basics but I couldn’t get the fangs to move without distorting the head unfortunately, I was still happy with the end result though since I’ve never animated four-legged creatures before.

alien-bug-o

Cardboard box animation

cbbox02rigged

Just like the fans, this cardboard box is being affected by the wind as well. It is already distorted because of the climate and the subtle wind animation helps to further imply this. For this I just rigged the edges of the box with two joints each.

SnivelingMediocreIndigobunting

1200 frames

Fan animations

 

We were adding fans for certain rooms but due to the setting there isn’t any running electricity, so all the movement would have to be based off natural wind. I made these animations of fans being blown by natural gusts of wind, I tried to make the movements inconsistent within the loops due to the unpredictability of wind.

fan04

NervousSmoothHammerheadshark

2000 frames

 

This next fan is supposed to be dirty and jittery because of overgrowing, so I made the way it stops a bit more sudden, but subtle at the same time. I didn’t want to make it too rigid otherwise it would be too noticeable and stand out.

main_fan01

SmoggyMinorBoubou

4000 frames

 

The same concept as the first fan applies to this one.

QuickFilthyKitfox

1200 frames

 

Drone animation

We wanted to have an alien drone scouring the map, but it would look out of place and static without any animations. The rigging was done for me and then I was able to start animating it.

drone01

Before I started I researched jellyfish and octopus tentacle movements to get a feel of what I needed to successfully recreate natural tentacle movement.

giphy octo1

I animated the parts of each of the tentacles from the outermost part first (eg. the tip first, then the next joint, then the innermost joint)

This is the collective graph data for each joint:

drone06

I made sure every graph line started and ended on the exact same value so that I would get a perfect loop, and it was successful.

Final result:

drone

I think to make this better I would have to learn how to rig it myself and add more joints so the tentacles would flow more naturally, as you can see how it is with the mouth.

 

Tire texture

I had to create a texture for a tire as part of scenery.

ss+(2014-12-11+at+01.34.59)

I was unable to export the UV map in high quality because maya kept crashing every time I tried so the final result wasn’t as high quality as I’d hoped it would be.

wheel_screencap

Looking back on it, I wasn’t too happy with the final result because of the quality, I don’t think this will be used though.

Lamp + PC Monitor textures

 

I had to create lamp and PC Monitor textures for objects in an office room.

Lamp:

Lamp off

Lamp on

Instead of just doing the standard lamp texture I decided to create two variants so there was the possibility of having the lamp be able to turn on and off. Since our game was set in a post apocalyptic world it might seem unfitting due to the lack of electricity, but I thought it would be good to do regardless as practice.

Lamp off:

 

lamp_screencap1

Lamp on:

lamp_screencap2

I added a gradient to the edge of the surrounding faces to make it look more like it’s glowing and the light is bouncing off the sides. Doing this was useful as this is a step towards making my textures look more realistic and believable.

lamp_screencap3

 

 

Monitor:

PC Monitor

Unfortunately I wasn’t able to apply what I’d previously learnt to this monitor because of the colour of it and the dark environment. I was still happy with the way the screen crack came out though, and it helped me realise I could use highly rendered images and scale them down for texturing purposes, it wouldn’t matter about the quality loss too much for any low resolution models as you wouldn’t normally go directly up to them.

PC_monitor_screencap

Brick texture

 

For this brick texture I attempted texturing without using a UV map for experimentation.

ss+(2014-12-11+at+01.21.59)

After a little bit of trial and error it worked, but it felt very pointless as I just had to do a bit of guesswork which I wouldn’t have to have done if I’d just exported the UV map as usual. Luckily it was a very simple texture so it wasn’t too time consuming.

Final result:

brick_screencap

Barrel and Crate textures

I had to make a texture for a barrel so I made this:

barrel_side barrel_top

From doing the second texture and applying it, I learned that it would be easier to section out the mesh when exporting to make adjusting and applying the texture easier and to add seamless loops.

ss_(2014-10-28_at_04.29.30)

Final result:

barrel_screencap

 

The crate was quite easy to make as I just had to create one texture and apply it to each side of the cube.

crate2

Unfortunately there was an issue with normals on the extruded edges, so I had to report that to the producer for the modelling team to sort out.

ss_(2014-10-28_at_04.19.30)

Task 1 – Sketchbook Studies

These are some sketches of how I wanted jet to look.

jet2

I thought the scarf, gloves and shoes were the most important parts of his design as they tie in with his everyday activities.

The scarf is used to cover his mouth most of the time, he’s spray painting a lot while on the move so it’s to prevent his from breathing in the fumes. Plus he’s quite anti-social so it fits him.

His gloves are made of leather and have rubber grip for when he’s doing parkour, also helps him not drop his spray paint can while he’s skating.

The shoes are specially made by his mechanic friend. They have a pressure sensor on the top of the sole that trigger a turbulent movement speed boost using pulse waves. They also have grip too so this is good for running up hills and even walls. It works well for him on his board as well as he can activate it to get a speed boost without pushing.

jet1

Task 1 – Character Concept – #3 Bass

Basic Character Sheet

  1. Name
  2. Role (Hero, Villain?)
  3. Age
  4. Height
  5. Weight
  6. Hair Colour
  7. Eye Colour
  8. Scars, handicaps (physical, mental, emotional)
  9. Sense of humour
  10. Basic nature
  11. What does the character want most (their goal(s))
  12. Philosophy of life
  13. Hobbies
  14. Kinds of music, art, reading preferred
  15. Favourite colours
  16. Educational Background
  17. Work experience/occupation
  18. Best friend
  19. Enemies and why
  20. Family background (economic, social, nationalility, religious)
  21. Description of home (physical, emotional atmosphere)
  22. Strengths
  23. Weaknesses
  24. Sees himself/herself as…
  25. Seen by others as…
  26. Most important thing about the character
  27. Reactions when happy/sad/angry
  1. Bass
  2. Villain
  3. N/A
  4. 6ft 3
  5. 101kg
  6. White
  7. Red
  8. Lost his voicebox in a fight, was replaced with a subwoofer
  9. Slapstick
  10. Everything is made of frequencies therefore sound is everything
  11. — Prefers listening to bassy music (if he does at all)
  12. N/A (Can’t see)
  13. Ex-sound technician
  14. Excessive force using soundwaves converted into physical pressure
  15. Soundproofing/High frequencies maybe
  16. An awoken being
  17. A twisted monster
  18. All his power lies in sound generated from the subwoofer implanted into his chest
  19. Happy – Not usually happy after the ‘incident’, only when absorbing people’s voices

Sad –

Angry –

Moodboard:

bass moodboard