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Final Major Project - Year 3

2024/25 Final Major Project E1 – Realised Concept

Introduction to Values!

Following the iterative process and coming to a conclusion on my final design, it is time for me to run through the colour iteration process, leading to my final proof of concept being ready for me to start production in E2.

Firstly, I started with an improvised value sheet, based on what I assumed would be the correct values for the characters to have. Originally I intended to use these values to figure out my colour palettes, but alas there was an issue with this; incorrect values lead to incorrect colours when you apply the colour layer to the value layer, and this was a problem I faced, meaning I had to change my approach.

From this, I had a point of reference at the beginning of this process, ready for when I chose my final colours, in order to help me understand and expand my knowledge of colour and value theory. To start, I worked on the Monstera’s colours, and used an array of different methodologies to find different palettes.

Introduction to Colour!

As you can see, there are seven different variations, including the original base palette that was experimented with. The original palette was made based off of photos and key references from my moodboards, resulting in a more accurate palette when compared to the sources. The six different variations were consistant amongst all the different characters colour variations.

These are; Var1: 1 layer Hue Adjust – A variation where the original colour palette is merged into one layer and hue values are changed in each colour channel (Red, Green, Blue).

Var2: Individual Layer Pastelization – A variation where each individual colour layer is taken and Hue Adjusted, but to a point where the colours appear more pastel and bright, making use of small doses of saturation and large brightness adjustments to achieve this result. This is mainly done as the most extravagent and dynamic variation to see where the original palette can be pushed in order to understand the maximum scale of variety a colour possesses.

Var3: Primary Colours Complimentary – A variation where the colours primarily used on the body, outfit and weaponry are changed to the complimentary counterpart.

Var4: Analogous + Monochromatic Hue Adjust – A variation where the hue is adjusted based on the Analogous and Monochromatic colours assigned to the character to look brighter and appear more vibrant.

Var5: Analogous Body + Monochromatic Weapon, Shield & Lineart – A variation where the primary colours of the body and outfit are of an Analogous relation to the original palette, followed by the features/characteristics being defined by the colours of the Monochromatic relation to the original palette.

Var6: Lineart Colours Complimentary – A variation where only the lineart is changed to the complimentary counterpart, in order to see and understand if it possesses strong chemistry with the original colours.

With all these iterations, it allows for much more experimentation than if I were to just adjust hues only (as I have done in previous work), and gives me more opportunity to find a palette that I really enjoy and wish to persue. From the monstera, we move onto the colour testing stage for the Aeonium.

Var3, 5 and 6 were all arranged and performed by hand. Attempting to recreate the Analogous colour for the Aeonium on a hue-slider specifically was a challenge, but it did end up to be one of my favourite colour variations, however a bit too saturated. Following this was the Aglaonema.

I really enjoyed Var1 for this concept, considering the nature of it being a supportive character with the white and red colour scheme seeming to work out perfectly. However, I did note that this was the character of the Aglaonema PINK Star, and therefore had to ensure that the colour of the plant was pink. Sadly it means I couldn’t utilize this colour variation despite my upmost temptations to do so.

Final Colour Palettes – Proof of Concept

To conclude my E1 work, I had to make my decisions on the colour palettes and confirm them, with a following value sheet to adhere to. It was also at this time that I gave the characters names. The Monstera is named Ebony, the Aeonium Ganymede, and finally the Aglaonema Ivory. Admittedly the only justification I have for these names is their similarities to plant-features/ natural presence. However this is just inferred, I personally enjoyed the names and believed they fit with the assigned characters.

It can be argued that there are some similarities with the proposed values and finalised values, but ultimately the differences are more prevalent. In regards to the colour palettes, I enjoyed Ganymede’s original palette the most, and also believed it to fit in most appropriately with the cultures and research that I had done throughout this process.

However, I was able to apply my variations to Ebony and Ivory a bit more, as whilst the originals were nice, there was still something missing about the colours. In regards to Ebony, the plant colour does convey the ancient message due to its low contrast and relatively impartial brightness, alongside much darker elements in the weapon and shield. Ivory made use of the pastelized palette, considering its nature of it being a supportive character, more pastel and brighter colours can help to convey that sense of safety and reassurance, whilst also not being incredibly saturated and overwhelming.

