Friday 5 June 2015

3D Character modelling evaluation

Evaluation of the 3D Character Design
In this report, I am going to evaluate my character model and explain the processes of making this. I will be discussing what problems I came across and what ways I used to work around them. In the conclusion, I will also self-criticise my character model too.

For the past four to five months, I have been modelling a character. To come up with what I was going to model, I looked at what the brief asked for specifically: I was to design and create a 3D model of a humanoid character that was able to move and have expression. The program I had to use for this task was Autodesk Maya, a program used for modelling and animating by most of the films and games industries that exist today. Previously, I had experience of 3D modelling so the basics were straight forward however, making a 3D character model did prove difficult for me.

Character Design
Before I began I had to think about what I wanted to model exactly. I had previously done sketches of human characters in my spare time, which helped me decide what character I could model. One sketch I made was of a knight that had a falcon shaped helmet, dubbed as “Falcon Knight”. I found this one the most interesting and proceeded to draw a turn around and understand what I wanted to develop later on. I was then taught a technique to help me develop my character further called photo bashing. (Photo Bashing is explained in the appendix).
I found this process incredibly helpful to develop my character further because the three photo bashed documents I have (which are posted online to my blog) shows progress I went through to come up with my final design. Once I was happy I then created a dynamic pose of my character.

Character turnaround and Mesh Topology          
I translated my character to a final turnaround, one in which I would use in Maya. The turnaround showed the Falcon Knight’s front, left, and back views as they were the most relevant to me. I then had to note down the mesh topology that the model was going to display which was going to help me add segments onto a shape in Maya. This proved somewhat difficult at first as I had no idea of how to calculate the mesh topology of any 3D model but l later found out in tutorials online.

Modelling the character
With any 3D model, it does start off from a basic shape such as a cube, sphere, cone, pyramid, or cylinder. I had posted the process of my character in my blogs supported by animated GIF images of my model starting to take shape. I had first made a cube in Maya, added segments onto all axis (x,y and z) and deleted one side of the model. The reason why I deleted one side was because it made it easier to make a duplicate of the hollow box which would follow exactly what changes I would make.
As I modelled my character, I had come across several problems (Explained in the Appendix).

UV Texturing
Once I was happy with my model, I then went onto making my UV textures. The UV texture editor in Maya helped me to cut UV edges to then unfold and place onto my UV texture. I unfolded my mesh and made them much simpler to then work on. (The UV texture editor is explained more in the Appendix). I had the assistance of a UV checker to make sure that my textures would not repeat over themselves. My gloves and boots in my UV texture editor showed up as duplicates and therefore I had to spread them out equally on the texture. Happy with the outcome of the UVs, I then went onto rigging my character.

Rigging and Weighting
Learning before about the roles of character modellers in the animation industry, I found rigging to be easy and weighting challenging. I had placed joints inside my mesh and added IK chains and RFLs (Reverse Footlocks) on my character. (IK Chains and RFLs are explained more in the Appendix). After adding these, I then placed controllers over them to help move them around. Once I bound the mesh to the rig, I then had to weight the necessary areas so that the deforming joints would not affect non deforming properties. (Weighting is explained in the appendix). I had shown in my blog that when I moved the arms, they would make the visor look as though it is melting, which shouldn’t happen at all. I had sorted this problem out by posing my character and weighting the areas around the corresponding joints. Once I had weighting sorted, I had applied textures to my model in Mudbox. (Explained in the appendix)

Conclusion
From what I have learnt about 3D modelling, I have found that everything included for modelling is very technical. I realise that there are areas that I cannot miss out on in order to make a successful 3D character model. I have found Maya to be a difficult program to work in when making 3D models, but at the same time enjoyable as what I have produced makes me feel proud.



Appendix

Photo bashing
Photo bashing is a process in which the artist finds images on the internet of things related to a character they want to design (possibly linked to making moodboards), and depending how many different elements they are going to photo bash, they import them to Adobe Photoshop (or another program that uses drawing layers too) and place each photo over another in order. Once the photos are placed, the artist will then add a new layer above all the photos and start drawing the outline of the character using a graphics tablet. When they’re happy, they then colour in the design and reveal their creation.

