3D ANIMATION: RETRO DEVICE

WEEK 1: IDEA FORMULATION, RESEARCH AND BLOCKOUT

DAY 1: GROUP PROJECT

My second elective started with a quick group project to introduce the principles of our final project.

We started by compiling lists of random items, devices and technology, invented or highly used in the twenty-first century. And then it was time to compile a similar list of time periods with distinctive styles. Our lecturer Sam put it all in random pears generator and it made a list of generated phrases.

My group chose to do Ancient Greek FURBY. My task was to analyse the FURBY toy’s working mechanisms and functions. I started it by watching its deconstruction videos to find out what kind of mechanisms get it going.

While drawing sketches for redesign I misunderstood the task. I myself focused on redesigning FURBY’S look to be in a certain time period, didn’t pay enough attention to keep the function of it as a robotic pet. We redesigned it into a war machine – a grenade type of weapon with a FURBY appearance.

Padlet link

DAY 2: IDEA GENERATION AND RESEARCH

Time period: Aztec

Daily life: Aztec were deeply religious; their daily routine was filled with prayers and rituals. Women in the family usually took up sewing, food making, domestic chores, pottery. Where men in times of peace were tending crops and hunting for food, also doing their part in religious summits.

What materials did they have and how did they produce objects? For tools: obsidian, copper, andesite, flint, wood, obsidian. Wood, clay, jade, limestone, gold, silver, and copper

  • Eagle – The eagle was representative of the sun and warriors.
  • Serpents – Serpents represented water or fire.
  • Conch shell – The Conch shell was an important symbol of fertility.
  • Frogs and sea creatures – Represented Tlaloc Symbols

They produced objects by creating and moulding them by hand. They have not had domesticated animals to use in farming, everything was achieved by handwork.

>Florentine Codex written by Friar Bernardino de Sahagún.

Copper war rarely used for weapon production, only used for a few kinds of tools such as needles, tweezers, axes, punches, fishhooks, and wire. A lot of it was used for personal decoration or prestige items like bells, beads, pendants, and pins. Copper was also used for ceremonial purposes such as discs, animal effigies, figurines, and tubes. They still very much used obsidian for everyday tools and weapons.

Imposing architecture, highly decorated pottery, geometric stamps for fabric and body art, and breathtaking metalwork which were all used to stand for people, animals, plants, gods and features of religious ceremony, especially those rites and deities connected to fertility and agriculture.

 Were there factories or blacksmiths?

Aztecs were quite proficient in their goldsmithing skills. They mostly used metals for decorative purposes; for example, religious celebrations, sacrifices or rates, outfits, and jewellery.

What is the significance of this time? Why was it important or noteworthy?

Aztecs had intricate political, social, and religious systems. The civilization built upon agriculture and war. Even with only primitive tools, people managed to build impressive pyramids and buildings for higherups with their impressive engineering skills. They developed Calander and efficient water preservation and collection ways.

What methods of production did they have in your chosen period and location?

Usually, people made things in baches for selling. For example, in goldsmithing, each part of the production process was done by hand by person, usually apprentice. Mastercraftsman would take up the last, the most demanding decorative part.

What materials did they work with?

For tools: They used obsidian, bone, stone, copper, andesite, flint, and wood.

For building: wood, straws, stone – limestone, pebbles,

For jewellery and decorations and household items: Wood, clay, jade, gold, silver, copper

What are the iconic features of this period? What repeating designs or features can you identify?

Very intricate art carved meticulously into stone for decorations and religious reasons. Symbols of Sun, Eagle, Feathered Serpent, Quetzalcoatl. Terraced pyramids, built to house temples and accommodate religious ceremonies.

Object/technology: LIGHTER

 How is it made?

Metal casing, usually brass, with metal insert, which has inside wick with cotton balls around it, flint, and flint wheel for ignition, felt pad for protection from lighter liquid leakage.

How does it work?

By turning the flint wheel against flint, a spark ignites the lighter liquid-soaked wick, and it sparks the flame. To extinguish the flame the case is being closed off.

Necessity is the mother of invention. What need does your chosen piece of technology serve?

Portable fire source, compact and easy to carry.

What evolutionary steps lead to this object? What did people use before it existed to fill this need?

Parking fire using flint itself and carrying of finding all needed components in the wild. The need for portable flame, the increase in tobacco and cigarettes popularity kicked started lighters manufacturing.

What makes this object interesting?

The size, design opportunities, the creation of the flame, concept of taming something wild as fire in a small container.

What are the 3 most essential components of this device? What is their function?

Lighter fluid – to feed the flame.

Flint pieces – to spark the flame.

Wick – to keep flame in place and reachable.

How is the device powered?

By Lighter fluid – easily flammable liquid. It can be either petroleum distillate or synthetic isoparaffinic hydrocarbon (naphtha)

After you have chosen both:

How might history have changed had they had your device? Would it be minor or significant?

