Friday, 28 February 2014
Villain - Gohan Buu [Images]
Hero #1 - Future Trunks [Images]
These are photos I gathered of the character 'Future Trunks' of his different poses and facial expressions. These will help me when I finish the model and begin animating. I can look back at these as reference points.
Tuesday, 25 February 2014
Hero #1 - Future Trunks [Sword Modelling]
The character also uses a sword in battle, so I began creating this in a separate 3DS file. I did this because it would then be easy to import in and then resize appropriately.
The sword was easy to make. I simply created a box, extruded parts, adjusted the vertex at the top to create the blade shape and vice versa for the handle.
The sword was easy to make. I simply created a box, extruded parts, adjusted the vertex at the top to create the blade shape and vice versa for the handle.
Friday, 21 February 2014
Hero #1 - Future Trunks [Body Modelling]
Once I had finished modelling the head of 'Future Trunks', I then began modelling the body.
This involved many challenges throughout the entire process and here I will address these. The first challenge was that I could not find the perfect blueprint to use as references for the model, but I did come across an existing 3D model of the character. I decided that I would import him into my newly made file and use it as references for my own. The existing model was not posed in the 'Da Vinci' style that I wanted, so when creating the arms I tried to make them as best as I could.
The process started by creating a box and positioning it so the center line ran level with the center line of existing model.
This involved many challenges throughout the entire process and here I will address these. The first challenge was that I could not find the perfect blueprint to use as references for the model, but I did come across an existing 3D model of the character. I decided that I would import him into my newly made file and use it as references for my own. The existing model was not posed in the 'Da Vinci' style that I wanted, so when creating the arms I tried to make them as best as I could.
The process started by creating a box and positioning it so the center line ran level with the center line of existing model.
Hero #1 - Future Trunks [Head Modelling]
My first hero character that I created was 'Future Trunks'. He is a 'Super Saiyan' so has wavey long blonde hair and a sword. To start with, I wanted to tackle the head.
To help with creating the head, I followed the tutorials posted by Lee Jackson (YouTube).
http://www.youtube.com/watch?v=oIVB3_gwTAw
To help with creating the head, I followed the tutorials posted by Lee Jackson (YouTube).
http://www.youtube.com/watch?v=oIVB3_gwTAw
Wednesday, 19 February 2014
Creating Storyboard Scenes using Action Figures [Part Two]
Here are a few more images that I created using Dragonball Z action figures and adding effects in Photoshop.
This image was created using the 'Gohan Buu' action figure that I already owned from many years ago as a child. I used a static stance and then added the Aura effect. In the cartoon, 'Buu' does not have Yellow Aura like all 'Super Saiyans' as he is evil, and his aura is red so that is why I created it this way.
For this image I used the Super Saiyan Aura technique with the lightning effects, but made a few adjustments. I added the outer glow effect that I used on the body to the lightning effects so that they were white with a blue glow rather than completely blue.
Another technique I wanted to try out was the 'Teleportation' that is used a lot in the cartoon animation. As I was adding this effect to a photo rather than my animation for now, it was pretty simple to create. I highlighted the figure using the Quick Selection Tool and then copied it into a seperate layer so that it was possible to add Motion Blur to it.
Creating Storyboard Scenes using Action Figures [Part One]
After drawing the storyboard, I wanted to actually visually create the images I had sketched to help bring the idea to life. I recently purchased DragonBallZ Posing Action Figures so I was able to use these to replicate the poses in my storyboard and then add effects to photographs of the figures.
In this image, I used a standing stance for the figure, and wanted to add the 'Super Saiyan Aura' around it. For this I opened the image in Photoshop, and then added a 'Cloud' layer. By adding 'Fibres' and then a zoom 'Radial Blur' this created the basic Aura effect. I then just colourized the aura to yellow and then changed the opacity so that it was visible. I think the final outcome looks brilliant and is exactly what I wanted to produce.
For this image I used the same technique for the Super Saiyan Aura, but adding in the lightning effects aswell. I just used the Elliptical Marquee Tool to select the certain shape and then filled it with blue. Another small technique I used was the Outer and Inner Glow on the figure for extra effect.
I wanted to create the energy technique used in the cartoon series called 'Kamehameha'. I basically created a white circle that I then added outer and inner glow to. I also used the aura effect with very low opacity for added emphasis on the energy ball. I will look to use these techniques in Adobe After Effects for my actual animation production.
