This term we have primarily been learning about greenscreen. How to correctly shoot footage on it and how to edit it in Nuke.
We also spent a few classes going over the basics regarding cameras, tools and safety measures on set.
I was unable to attend class this week, so I did not have access to the footage of Carlotta, therefore I used what was already available to us in the Nuke file and re-did the shot.
Firstly, I filled in the correct camera settings in the CameraTracker node, then I needed to do a rough roto around the man and applied it as a mask. Then I tracked the points.
Then I needed to create a camera from the scene, which now has the correct movement.
I denoised the plate and added a keylight. I was having an issue with applying the denoise, but I managed to get it to work.
To remove the tracking markers I did another roto of the backround, then roughly tracked them, then we can merge(stencil) with the roto over the new footage.
Next we started working on the backdrop. I used the footage from our tutor, he explained how you can ‘breakout layers’ if you are importing from photoshop, to get the layout above.
This meant that the object in shot can be separated, we applied a premultiplication if the alphas were looking strange. Then he showed us how you create a card and start building the scene in 3D space, as the layers are separated we can have various cards at different positions.
Then compiling them all together with a scene node, and the scanline render.
Lastly the foreground footage needs to be lit to match the background, our tutor showed us the way he did this, using the hue and co,lour correct nodes.
My idea for the personal project follows creating a 3D CGI character from scratch. I want to learn the appropriate method to create a successful character that adheres to industry standard. This means I need to model the character efficiently so that it could be skinned and rigged for animation.
Work flow; what are the steps involved in creating a 3D character?
•Create concept art / inspiration
•Zbrush blocking and Dynamesh
•Maya re-topology and projection
•Clothing (zbrush/marvelous)
•Hair
•Texturing (mari/substance)
•Detail, UV mapping and Painting
•Final pose and finish
Inspiration / Concept / Mood Board:
The inspiration for my character is derived from my small clothing brand. The target demographic is primarily young and female therefore driving what my model will look like.
The colour scheme follows a bright, pastel and edgy aesthetic, with nature and animals being a predominant theme. After compiling the mood board I have decided I want to go for realism with my model, rather than a low-poly stylized character.
In terms of clothing, she will be wearing a digital replica of my designs, this means I will need to model and paint these in 3D.
Reference Images:
I am using images of a friend to inspire my model, this will help me to create accurate features to achieve a realistic look.
I am working on sketching out concepts for the girl, finding a mix between my reference photos and the inspiration mood board.
Clothing: what they will look like, how I will model them
Method 1 – Zbrush; using the extract tool to model the appropriate clothes Method 2: – Marvelous Designer, creating the correct patterns for the clothing that can hang off the body of the modelled character.
Hair: what it will look like, how I will model it Method 1: – Zbrush; using the specialist hair brush to model each strand Method 2: – Maya XGEN; creating a more realistic texture of hair in Maya
Initial 3D Modelling using Zbrush:
I will create the model on the correct subdivision level, so that the polygon count does not get too high, whilst enabling me to model the finer details. This will make it easier when I animate my character.
I started by getting the general idea of proportions and features from reference images of some friends. I sculpted this out roughly, building up the detail slowly using brushes such as standard and dam-standard.
After getting the approximate likeness I could model the features as I wanted, this is because my character is not meant to be a replica of a specific person.
I am still sculpting the model, I have finished the overall look of the face and body, now I need to refine all the details, including slight muscles and skin pores.
I will use a specialised Zbrush tool to imprint the skin texture.
I also used free skin brushes to create subtle texture on the character.
There is a problem around the eyes, I will speak to my tutor about how I can resolve this. I also need advice on the overall sculpt and proportions of the character.
Next I created the UV’s in Zbrush.
Following the advice online, I used the Control Paint in the UV Master tab, so using both attract and protect I was able to paint where the seams should go for unwrapping. I checked the UV’s were accurate, then exported to Maya.
https://www.youtube.com/watch?v=iWEDWFMjA9E
Next I needed to re-topologise the character, using the quad-draw tool in Maya I followed a tutorial that explained the most efficient geometry needed to create an animated human model.
Now that the topology is finished, I imported the low-geometry mesh into Zbrush.
With a low-poly base model and a detailed high-poly model, I need to project the details of one onto the other.
Next I wanted to texture the eyes, I am going for realism so found an appropriate tutorial.
Once the eyes were textured, and the displacement and normal maps are imported into Maya, I rendered out some images to see what the model is looking like.
So far I am happy with the outcome, however there are some features and contours that I don’t think are quite what I was looking for. Ideally I would be able to go back to Zbrush and re-model these parts. Due to time constraints however I will continue with this model.
Next I started on the hair. I followed a few tutorials on YouTube, firstly starting with the eyebrows. This was relatively complex, I needed to learn how to set up a ‘collection’ and ‘description’ for the hair, then create guides at the right length and direction to look realistic. The tutorial showed me how to edit the modifiers, such as curl, clump and noise, to achieve a more realistic render.
I also worked on the upper and lower lashes, doing the same technique as before. I rendered out a few images, the hair adds much needed realism to the model. I still believe that I can edit these further, for example the eyebrows need to be longer.