Overall, this concludes the work that I have done for E1 of Final Major Project, and now we push into E2, starting with the character sheets and mannequins that I will require for the sculpting process to begin. However, for now, its the holidays and to prepare myself to work as hard as possible in the new year, I need to take a break. Many time constrains have left me with a lot of crunch and stress, and I need to work that off before taking more in, so for now; Merry Christmas, and a happy new year!

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Final Major Project - Year 3

2024/25 Final Major Project E1 – Thumbnailing & Design Process

First Drafts!

To start the thumbnailing process, I need to start with the basic sketches, whilst also applying my understandings from my research paper. As a result, I have these first 3 sheets, whilst also indicating the shape language with a red-outline.

From these, you can understand how I’ve tried to incorporate and focus on shape when considering proportion and scale. An example specifically being the Aeonium thumbnails, with the characters having a predominently rectangle shape, but making use of a large majority of the space in order to emphasise its scale.

Alongside this, it was incredibly important to understand the silhouettes that correlated depending on the role of the character, with the monstera silhouettes being the most defined and clear with features being clear demonstrating a feeling of uneasiness, on top of the Aeonium’s being more blocky and full; which adds to the intimidating nature of a tank.

However, this same premise doesn’t exactly apply to the Aglaonema, considering it uses a variety of shapes to understand which one is the easiest to feel safe around, of which the square or circle fills this expectation. On the other side though, it can be argued that the rectangle shaped figure looks quite approachable, whilst the triangular shape was trying to appeal more towards the warrior ideation rather than the supportive figure concept. Following these concepts, came my selected first thumbnail to further iterate into different ideas.

These are the 3 thumbnails selected to iterate further.

Iterative Process!

As mentioned above, I needed to take these concepts and create more concepts from their features. I primarily achieved this by taking the original thumbnail, and trying to iterate features and design aspects from the other original thumbnails into the design. This way I would still be making use of my research for my concepts whilst also pushing and adapting new unique designs for each character class.

For the iterations, I wanted to focus on specific elements I felt that weren’t as strong in the original design, and focus on that to change shapes and hone in on a silhouette that was satisfying to look at, whilst also being easy to understand and fitting in the plants assigned class. As well as the previously mentioned aspect of combining features from the original thumbnails.

In particular. my lecturer provided me with strong feedback which helped me when it came to iterating and designing the Aeonium designs, as he noted that both iteration 1 and 3 had issues. It1 struggled with looking too close to the original, whilst also being too condensed, it needed space to demonstrate how intimidating it truly was. It3 was argued to not look intimidating enough, and more approachable than the other 2 designs, which is the opposite of which I wanted to achieve.

After my lecturers feedback, it resulted in the iterations looking like this:

Notably you can see that It3 has a pot combined with the plant, similiar to thumbnail 2 from the original concepts, and the arms for it3 are more prevalent and spaced out, whilst still remaining at a point of similar reach and scale.

He also made some pointers regarding my monstera concept, informing me that use of the macuahuitl would work way better than a basic greatsword. This is something that can be noted in my designs for It1, and as my notes suggest, I wanted to take the weapon and replace It2’s existing weapon with it, as well as add more depth and solidify the shield I had designed.

Following this feedback and changes that I had made, it was time for me to compile the final concepts so that I could move onto colour testing and value arrangements.

Final Designs!

For now this is the end of my iterative process for thumbnail designs! In my next blog I will be discussing colour testing and deciding the final colours that fit the design, based on my research and understanding of character roles – ergo my Proof of Concept for the project guidelines. Whilst originally my plan was to have the 3 characters ready with front and side views, the time constraints have hit quite hard, as is apparent from the date of this blog. To combat this I have to scale down, but ensure those sheets will be completed when it comes to final production in E2.

See you next week for the Proof of Concept and finalised colour maps!

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Final Major Project - Year 3

2024/25 Final Major Project E1 – Pre-production & Research

Introduction to Final Major Project E1!

With my 3×3 completed over the summer, my next aim was to work on researching the idea that I had chosen. For Final Major Project, I have decided to persue Idea 2: Rooted Army, as I ultimately decided that I didn’t want to focus on environments for the year, considering a massive portion of year 2 was dedicated to Visual Immersion so I feel quite burnt-out of environments, whilst characters are ok.

Alongside this, I felt whilst going for the studies would’ve been the most productive use of my time, it would’ve been incredibly hard to stay consistant with my progress and uploads on work, considering I wanted a weekly update with more progress on my studies, and missing a singular week could backlog me.