In the Aztec religion, the huge importance is place on Sun and fire, forms of warmth, life, fertility, growth. I would imagine that light would take up religious instrument role, godly item, dedicated for prayers and rituals

What is the object made of? List as many materials as you can think of. Which of these would not be available? Can you think of any substitutes?

Of precious metals as its casing – gold, silver, encrusted with precious stones as jade. Inside wick would be stranded from wool strands, with woven-in copper strings. The cotton on wool balls would be soaked in liquid tar or alcohol.

What will be the most complex challenge of adapting this object to the new period?

Making it portable or usable as it is now.

Who would have owned this object? Who could afford it? Where and how would it be used?

It would be used by priests in temples for fire ceremonies or sacrifices to have a closer connection to their god. It would be a relic in temples of family relic passed down throughout generations.

How old would your object be? Is it brand new? Is it worn and damaged? Does it live in a museum?

Now it would be old but nicely preserved as a holy relic of that time. It would be taken care of, used only on holy occasions.

How can the device be powered in the new period?

By the usage of flammable liquid and spark.

Connections

FIRE

One of the important duties of an Aztec priest centred on the maintenance of the sacred fire, making sure that it would burn perpetually. A new fire was ritually kindled during the dedication of new buildings. The two festivals of Xiuhtecuhtli coincide with the two extremes in the climatological cycle, the heat of August and the cold of January. Once every 52 years, at the end of a complete cycle in the calendar of the Aztecs, the fire was ceremonially transferred first from temple to temple and then from temples to homes.

The god of fire appears in various representations and guises, one of which depicts him as a toothless old man with a stooped back, carrying an enormous brazier on his head. His insignia was the Xiuhcóatl, or serpent of fire, characterized by a nose of horn, decorated with seven stars.

The oil industry in modern-day Mexico did not just appear in Mexico; it dates to the Aztec civilization. The Aztecs first discovered oil in the form of Chapopote or tar in the state of Veracruz. The Aztecs used the tar as a form of incense to worship their deities, but it was not until the Spanish arrived in Mexico that it was used as a resource to create wealth.

Lighter working and components

For inspiration and historical accuracy, I compiled a mood board of Aztec sculptures or their deities, gods, serpents. I looked into patterns, ornaments and jewellery found. At the same time – I did a deeper dive into the construction and style of nowadays lighters, specifically Zippos.

Moodboard

We were introduced to Maya basics. It was frustrating at best. The controls don’t make sense and I found it difficult to grow accustomed to them. We were introduced to the basic starter object and their manipulation tools. And our introductory task was to model Lego man in Maya.

Won’t lie, I had such difficulty creating it. The first problem was with the camera and object snapping without me wanting to do it. I solved it by downloading not the newest, 2022 version, but 2020. Then the polygons I was working on started messing p when the smoothing filter is put on. At one point I got so frustrated that I just remodelled the whole project from scratch using the trials and errors knowledge I compiled from the first one.

WEEK 2: BLOCKOUT, SCULPTING AND CREATIVE WRITING

DAY 1: IDEA PRESENTATION AND BLOCKOUT

The design of the lighter I decided to do as a ceremonial figure, staff of the priest. The staff with the Fire serpents head on the top. I ran through few designs and with the input from Sam and my classmates I settled on the initial design.

Blockout

My object came out really geometric, so creating block out was not a hefty task. By using drawn front and side view panels I made it proportional and how I developed it while working on sketches.

Creative writing: About the object.

To see it in action always have been a spectacle.  Panquetzaliztli ceremony. There, in front of the mass of people stood the elder priest. Imposing and powerful, he looked over the community, faces of people, filled with awe and hunger to be closer to heathens. All of them holding their breaths, waiting for the ceremony to begin.

In the priest’s hand, the staff was held. Incredible piece of craftsmanship. The holy residence for the spirit of the Fire Serpent. Decorated with precious stones and gold, it could be seen by everyone. The fire serpent’s Xiuhcoatl head decorated the top of the staff. Gleaming precious crystals gave it a sight to observe surrounding and gaping open mouth was threatening to swallow any non-believer.   It overlooked the devoted from above as though judging their worth for the god it served.

Intriguing spirals adorned the Serpent’s body, lines swirling through the length of its body, fusing into the wooden portion of the staff, continuing its outer frame down. Gold lines traced them, racing with one another, like a deadly game of Tlachtli – jumping, chasing one another.

The holy place was breathtaking itself, but what people were clustering to see was more. The Call. Sacred rite, granted only for most devoted followers. Summoning of the Serpent. The ritual to witness the rebirth of the flame, the blessed presence of the god.

Finally, the elder silenced the crowds. His outstretched hands were the focus of everyone’s eyes, thirsty for closeness to the gods they served. He raised the holy staff. No one dared to take a breath. Even the wild listened intently.

Silence.