Monday, 17 February 2014
Storyboard - First Draft [Sketchbook]
Now that I had decided on the characters for my animation, I started planning out the story.
I first wrote out each shot that I wanted to show, the movements involved and any expressions on the characters face(s). Once I completed this for the story, I then began drawing out my storyboard. I added little details about the camera; shot types, panning, zooming etc.
From this I will take photographs using actual 'DragonBall Z' action figures that I already have. I will place them in the poses that I wanted for each shot from the storyboard so it gives a better understanding of the image.
I first wrote out each shot that I wanted to show, the movements involved and any expressions on the characters face(s). Once I completed this for the story, I then began drawing out my storyboard. I added little details about the camera; shot types, panning, zooming etc.
From this I will take photographs using actual 'DragonBall Z' action figures that I already have. I will place them in the poses that I wanted for each shot from the storyboard so it gives a better understanding of the image.
Saturday, 15 February 2014
Biped Animation [Power Up]
I also wanted to have a go at testing another animation. In the dbz cartoon, all characters 'power up' before battling. I decided to make a test animation of this. It was quick and easy to do, but before I did it I wanted to understand the processes that it would involve.
This is an example of what it should look like.
Here is my final outcome.
This is an example of what it should look like.
Here is my final outcome.
Biped Animation [Kamehameha]
I wanted to try and recreate the technique which is used in the DragonBallZ (DBZ) cartoon known as the 'Kamehameha'. It is used by the characters to inflict damage on their enemies. This is an animated GIF of the motion.
I basically created a basic 'Male Biped' and then turned Auto Key on to then alter the positions and rotations of limbs to create the motion. Here is an rendered video of the final outcome.
I basically created a basic 'Male Biped' and then turned Auto Key on to then alter the positions and rotations of limbs to create the motion. Here is an rendered video of the final outcome.
Glow Effect [LensEffect]
I wanted to learn how to create a glow effect on an object, specifically a sphere much like the energy balls used in 'DragonBallZ'. I found a tutorial and here is the outcome.
First I created a sphere for the glow effect to be added to.
I then started creating the material for the sphere that would add the base colour for the glow. I chose a medium blue because the 'energy' used in DragonBallZ is normally blue. I added self illumination which gave the sphere a normal glow.
Now the glow effect. I went into 'Environment' and added a Lens Effect known as 'Glow'. I could then play around with the settings to make the glow large or small, bright or dull etc.
First I created a sphere for the glow effect to be added to.
I then started creating the material for the sphere that would add the base colour for the glow. I chose a medium blue because the 'energy' used in DragonBallZ is normally blue. I added self illumination which gave the sphere a normal glow.
Now the glow effect. I went into 'Environment' and added a Lens Effect known as 'Glow'. I could then play around with the settings to make the glow large or small, bright or dull etc.
I enjoyed learning this technique and the outcome is good, but I want to find something that is more similar to the finished article I am looking for.
Wednesday, 12 February 2014
Villain - Gohan Buu [Part 4 - Body Mapping]
The final process for the 'Gohan Buu' model was to add the mapping.
First, I created multiple 300 x 300 pixel JPEG images in Adobe Photoshop that I would use in 3D Studio Max as the materials. I needed the skin, orange top, blue top, black arm guard, yellow arm guard, trousers, ankle guard and shoe materials.
I then when into Max and began adding the materials to the desired faces on the model.
I also needed to created maps for the eyes so that when I animated the model I could maneuver them to make the character look different ways.
First, I created multiple 300 x 300 pixel JPEG images in Adobe Photoshop that I would use in 3D Studio Max as the materials. I needed the skin, orange top, blue top, black arm guard, yellow arm guard, trousers, ankle guard and shoe materials.
I then when into Max and began adding the materials to the desired faces on the model.
I also needed to created maps for the eyes so that when I animated the model I could maneuver them to make the character look different ways.
Monday, 10 February 2014
Villain - Gohan Buu [Part 3 - Body Modelling]
Now that I had created the main torso of the body and the head, I began adding the rest of the figure. I needed to create the legs, hands, fingers and boots.
All the aspects were pretty simple to create as I just extruded the faces for the legs and made sure that the sections were eligible for knee joints and ankle joints so that animating the figure would not bring up any issues.