Final Major Project: Grimoire of the Rooted

To initiate my research, I needed to start navigating through my list of plant species of which my previous lecturer Peter had provided me. I managed to sufficiently find secondary research sources (photos) for 19 of the species on my list, out of 20. [WRITE NAME CHANGE EXPLANATION]

Following this list, I subsequently gathered my research and references for all the species with a tick next to them, resulting a mass amount of moodboards.

Alongside my secondary research, I went and visited the Barbican Conservatory to see if I could recognise any of the plants I had researched through my lecturers suggestions and from what I had seen on Pinterest.

Barbican Conservatory Visit!

This was quite a pleasant and helpful visit! It was great to actually see some of the plants of which I had been research up close in person, and it did also help to give me perspective on how to study and draw plants, especially with angled perspectives, so when it comes to me drawing my dynamic pose for my chosen characters, i feel I will have a much easier time deciphering how to draw it.

Project Proposal Pitch & Documentation!

Following this, I had to pitch my concept to my lecturers, so that felt on-board and understood where I was at, as well as understanding my circumstances, including risks, processes, inspirations and references.

I also had to consider a S.W.O.T analysis for my project, to see where my Strengths, Weaknesses, Opportunities and Threats are within my production. Alongside this I had to decide on an asset list for my production pipeline in order to understand what I needed to work on at any given time.

Chosen Plant Species!

After approval, I needed to pick the plant species my characters would be! I decided that with my characters being ancient plant warriors, I would need to split my character designs into the 3 main archetypes for that category. Warrior, Tank and Support. Having these 3 clear goals allows for me to decide through my research what type of plant would be the most suitable for the role of each class.

In order to justify my decisions, I wrote a research paper regarding the 3 species of plant I took the most interest in, researched their origins, features, as well as historical heritage so that when it came to thumbnailing them, I had justifications as to why I made specific design choices. The 3 species of plant I chose were the Monstera (deliciosa), Aeonium and Aglaonema Pink Star.

This is my dictionary for this project, it allows me to immediately cross-examine my design choices to see if they correlate with my research and desires for the designs of my characters. I am incredibly glad I wrote this, it is going to help me extensively throughout the design process and thumbnailing stages. Also here are the studies that I created for the differing title segments!

Historical Cultural Fashion & Research!

From my research paper, I went on to find secondary research and sources of the 3 different cultural themes I had discussed in my research paper; Aztec, Egyptian & Modern North African and Buddhist Monks. Using Pinterest I managed to gather sources of which would help me when designing my characters during thumbnailing!

Alongside these, I also did more indepth research on pottery from those 3 cultures, so that I could incorporate my original idea of using plant-pots as armor.

With the combination of my research on pottery and fashion/clothing from these culutural backgrounds, it will really assist in the thumbnailing process of my project, as typically I can get stuck figuring out where to take a design, and with the amount of reference I have at this stage, small and big changes feel much more achievable. Hope that as a result I end up with my perfect character concept.

Artbook & Grimoire Research!

With my research for my character designs ready and prepared, I now need to focus on looking into assorted artbooks and figuring out a base idea of how a Grimoire would look for my Artbook. From what I have found searching through Pinterest and Dictionaries, a Grimoire is a textbook of sorcery and magic (Dictionary.com, 2016). It was also relevant that witches were also using Grimoires.

Through my research, I compiled these images regarding to Grimoires, and found out a slither of knowledge regarding Wiccan Wisdom, which could be useful for me when designing my cover and pages, however I will need to make sure that the references I use are accurate.

Following on from this, I will be heading into the design process for my characters. WIth all my research in order, it should make the thumbnailing process quite smooth!

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Final Major Project - Year 3

2024/25 Final Major Project – Summer Ideation

The Final Year!

Here it is, Year 3, the final year. Year 3 means one thing, Final Major Project.

Over Summer, I had been practicing my abilities with Character Creation Pipeline and improving on speed, going from mannequin to sculpt to retopo much faster than I had done in last years project! I aimed for about 4 weeks, but I managed to get it done in around 2 and a half weeks! I do have ambitions to finish this as a personal project, but I was mainly focussed on just getting the base body established.

I’m quite surprised as I managed to try and sculpt some muscle anatomy, whilst my knowledge isn’t as vast I still think I managed to make a good effort! It ended up making me feel more confident with my sculpting abilities.

FMP, it begins.

