Semester 2:

Before the study:

Here are the final chef modeling, textures and rig.

All of these to discover what the technical problems are in the character creation process from a 2D character design to a 3D setup for animation.

The rig has been done in Maya following a tuto from an animator who worked at Disney. It's my first rig in Maya but the results are quite good. The problem is that the jacket of the chef is really wide for a setup without using a cloth system, or a muscle system. The skinning took a lot of time but still less than the rig.
You can see the hierarchy bellow.

Others problems appeared; when the Chef has to tilt his head forward, his chin gets through his jacket. In a better world, I know I'd have used nCloth for example. We didn't have enough time to learn it in Maya. But for a first full production experience with this software, it is not so bad.

Technically, for the modeling, the hand works well with the rig as the rest of the body.

I created a few blendshapes to see if it was easy to create inbetweens in Maya for the eyes. But it wasn't useful to create more expressions. It didn't serve the dissertation of Arnaud and me.


After that, I made some rough colour tests to begin the texturing of the chef. We decided to choose the grey one (character 6) to support the story. He had to seem the most depressed possible. I showed the colour test to 6 people, 3 of them (3 girls, (interesting strange phenomenon)) chose the grey one. The others, 3 boys, picked different colours.

You can see the result of this quick texturing without using any complex shaders like SSS due to the lack of time. (It wasn't useful for our research project) But I compared a little what could have been created in 3D instead of texturing and vice versa. I depends on how realistic we want to be. (for example strings or seams)

The final result is satisfying.


No comments:

Post a Comment