I then started on the main head of hair. I am going for an easy style as this is my first time using XGen. Again using the guides, I placed them in the right formation to look like natural hair.
Overall the model is slowly coming together, however the hair needs a lot more work at the moment. The hair line is really wrong, and I haven’t added modifiers yet.
I have decided to change the hairstyle, this one doesn’t fit the aesthetic of my character mood-board.
Next I needed to texture the skin, I followed a good tutorial on YouTube that showed me how to create and paint the layers in Substance Painter. Firstly creating the blood layer and using different brushes to paint the variation of colour found in skin undertones.
I ten painted on the skin colour over the top, again varying the weight of the brush to create dis-colouration.
I then imported these textures into the Maya scene.
I still need to work on the hair, I will come back to this after I finish the clothes.
I started experimenting on Marvelous Designer, I used the ‘pants’ pre-pack. This gave me the basic shape of the trouser pattern. I want to widen the leg and tighten the waist, then create a waistband.
I am unsure what clothing I want to put my character in, originally I wanted to do a simple trouser and corset combination. However, I have decided to replicate a dress I made, as I already know the pattern for it.
The issue is that the skirt and sleeves are knitted, so I will need to figure out how to create this realistic texture.
I started by drawing on each segment of the corset pattern, then mirrored this to create the whole top. I also needed to create the lining, then sew all pieces together.
The skirt was pretty straight-forward, I drew out the shape of the pattern then created a waistband and sewed together. Then I made the sleeves following the correct shape.
I imported the dress as an OBJ into Maya, at this stage I just want to see the overall look of this style on my character.
Next I needed to create the lacing at the back of the corset. I did this following a tutorial online, using the eclipse tool and cut & sew to create holes for the grommets.
Then I created the lace, and sewed them to the correct parts. I also added a top stitch where needed, particularly where the boning would go normally.
Using the button tool, I created grommets and applied a metal texture.
Next I need to texture the dress, as it was made in Marvelous the 2D pattern essentially became the UV’s. I just rearranged them in Maya so that I can separate the textures.
Then I found a good reference pattern online for the knit, I edited it in Photoshop. Firstly tiling the texture and then brightening it to the correct colour.
I edited the photo to create a displacement map – making it black and white, then increasing the contrast.
I then added my black and white texture as the displacement map. Using the displacement shader I increased the scale for an accurate render. Then I increased the exposure of the original knit texture.
Next I wanted to draw on a rough stencil of the painted design. I decided painting directly onto the 3D corset top was the easiest option, as it would translate onto the UV’s in the correct position. I did this in Substance Painter.
Copying the reference images I roughly drew out where the cranes / flowers go. Then I exported the 2D map and imported it into my Maya scene.
The plan is now that I know the rough positioning of the painting, I can use my Ipad to digitally paint in more detail and it will be in the correct place.
I attempted the hair again, this is the most difficult aspect of the project so far and I have had many failed attempts.
I started again by using a lot more Xgen guides than before, I also decided to go for a simple straight hairstyle, due to time constraints I felt this was the best hairstyle to go with.
I then followed the tutorial regarding the modifiers such as noise, curl, clumping and cut.
I still think the hair needs more work.
Next I am working on the textures. I started by using a denim texture then tiling and colour-correcting it on Photoshop, then overlaying the painting.
Once imported into Maya I created a bump map.
Then I wanted to add fur on the knitted elements of the dress. I watched a quick YouTube video and created the fur using the ‘interactive groom generator’ then played around with the density and scale of the fur. I wanted it short and not too dense with the correct off-white colour
I painted the colour for the corset using Procreate on my Ipad.
Final Renders:
This has been a good personal project to attempt this term, I feel I have learnt the correct method of creating a character. However, I initially wanted to rig and animate the avatar, due to time-constraints this was definitely not possible – I am planning to continue this into next term.
I am happy with the overall look of the model, however I don’t think the level of detail on the skin is right, I know it is an issue with the displacement map so I may try to fix this later. Also, I did not finish the sculpt as accurately as I wanted, particularly around the legs and feet. The proportions don’t seem exactly right. On the whole I like it, however it looks more like a game character, rather than a realistic one (which was the initial idea).
I also think the hair could do with more work.
In terms of clothes, I like the overall look and detail. It was very useful learning a new software and practicing how to texture in Maya.
‘Studying the Effect of Para-Social Interaction in Custom Avatar-Based Games and the Implications for the Metaverse‘
The final title for my thesis discusses the ability to customise an avatar within virtual worlds, more specifically looking at how para-socal interaction will be influenced as a result of this.
At the moment I am researching 3D Character Design and Anatomy, particularly related to fantasy creatures and the development of unknown simulations of the body parts. How is this created and understood? How can we as artists replicate this through 3D rigging?
This is important in the advancement of character design, the understanding of real-life references to develop simulated ones, and how to correctly analyse and combine them to achieve realism for made-up characters.
2. Provide at least 5 keywords
Fantasy, Character, Archetypes, Anatomy,
3. Provide at least four sources, debates or texts in the subject area)and a short explanation of the relevance to your project proposal