Over summer I also had started to brief ideas and think about what I wanted to do for Final Major Project. We were tasked to create a 3×3 presentation that displays our ideas and showcases what we are thinking of doing for the final project. I approached this with 2 ideas I felt were more centered towards a role in the Games Industry; that being 3D Environment & 3D Character, whilst my last idea was more of a basis for personal study and betterment in my 2D abilities.

Idea 1 – Tectonic Control

For my first idea, I wanted to create a 3D Environment similar to the last 2 environments I have created over the span of this course. My goal is to make the best of both worlds, and use all the feedback I have recieved to create the perfect environment that I can display on my portfolio, I realise what I could’ve done better in both projects to achieve this, and if I persue this idea, I will bring that knowledge with me!

As for the idea itself, I want to have this building in a pit/canyon (like before) but have it surrounded by cliffsides and waterfalls, as if something crashed into the earth and made a crater. However, all of the surrounding land would be really dry and flakey, with cracks in the surface, and in this central building, is a device that allows the person using it, to control how the chunks of the landscape move. For example they could swap pieces out or move them higher or lower, making it an incredibly volitile space. I enjoy this idea as it allows me to create one of my favourite types of environment, whilst also giving myself more freedom on creating the landscape.

Idea 2 – Rooted Army

My second idea consisted of creating 3D characters! Whilst I do have the intentions of becoming an environmental artist, I still enjoy creating characters IF its using a pipeline I feel confident in, sometimes character work can be quite a bit stressful so I have my own processes to work around that.

In regards to my idea, I had a concept in Year 2 that I didn’t get to work on, as I didn’t feel as strongly for it as I did with O+, however, after revisiting my idea, I really want to persue it as I feel it has a lot of potential for creative freedom, this idea is the concept of warriors/soldiers that are entirely plants; ergo, plant people. I feel that having that as a basis describes the lengths I can go with designing these characters, as the opportunities are limitless, different species of plant, rootage, do they have multiple stalks? Its an idea I am quite fond of, and I would aim to have my final result be an artbook.

Idea 3 – The Scholar

I was struggling to come up with a final idea for FMP, so instead I thought of a more practical solution rather than a creative one. Considering I struggle a lot with keeping up and trying to dedicate myself to 2D work, my final idea is me taking on studies and full on 2D drawing for the entireity of my project, having weekly updates on my progress and showing all the drawing I would do in a week and what I was focussing on learning.

My aim for this idea would be to produce a fully fledged understood 2D Splash Art piece, using all the knowledge I would’ve acquired over the year to create a final drawing that would represent all that I worked on over the past year.

These are all the ideas I have for FMP, I will do some thinking and more research on each of these topics and hopefully decide which one I want to persue within the next week, of which I will most likely start drawing and developing concepts for either one of the first two, or going straight into 2D studies for my third idea, see you then!

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Exploratory Practice - Year 2

2023/24 Exploratory Practice – Week 10 & Finale

Animation!

Finally, animation, most likely the hardest part of this project, considering my animation skills are incredibly limited, and I have not been taught anything regarding animation in my time. I started off by approaching what I wanted to do, and I settled on the idea of having O+ throw one of its teslas, as that would make sense for a sort of long attack motion. As a reference I used a video that was a tutorial about how to pitch a baseball shot, as I feel that type of action does convey a sense of strength and its also a bit more complex than just a simple animation like an idle or a run.

I animated in blender for this, and luckily my previous decisions in rigs made this whole process a million times easier for me, so im glad that I made the rigging choices that I did make. Especially with my decisions to parent bones on an offset, considering those can be moved freely and are not explicitly bound to the body, giving me maximum flexibility to work with, even including the ability to work with smear frames.

Here you can see my workflow for animation! My main consensus was to work on the main body for O+ first, before going and animating the suit as that needed more manual tweaking due to the design (armholes aligning with action, legs matching up with slot, etc.), this is quite noticeable from my action editor at the bottom. Interpolation works quite well for an instance like this, especially considering I have a complete lack of fundamentals when it comes to animation, so having the software interpret features such as inbetweens was a massive help for me to make this at a good speed.

However, I do wish that I had took snippets from the video itself and imported those into blender, that way I could possible have a much better and more accurate representation of what I should’ve done instead of just eyeballing it. I will attempt in my free time to recreate this action by using the video that I reference, but more directly using it. I think the main thing that bugged me the most about animation is how it didn’t look smooth, it was merely awkward. Of course that would be something that is fizzled out with time and experience but it does make me feel unnerved that this is meant to be AAA style work & workflow with choppy animation.