Maya glitch encounter
One glitch I encountered was that made my character’s legs suddenly went invisible, though strangely enough at least two faces were visible. According to some online forums, they had claimed that it was down to the renderer in Maya. A way to ensure that errors and glitches don’t appear in Maya is to go to Edit>Delete all by Type>Non Deformer History. This gets rid of any huge amounts of data that sometimes messes the models up. Even trying this method didn’t work, so I followed a video that had explained to add a texture in and this brought my legs back to visible.

UV Texture Editor
The UV texture editor allowed me to map out my textures properly. I had previously explained in my blog posts that when uploading any texture into Maya, it will automatically map out the UVs which is sometimes helpful and other times, not. To place UV textures out, I had to go to Create UVs and choose one of the following: Planar mapping, automatic mapping, spherical mapping, cylindrical mapping and create UV based on camera. These would place the UVs and I would then need to unfold them to spread them out across the texture. To do this is in the UV texture editor window, go to Tools>Unfold and click and drag on the Unfold icon.

IK Chains and Reverse Footlocks
An IK Chain is where a limb, like an arm or leg will act as it should, bending at the middle joint. To make an IK Chain, go to Skeleton>Create IK and a tool pops up. To make an IK on the arm, first select the shoulder and then the hand, missing out the elbow. Selecting the shoulder then the elbow will not make the arm bend as the elbow is the bending joint. For the leg it’s the hip joint then the foot; the same rule about the elbow applies with the knee. I had also created a reverse footlock in Maya too by following a tutorial. This helped me to create attributes for my legs to have a footroll and a toe lift as well as a leg pivot.

Weighting
When binding together a mesh and a rig, the program will automatically map out the weighting around a joint. For my model I had both deforming and non-deforming properties that I needed to weight. The areas that deformed were the arms, legs, neck and fingers and the rest was to be non-deforming. To do this, I selected a mesh I wanted to work on and then ­the Paint Weight tool. In my tool settings, the joints all displayed. Selecting one joint that the mesh is affect by will show on the model. To add weight to something (e.g. the mesh is floating towards another joint), simply click on the areas of the mesh that you want to weight and it will weigh the mesh down to that joint, and to get rid of anything, holding down shift and clicking removes it.
Mudbox
As well as Maya being part of the Autodesk programs, another program that is part of it is Mudbox. This program allows you to import models as .obj into Mudbox and then add textures or mesh edits. There are various tools in Mudbox to help with almost anything when it comes to texturing, like adding diffusions, incandescence, bump maps, specular maps and many more. It is very useful with Maya as you can send a model straight to Mudbox and connect the two programs up together. A creative way to ensure that you can add fine details to a model is to subdivide it and add any sculpting or knife cutting to the mesh. When adding a paint layer, like a diffusion or bump map, Mudbox will ask you what type of paint layer you will want to create. Another creative way to add textures in Mudbox is a stencil, which used with the paint brush will create some amazing textures (depending on what channel you use).

Testing a human rig
Part of this brief had asked me to find and test a human rig. I had come across a website called Creative Crash, a whole webpage for animators and riggers to post their own models they have made online either for free or for a price. I found and downloaded a rig called the Andy Rig that was going to be part of my 3D animation project too. This rig was very useful as it can be set with different textures, the sliders for facial expressions were useful too, and the controllers for hands, feet, head, and body made it very easy to move things into position for key framing.



3D Character modelling blog smmary

Summary of 3D Modelling
In this report I explain briefly the key roles of modelling in an animation industry, and talk about the process of my model. This will be supported with quotes from books and my blogs I had made as well as searching the job roles of each in the industry on the internet.

The main job roles of 3D modelling in the Animation Industry
Through researching the different roles that are included with the 3D animation production pipeline, I had blogged on why each role is crucial by searching job advertisements and what the companies that were hiring were asking for specifically. The roles I needed to find were a character modeller, a character technical director, and a character rigger. Each of these roles form crucial parts in the production pipeline: the character modeller models the characters with help from the storyboards and design team; the character technical director works with the character modellers, riggers, animators, and the director of the whole animation pipeline ensuring deadlines are met; and lastly the character rigger who rigs a modelled character to a skeleton by binding the mesh with the rig and weight the limbs so that they work in the 3D environment without any glitches or unnecessary movement. Below is more about each role.  

