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Showing posts from February, 2023

How Are The Crash Bandicoot Games Animated? - Animation Review: Crash 1-3, N Sane Trilogy, + Crash 4 Youtube Video review

  https://www.youtube.com/watch?v=GQ8Wb2Q4EDk I was watching this video for educational purposes and really fell into deep appreciation of how cartoony the 3D animation was and how character specific it was, explaining why certain characters need exaggeration and why others don't. From this video I would like to base the Boy off Crash Bandicoot and the lg off Coco.

Major Tomorrow task rig restrictions

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  Tomorrow I want to watch this video and apply it to my characters, even my parent's characters. This video will be for my elbows, knees and fingers. I hope to finish this all by tomorrow as I plan to start animating after this and throughout the whole of March.

Major boy skin weights now fixed

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  I have now done the skin weights for the boy. As he only has one eye, I deleted the second eye of the separate eye rig I made. The boy was much more difficult than the girl, especially the hands and fingers but I have managed to do it. It was probably more difficult because I kept getting confused about selecting replace and smooth.

Screen Skills industry preperation

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 Today from 12:00 to 14:00 we had a lesson by Kate Lander about what recruiters are looking for and viewing showreels of students. We learnt to tailor our show reels to the brief but, more importantly ensure the CV is good enough for the employers to want to see the showreel in the first place. The CV should introduce my value/ what I can bring via experience and then show my showreel as it basically makes a claim and the reel supports the evidence. Vimeo is best for showing Showreels and Artstation is best for portfolios. The CV should ba a PDF of maximum two pages with a one page cover latter also PDF in the same document. The application will use key words, so using them will help my texts stand out when scanned by the application bot. This was a very helpful lesson.

Major Eyebrow NURBS curves

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  To redo the face rigging I watched the Jetpack Jones videos, specifically one on binding the skeleton: Below is my proof of applying these techniques to my own model.

Major separate Eye rigging

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  I finally acted on making the eyes separate. I thought to create new eyes without the indents but that would be pretty plain so I copied and pasted the indented eyes and deleted their history after freezing their transformation. I watched this tutorial to guide me on my workflow: I did not do exactly everything in the tutorial, only the parts where aim constraint and NURBS curves were created as I don't think eyelids on my characters would suit the style.

Major start of Art Of

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  Though still early on in my Art Of document, documenting my start certifies it does not become a last-minute priority that would be realistically unmanageable.

Major Crash Bandicoot influence

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I was playing the Crash Bandicoot 4 video game with my family and was amazed by the stylization and cartoonishness portrayed in 3D animation. This game inspired me to rethink how my world and characters will be presented to audiences.   

Fixing rigging errors with Kim's help

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Before when I was skinning my weights I struggled and left the screen for a bit. But Kim told me a way to guarantee all the weights are correctly balanced. I went on: (Windows-General editor- Component Editor) then on Smooth Skins by selecting 0 on the vertexes that don't need that influence on that area of the mesh. It is important if you want to change (add 0 or leave it) to unlock these jnt_ with the golden lock. Once done then lock them so you can't ruin the work you've done. I have to skin the face and then my next step after that I will recreate the eyes as they were in the wrong place and parented too late. I will watch videos on Toolkit specifically on making eyes and ensuring they are connected to the face.

Major Skin weights error

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 When I tried doing the skin weight the legs worked fine. It was only when it came to the body that everything went wrong. I will address this in my tutorial tomorrow to notice the errors I have made.  

Rendering class tutorial notes

 lock sampling in render settings clamp AA samples reduces hot lights file name for scenes, use tiff or exr but tiff is better for colour denoiser can lose fine detail render order: light mixer, denoiser anything else under ambient inclusion adds depth and realism to render Adobe premier does not like tiff, only png transmission makes glass transparent AI wireframe for a render wireframe view if asked for

LG rendering test with Braham knowledge

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 ( Trouble on the eye material   (2011)   Blender Artists Community . Available at: https://blenderartists.org/t/trouble-on-the-eye-material/516030 (Accessed: 21 February 2023). (VIDOK  et al.  (no date)  Black Skin Texture stock photos, pictures & royalty-free images - iStock ,  Istockphoto.com . Available at: https://www.istockphoto.com/photos/black-skin-texture (Accessed: 21 February 2023).  ( Hair texture   (2017)   Opengameart.org . Available at: https://opengameart.org/content/hair-texture-0 (Accessed: 21 February 2023).  This is the first stage I went through. I used a skin render and the black eye texture instead of using a plain black dot for the pupil in previous versions of lg.  I changed the UV for the eye to be accustomed to the black eye UV.  This is the render with the hair and flower textures applied. Most important to remember is  0.500 for base and substance numbers.  This is the painting sk...