Render!!

With animation out of the way, it was time for me to render it out and call an end to this project! I did try making use of unreal for the animation, but I was having a lot of issues with assets and it was quite confusing. For some reason I’d import in my skeleton and mesh as an FBX, but when I would close unreal or restart unreal, even after multiple times saving, my model and skeleton would dissapear from my content browser, but all my textures and materials stayed put. It was really confusing and made it quite difficult to figure out what was going on with my render, especially considering that at some point in time the animation just stopped playing in the sequence editor. Even when I managed to get it to work and tried rendering it, there was an issue where my model would bounce up into the air, alongside with the suit, however that may just be due to the models not being anchored, but I can’t say for certain.

As a result, I had to abandon the premise of using Unreal for this project, and make use of blender. Now blender’s rendering engines is the only thing I will ever critique about blender. They can be used definitely, but it is a lot of meticulous tweaking and adjustment to get exactly what you need out of a render, I even struggled with it in Games Art Pipeline when I was rendering a character in Year 1. However, this time things went much smoother! I’m not exactly sure what changed, however, I felt the lighting this time round turned out much more dramatic, even if it was just a basic showcase of the character or its animaion.

Final Rendered Animation!

Last but not least, is the animation that I ended up rendering out. Whilst you can see my keyframing process above, you are unable to see the actual turnout of the animation in render. So here it is!

I am really happy with the lighting, however my concern is if it fits with the briefing of overwatch. Whilst the stylisation of eveything definitely does in my opinion, maybe the lighting is too harsh and lacks vibrancy. I am not sure at this moment, but I am still incredibly happy with the render, especially compared to last years result. Alongside this, the glass visor I made actually renders properly as glass, and not anything else, which is something I have been trying to figure out for years, and now I finally have!

In the end, I am quite happy with how O+ turned out, however, this specificially applies to only the main body for O+. I definitely feel like I could’ve done so much more work on its suit to make it match with that Overwatch level of detail. Whilst I’m happy I used height mapping in an efficient manner, hard modelling would’ve been so much more satisfying to construct. However I do also blame my simplistic design for the suit at the beginning of the project, as a lot more work should’ve been done on those thumbnails to make designs stand out more than others rather than subtle changes.

Alongside this, I was disappointed that I didn’t get to add the wiring in the final model. Whilst I had it all setup and layed out, I didn’t work on it as I should’ve, and that caused issues when it came to rigging and animation, for future reference however, any wires or coils will be modelled flat and then rigged into shape, thus making it easier for me to work with those types of models and features, as supposed to this project where I faced a lot of deformaties that I was unable to fix the weights for in the time that I had provided for this. Animation was also a reallly rough time for me, as mentioned I didn’t want to go for something simplistic, so I decided in the end to go for a more emotive and impactful motion, but it didnt feel that way. A lot more research needs to be done for animation or I will drop the skillset, considering its not a job I wish to apply for in the future, as my focus is in creation, not moving.

Thank you for reading! As of this point Year 2 is officially finished for me, I will be enjoying my summer but also working on preparing for 3rd Year, especially with my Final Major Project and Thesis coming up, its important to rest but I also need to lock in, happy summer!

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Exploratory Practice - Year 2

2023/24 Exploratory Practice – Week 9

Texture Time!!

With all the harder stuff out of the way, its time to take a small break by texturing the models! First count of buisness is to texture the base body of the octopus. Also at this time I have just come up with a name for my character: O+ or O-Positive. I thought it would be a fun name for it, considering its a medic, so O+ for blood type, and its an octopus so it kinda fits in with having O for it.

When it comes to texturing, I started looking at Hammond/Wrecking Ball’s texturing for Overwatch again, as I was having difficulty figuring out the approach I wanted to go for. Whilst I did have an exact colour palette based on an image I found for my moodboard, I wanted to make sure I painted it right. Taking a look at Hammond, we see a lot of flat colours, but all of those blend or are of a very close variation to each other, or simply it is affected by the lighting.

Something I came to realise whilst studying Overwatch’s character textures, is that a majority of them are flat colours, and there doesn’t seem to be much use of height/normal mapping. Whilst that may be an exception in Character SKINS, its much more noticable in the main versions of the roster once you take a look. However, they still manage to create really detailed and in-depth textures for their characters.