The hands were pretty similar but once I had extruded the palm of the hand I then needed to rotate and move the face that would then extrude into the thumb. I also needed to slice the remaining face into four faces for the fingers to be extruded from. I am happy with the result of the hands as I think they look good once the 'Turbo-smooth' modifier has been applied and am hoping that they will animated sufficiently.
The modelling process for this model is complete and now I will start to add the materials in the next post.
All the aspects were pretty simple to create as I just extruded the faces for the legs and made sure that the sections were eligible for knee joints and ankle joints so that animating the figure would not bring up any issues.
The hands were pretty similar but once I had extruded the palm of the hand I then needed to rotate and move the face that would then extrude into the thumb. I also needed to slice the remaining face into four faces for the fingers to be extruded from. I am happy with the result of the hands as I think they look good once the 'Turbo-smooth' modifier has been applied and am hoping that they will animated sufficiently.
The modelling process for this model is complete and now I will start to add the materials in the next post.
Thursday, 6 February 2014
Villian - Gohan Buu [Part 2 - Head Modelling]
I had now got the torso of 'Gohan Buu' to how I wanted. I now began to create the head of the character.
I first created a sphere. Then all the process involved was following the reference plane again much like I did for the torso, and then extrude the tentacle on top of the characters head. The head took more time to create than the torso, because I had to make sure the face looked right and all parts of the face matched.
As you can see, once I had the basic head shape I then began using the 'Cut' tool to add the specific lines to the face and this deformed the face so that it was not smooth.
Now that I had completed the facial features of the head I extruded the antenna on the top of his head in sections so that I was able to produce the curve I wanted.
The last piece to do for the head was then to add the 'Turbosmooth' modifier so that the surface was completely smooth and would look a lot better after the mapping process.
I first created a sphere. Then all the process involved was following the reference plane again much like I did for the torso, and then extrude the tentacle on top of the characters head. The head took more time to create than the torso, because I had to make sure the face looked right and all parts of the face matched.
As you can see, once I had the basic head shape I then began using the 'Cut' tool to add the specific lines to the face and this deformed the face so that it was not smooth.
Now that I had completed the facial features of the head I extruded the antenna on the top of his head in sections so that I was able to produce the curve I wanted.
The last piece to do for the head was then to add the 'Turbosmooth' modifier so that the surface was completely smooth and would look a lot better after the mapping process.
Villian - Gohan Buu [Part 1 - Body Modelling]
I wanted to practice modelling one of the characters for my animation to understand the techniques that I could use and learn throughout the process.
Because there would be a lot of movement for the character, I needed to create parts of the body seperate; head, torso, hands, legs and feet.
Gohan Buu
I began by creating a plane with a map of the character for reference. Then I created a box that span from the armpit to the characters waist. I then split it in half so I could add the 'Symmetry' modifier to allow me to create the character quicker and everything would be the same on both sides.
I followed the lines of the reference plane to create the torso and then extrude the arms. This then allowed me to mess around with the vertex on the box to make the character 3D.
Because there would be a lot of movement for the character, I needed to create parts of the body seperate; head, torso, hands, legs and feet.
Gohan Buu
I began by creating a plane with a map of the character for reference. Then I created a box that span from the armpit to the characters waist. I then split it in half so I could add the 'Symmetry' modifier to allow me to create the character quicker and everything would be the same on both sides.
I followed the lines of the reference plane to create the torso and then extrude the arms. This then allowed me to mess around with the vertex on the box to make the character 3D.
Monday, 3 February 2014
And so it begins..
3D Character Animation.
A topic that I have been thoroughly looking forward to ever since I began this University course. It is something that I would like to possibly have a career in as I believe it is something I am good at and will enjoy alot.
The first week began by understanding the movements of the human body and facial expressions.
The topic in which my animation will replicate is 'DragonBall Z'. I wanted to use this cartoon animation as the topic of my own because it is my all time favourite and something I am very interested in.
A topic that I have been thoroughly looking forward to ever since I began this University course. It is something that I would like to possibly have a career in as I believe it is something I am good at and will enjoy alot.
The first week began by understanding the movements of the human body and facial expressions.
The topic in which my animation will replicate is 'DragonBall Z'. I wanted to use this cartoon animation as the topic of my own because it is my all time favourite and something I am very interested in.
Subscribe to:
Posts (Atom)