Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

RATIONALE: Intention

For my studio 1 folio piece  my intention is to research, record and rig a character ready for Film or a game that will be either have a weapon or a tool of some sort, I want to try to figure out to create objects that constrain to a characters hand or have the character arm transform into a weapon or some sort of object, which can be daunting for someone inexperience.

I want to record my entire progress, from brainstorming, sketches, to modelling the character, and rigging for animation, every week want to create step by step tutorial videos for anyone who is interested in character rigging and hopefully this will inspire others to see all the trial and errors I went through to get to my end goal.

CONTEXT : Field

Inspirations 

Sergi Caballer a 3D character visual development artist and 3d modeler and rigger he has great amount of experience from working at Kandor Graphics, Aardman and currently is working at Disney Animation Studio, he has great amount of knowledge for organic character modelling to hard surface objects. He also does workshops about sculpting humanoid anatomy in Maya and Zbrush, I’ve followed a lot of his techniques and value them immensely. https://www.sergicaballer.com/

Hernan Ares is a 3D character technical artist currently working at Emerald City games, he does a bunch of development on character pipelines for mobile games, which requires character rigs optimized for game engines, I also interested in his personal works which he has just finished, recently he created character from scratch and rigged it up for a personal project which was he showcased his work progress from start to finish https://www.behance.net/gallery/88053335/ZIO-Character-Creation-Breakdown

Jonathan Cooper, a veteran in the video game industry as senior 3d animator, he is most notable for his work on the Mass effect trilogy at Bioware he created the character animation pipeline and created an animation tool for all the cutscenes. He has also worked at Ubisoft, Eidos and Naughty dog most notably Uncharted 4 and Last of us 2, he has also written a book on game animation, how it differs from film and television greatly.  https://www.gameanim.com/about/

METHOD: Conceptual, Technical, Craft & Management

My main intention is to learn and hopefully teach inspire others to tackle this very technical skill   

Understanding of  kinematics, deformations, and topology texturing, rendering and Rigging  in Maya or Blender

during the first 3 weeks I want to try to have my mood board and character design finished, the character modeled and retopogised for rigging, during the next 2 weeks after that I want to get the skeleton built and test the skin weights just make sure they are deforming correctly, I also want do some research on some of the more difficult parts of the rig that will need brainstorming.

weeks 6, 7 and 8, are is using the research for practical use for the rig and creating the controls and constraints

weeks 9, 10, and 11 hopefully by than I'll have the character done with all it's systems and controls, which will leave me to final process of character rig, which I've never done before.

PRODUCTION: Tools

I will be troubleshooting my way through Software application Autodesk Maya as my main tool for the modelling and character rigging. For editing videos and audio, I’ll be using Adobe Premiere. I might tinker in Blender and try to get an understanding of Blender’s rigging systems

About This Work

By Steven Smith
Email Steven Smith
Published On: 03/08/2020