Starting with the Octopus body! I had my colour palette as previously mentioned, so I started getting to work on applying the base colour, which was orange, and adding some close values with a rough brush to give it a feel of texture in its colour.

Following on from this, I added the head dots as and I started to look at using gradients for the arms and legs, as that would be the best way to display that range of colours in a really pretty way, but also in a way that fits the style of overwatch. I had some struggles with originally planning and putting the gradients down, as I tried making use of position based gradients, but I was unable to mask parts of the model out of it or move the gradient to my pleasing.

As a result, I did a bit of research into it, and found out that there was a way to create gradients and position them by hand, and it was to make use of a fill layer using a type of projection with a white mask.

Having a bunch of these fill layers in folders resulted in this gradient look! As the hardness being lower means that the colour fades out towards the boundary anyways instead of being cropped exactly at it. This was a much easier way to about things and was incredibly satisfying to see come to fruition.

Also I decided to paint on the head dots, I was thinking about doing it for the body also but I decided against it, as it would mess with the look of the gradient, and I was looking into smart materials I could use as a sort of skin to make it feel more octopus-like, as it being non reflective or wet looking was really thwarting with my senses. I would argue it also adds to the stylization of overwatch, and the roughness is very easily tweakable if it is too little, as I wouldn’t want to defer from the style.

Note for the skin overlay texture, I put it at 10 opacity as it did have a colour property, now whilst I could just remove this, the colour fits quite well with the general tone of the texture so I decided to keep all the properties as this looked the best and was easy to tweak if needed. This concludes the texturing of O+ itself, now its time for its suit!

Suit Texturing!!!

With colour and life brought to O+ itself, it was time to do the same for its suit, and make it a whole finished character model! I made heavy use and reference of Wrecking Ball from Overwatch 2 to create my suit texture. A majority of it from what I have noticed is just flat colours with metalic and roughness adjusted, even features such as polyfill would reach the same look. The only other things is that the metal appears stained, so I can just use a brush and smudge to get that stained painted effect.

Now before I do go any further, I do have 3 seperate versions of the final suit that I made that I really didn’t like that much. I think this texture was the hardest for me to face, considering there isn’t much topology or showing detail on this suit, overall I think its quite bland, so I had trouble applying different colours and making it look detailed. I made extensive use of height layers later to compensate.

As you can see, the most substantial change was between v1 and v2. Mainly I realised that the design I had created for the suit at the beginning of this project wouldn’t really fit Overwatch’s design, unless I was going for a character akined to that of Junkrat or Junker Queen, however I wasn’t really going for that, I was exploring the space animals in suits type of thing.

Generally v1 was just not working and I felt it was generally really lacking of a texture, again I didn’t have much topology to work with as I didn’t sculpt the suit for details (silly me) so I had to change my design on the fly essentially to fit and look more like Hammond’s Suit. Luckily for me, Wrecking Ball was the perfect reference so it was quite easy to come up with something to make that change, and you can see it further develop across v2 to v3, especially with the middle panel. I made use of height painting to make it look like wires on the surface, and also layers in the panel area.

There is one more iteration and thats the current one I’m using, the only major difference is the levels of metallic and roughness, as I felt that the previous iterations were too shiny, and Wrecking Ball isn’t overly shiny due to the stained nature of the metal, as a result I turned the roughness up and it seemed to do the trick just fine! Also there is a texture on the visor, its just a glass one that I alpha clipped so I could continue to see O+ for testing.

Something that does really urk me, is that the textures look infinitely better in Substance Painter than blender. This will always be a criticism of mine, but I really dislike how blender processes specific textures in viewport, typically metallic ones. However! This is all I have for the week, its time for the dreaded animation! Until week 10!

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Exploratory Practice - Year 2

2023/24 Exploratory Practice – Week 8

Rigging, Continued…

Now with our armatures in place, its time to weight paint my character! For the most part, I made heavy use of blenders Automatic Weights function when you go to parent a model to an armature, as it typically provides quite accurate and strong results. This was the case for my base mesh of my character, as it moved all the appropriate limbs very smoothly and in a way that fit its character.