Character modeller
The following quote supports what is essential that any character modeller thinks about when making their models.

                “Sometimes it’s easier to construct your 3D model with simple shapes first before starting any kind of complex modelling.” [Kater, 2005, P239]

Looking on websites, the role of a character modeller seems to be looking for someone who can model to a high detail. They also need to make sure that the model can be used with the riggers later on in the process and to make sure that the model is what the Director wants it to be. They work with them making sure that the concept art links up to the final model being made. They are expected to know software that is able to model such as Maya, Cinema4D, 3DS Max, Blender, or Mudbox and also know how to use UV textures properly when adding textures. They also need to liaise with the rigging department who will then add a skeleton to the character later, making sure they can go over any mistakes made. I feel this next quote explains more about UV texturing too.

                “If there are multiple identical objects, they will often be duplicated off of one existing mesh that has been unwrapped to maximize the resolution of the textures.” [Petroc, Lanning and Baysal, 2007, P44]

Sometimes, the character modeller needs to know how to make a deforming and non-deforming model. If they need to create a humanoid character, they need how it should deform and if they are making a robotic character, how that will not deform but still be able to move. This information is then relayed onto the rigger who will be told about the areas that need to be weighted.

Character Technical Director
The role of the character technical director is the leader of technical design of the character modelling and rigging process. They are recognised by the company that employed them as being one of the best character modellers and riggers and trusts them to ensure that the whole process of making the character runs smoothly. They create ways to work around errors and problems for the character design team, ensuring that they can achieve a nice workflow, and are responsible for setting up the pipeline for the staff to follow, allowing for the pipeline to flow evenly.

Character rigger
The role of character rigging solely focuses on making a skeleton rig for a character that will have the use of IK/FK chains that can be moved around nicely for when the animators use them. In liaising with the character modeller, they make the skeletons of the rig using the grid view, place the joints on the areas needed to be placed, and then place IK chains on the rigs that will make the joints of that whole ligament move. Once they make the rig, they need to ensure that it can deform nicely. If it doesn’t, the character modeller goes over the design in the area that needs to be fixed, then hands it back to the rigger. Once it works, the rigger then weights the character, ensuring that when joints move, they do not affect all the areas and only affect the areas that need to morph (e.g. when the rigger weights the arm, they need to make sure that the arm joint only effects the shoulder area to morph and not the sides of the body. A way to weight is explained in the quote below from an author explaining a way they made the character weight:

                “I pose my head and then tweak the weighting; by doing so, you can actually see the points move into different alignments, and it makes the tweaking of weights actually mean something visual.” [Osipa, 2007, P247]

This is helpful to anyone who rigs to help identify where things need to be weighted so that they can target specific areas to add weight on or take weight off. Sometimes, if a character has non-deforming properties, the rigger will also need to take weight away from those objects ensuring that the rig does not affect those areas. They will identify how the model moves and if the non-deforming properties need to be moved too.  

From what I have learnt in researching the character modelling process, I have seen that industries ask for people who know a lot about the technicalities of 3D character modelling, the program that is the most useful for the company, and how their skills and specialities incorporate into the industry.
For 3D modelling, I have realised that a lot of liaising needs to be made with the director and rigger, ensuring that the model works well before the animators use them.
For the rigging, they are only fed information from the modeller and director to put in the weighting for the character and send back any problems need fixing.
For the technical director, I have seen that they ensure that everything works well within a time limit before animating can begin.  









References
Kater, G, 2005, Design first for 3D Artists, California, Wordware Publishing Inc.
Osipa, J, 2007, Stop Staring Facial modelling and Animation Done Right, Indianapolis, Wiley Publishing Inc.

Petroc, Z, Lanning, K, and Baysal T, 2007, d’artiste Character Modeling 2, Mylor, Ballistic Media