However, the suction cups seemed to prove a bit challenging, considering each tentacles suction cups are in very close proximity so its quite easy for the weights to get confused. For refenence, I did not make use of automatic weights for the suction cups, I used Weight Transfer as that typically is more accurate and if there are any issues, the weights are easy to correct. I will provide the thread that I used to learn this process, as it may be useful if you are ever rigging! (Check the comments)

For now, take enjoyment in what I ended up having to fix, as it took a sec to try and manage all the suction cups in their places, as well as the fact that sometimes I would just have a specfic vertice or two that decided that they didnt want to be weight painted.

On the bright side, the finished result looks great and functions amazingly! I was really happy that everything turned out so well for it. Honestly at this point if I had just designed the squid I would’ve run with it for the rest of the project. Aside from this it does has its suit that also needs to be weighted, and luckily it was a lot simpler.

Considering the robotic nature of the suit, it needs to be heavily weighted to react to the bones, meaning no geometry deforming, so all red based on its bone. I made sure to specifically create bones for each panel or part of the suit, so that I could have full exact control of each component of the suit without any issue.

This same structure was applied to each and every bone/component of the suit and proved to work quite well, as the HipControllerBones (the Middle Ones) did a great job of splitting the suit into 2 as a lot of the bones are parented by offset to those central bones. Having the squid show in there also shows that its a seperate rig, otherwise the squid would also be a dark blue like the suit is, but its just displaying face orientation in a light blue.

I also weight painted the small armbands that go around my characters arm tentacles, it was also quite an easy process as I just had to transfer weights from the main body over, and make some small adjustments as it was using too many vertex groups/bones to rig when it wasn’t necessarily needed. Same case with extra bolts I added for detail purposes, except those were all red to be mounted to the exact part of the suit they were placed at.

But for now! Everything is properly rigged and working nicely! So I can now move onto two of the most significant parts of this project, texturing and animation! See you in week 9 for texturing!

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Exploratory Practice - Year 2

2023/24 Exploratory Practice – Week 7

UV Mapping!

Time to UV my models to get ready for the texturing process! I decided to move onto this first as it was the quickest task for me to do, considering I just have to mark my models seams, before Smart UV Unwrapping and marking the boundaries for the UV to be even. Starting with the squid itself, I had 2 iterations, as the first had some inconsistancies in the bottom left of the UV. Whilst it would’ve worked fine in any case, I still want to make sure I create efficient UV’s for the future work and portfolio reasons, so I remade it.

Following from this, I UV’ed the suit, smaller details such as the bolts on the suit and the suction cups I didn’t UV, as going into Substance Painter, it would automatically adjust. However for future reference, I will UV the singular one before I start copying and pasting it around, this also applies to the bolts. Helmet also had 2 Versions, on before all the extras and details.

Rigging!

Following the UV unwrapping, I decided to create the base armature for my model! Weighting it will be an issue for next week as there are a lot more technicalities I need to consider when it comes to weights so I will work on that next week instead of this week.

As you can see, the rig itself is quite basic, this is due to the motion of mind that it is an octopus/squid type character, so as a result I have no need for functions such as Inverse Kinetics and CR, CL and Controller bones considering I can rotate these bones on individual origins when I select the whole chain, resulting in the same type of squid/octopus flow that you could expect in real life. It is interesting however having to rig a creature that has no bones in real life.

Alongside this, I wanted to create a seperate rig for the suit, as I feel like weighting it to this would be a nightmare, as well as the fact that the multiple bones would split the geometry of the suit, unless I was rigging one part to one bone specifically, which has its own set of problems from experience. It also allows me to have much more control over what i’m doing when it comes to animation later down the line.

For now this is all! I will delve into weight painting next week, followed by texturing, animation and rendering processes! See you in week 8!

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Exploratory Practice - Year 2

2023/24 Exploratory Practice – Week 5 & 6

Suction Cups…. Continued…

As I mentioned last week, I spent a lot of the time this week working on adding suction cups to the arms tentacles of my character. I definitely feel these turned out much better, as I did have a feel for how the array structure went, so I sorta optimised it to be a bit quicker. Also, unlike the legs, there wasn’t any sections with overlapping verts or deformed shapes, unlike the legs that had a plethera of messes that I couldn’t really fix.

The polycount it self was fine for what it was as the mesh was still sharp and detailed enough to resemble what I wanted, whilst 54k is not ideal, there is a lot of suction cups that need to be accounted for, so it was already impossible to make this really low poly considering the round shape of a suction cup. I will provide images below;

Retopology!!

Now before coming into retopology, I was already intimidated and frustrated due to the time it took for me to create and apply suction cups to the body of my character. I had heard from a friend that they used a mirror and welding strategy (in blender) to essentially weld new polygons, to the old shape whilst staying in different objects. Unfortunately I couldn’t figure out how to work that method efficiently, so I went and researched into some addons that act like Maya’s Retopology Mode. It was at this point I was graced by the heavens: Retopoflow 3.

I had previously downloaded this addon to try and make use of it in a unit from last year (1st 3D character Unit) however, I couldn’t really get the grasp of how to use it, and therefore left it. But upon rediscovering it and watching some youtube tutorials on the basics for it; I was hooked. It managed to provide me with such an efficient working environment and workflow that retopology was honestly the easiest thing I had to do in this entire project, and was actually something I turned out to enjoy, as maybe listening to music whilst retopologising a model isn’t that bad after all. It still took a while, so this was done throughout Week 6 from here on out.

There were a few tools that I made extensive use out of, such as Strokes, Contours, Polypen, Knife and Relax. All of these have an essential purpose and areas of which they were more effective than others in the project, in particular Contours was incredible for the tentacles, as it creates an edgeloop around the model which then can be linked to another edge-loop at the click of a button. Polypen and Knife were useful for fixing topology issues, in which other cases I made use of the Loops tool to add an edge loop if something was off, before relaxing it with Relax and fixing it further.

It didn’t take nowhere near as long as I anticipated, and to some extent I am happy about that, but I also enjoyed it so much so I feel conflicted. I will make sure to do more projects like this one to keep retopologising, or just offering to retopologise my friends work. Alas, here is the final result compared to the sculpted one!

As you can notice, there is essentially no difference, the only thing being how blenders lighting affects the top part of the head, but it still has the same ridge that seperates it, and the same indent on the skin between the legs. Tentacles and Eyes look identical.

Here is the complete current pipeline of my character! From start to finish at the moment, but now is onto the other main parts of this project, such as UV unwrapping, texturing, rigging and animation. Until Week 7!

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Exploratory Practice - Year 2

2023/24 Exploratory Practice – Week 4

Zbrush time!

Its been a while since I last used Zbrush properly for a project, I believe it was during Games Art Pipeline last year, when I was working on the monster for Peter’s Unit. So lest to say there is much catching up that I need to do. However, I remember the essentials thankfully, so I dont feel as scared as I would be if it was the first time I had to use the program.

I started by increasing the polycount of the model by making use of the DynaMesh function and turning the subdivision resolution up high, to about 500, resulting in a model with around 130k polys, compared to a 10k base mannequin. Now whilst I could go higher with this to add even more detail, the body of the squid itself doesn’t need to inheritly be detailed, as texturing solves a lot of the issues with it, on top of its suction cups on the tentacles being a whole seperate entity as it would be practically impossible to extrude those out of the base mesh, let alone sculpt all of them.

Whilst I’m not particularly proud of the eyes, its something that can be easily fixed, i will just have to refer back to my moodboard to look at how a squids eyes work properly as supposed to this look. A case to be made in Overwatch, Hammond whilst incredibly stylized has eyes that make sense, so its important I replicate this feature in my sculpt/model.

Suction Cups…

Now for the suction cups, I made a base singular cup in blender, and instead of just planting them around and mirroring it as any normal person would, I decided that it would be a great idea to import it into Zbrush, then use array mesh, and manually split the new merged suction cups as seperate subtool before rinsing and repeating. I did this for 8 limbs, and it took infinitely more time than if I had just done it in blender, so from here on its just going to be a lot of wasted time and small progress sadly. I will show how it looked in Zbrush and blender, but I was not satisfied with my pipeline at all.

I repeated this same process until I had completed all 2 legs, as I could make use of the mirror and weld tool (thank god) to minimize the amount of work I had to do in terms of manual array work. At this point, why didn’t I just turn to blender to place the suction cups more efficiently; sheer will to get it all done in ZBrush. Also I was at the time thinking of retopologizing the suction cups into the base mesh, however, it looked absolutely terrible and destroyed all solid shape and foundation of the suction cup, and sorta just squished it and made it mushy.

This process was generally, quite painful, and I haven’t sadly got many screenshots of my process here, but if you know anything about array mesh, it was slow and monotomous, so I’m very much glad its over. I continued working on this process over Week 5 for the arms as well, so I will mention it slightly and provide blender screenshots, as I dont have any Zbrush ones, till week 5!