The impact of the staff hitting the ground echoed through the masses. Fire erupted for the Serpent’ mouth, hot, bubbling and powerful, eating everything in its path. The holy fire, the rebirth of the new time. Everyone fell on their knees. Their god turned its gaze on them once again.

DAY 2: SCULPTING PRACTICE

Using the SculptGL site we learned how to import and export objects to and from different programs. And while at it, learned how to sculpt and use tools to improve the model. For the exercise, we had to model hair for our previous lego model.

WEEK 3/4: FURTHER BLOCKOUT, DETAILING, TEXTURING, UV MAPPING

BLOCKOUT

Week 3 continued with the main model block out. I ran into few problems regarding the smoothing of the model shapes and geometry glitching itself when trying to add edge loops. While working on fixing the main geometry of the model, I remodelled the serpent head three times, each time experimenting with the most beneficial starter polygon primitives. Through trial and error, I made the model with the cleanest geometry and clear was to smooth it out.

TEXTURING, UV AND RENDERING

It was the first time learning how to create and apply textures and their maps. The tutorial starte with learning what UV map is and how to create them. By using some pre-made Maya models we made horse UVs to gain some practise and familiarity.

Then we used Sam’s provided pre-made Lego Man UV to try and create texture old fashioned way, using photoshop and painting the colour and texture on each single mesh side of UV. After it was finished we had some time o familiarise ourselves with Substance Painter, another software for painting realistic textures and exporting them to Maya.

After applied textures, we were introduced to lighting in Maya. First, we got to know different types of light and different lighting sets, such as three-point lighting. We got to experiment some with it.

Next was realistic lighting, using HDRIs. We studied the ways to apply and control them, highlighting the differences and useful ways to add them into our works for a crisp look.

We applied the texture and lighting on Lego Man models, used as practice and easier geometry.

RETRO DEVICE: AZTEC LIGHTER SCULPTING, TEXTURING, ANIMATION

While working on the project model I encountered inverted shapes, UVs that are inverted and applying texture on the inside of the shape. I had to have a consultation with Sam about it and it seems that my whole mesh was inverted in Maya. While fixing the mesh I got a suggestion about using SculptGL to add more texture, roughness, imperfections onto the model. And I did just that.

I encountered another stop with creating UVs for the modified model. It had too many polygons and Maya glitched to not be able to use the UV cutting tool. At that time, I didn’t have knowledge of how to fix such bugs. I came to the conclusion of it being too complicated, besides the fact that later on, I got some helpful tips on how to reset Maya’s default settings.

With SculptGL I added engravings on the sides of the head, some scratches, indications of wear and tear, chipping. Some indents to symbolise the old, ancient type of artefact.

Because of the bug I encountered with Maya, I made a choice to use automatic UV unwrapping. It came out good enough to use for textures in Substance Painter. By using some different texture combinations I made sandstone looking head with gold embellishments and wooden staff part. I tried to make it look like it belonged in the Aztec period but also have age indents of being vastly used for ceremonial purposes. Substance Painter’s Tri-planar texture projector let me apply textures smoother, without taking too much information from janky UVs I had. I am proud of the way it turned out, the textures look smooth on the model, the dirt and indentations add more historical significance, tell a story.

For creating a set environment for the model I used one of the HDRIs for lighting and background, Added some rocks and plane for grass to have a structure to lean the staff on. I didn’t put much effort into the background because the main part of the composition is the Lighter.

Final lighting

For the video render, I wanted to add some fire emanating from the mouth of the serpent. I delved into particle simulations while trying to make it look as realistic as possible.

While working on-camera movements and renders, I overestimated the time and the rendered video would come out being too fast. I had to re-render some of the parts separately to get a satisfactory result.

Final submission

Overall, I am really proud of the result I managed to present. It came out better than I thought it would. Throughout the whole elective, I gained vast knowledge about bringing the project from start to finish and for it to come out as professional as it did. From idea generation to fundamentals in Maya, UVs, texturing, lighting and animation – everything was introduced clearly with clarifications if needed. Can’t lie the first couple of weeks were frustrating because of the unfamiliarity of the program, but later on it grew on me, I developed a drive to learn a bit more than it is asked, such as trying particles and Substance Painter. I wholeheartedly enjoyed the practice and introduction that I got through this project d I gained a more objective look into 3D animation and its production pipeline.

RAISING THE DEAD: THE ACCURS’D CREATOR

‘Scare me in 6’ homework

‘FEAR ITSELF’ by Charlie Lyne

‘If horror movies are built to take advantage of who we are and how we work, then what does that say about us?’ (Fear Itself)

People would to cannibalism as the means to survive, and it is understandable, but it becomes unsettling and horror when it is no longer need, but want. What stops people from doing something horrible is their stand against temptation.

‘Fall of the House of Usher’ by Edgar Allan Poe

Galvani (1737-1789) – discovered how electric shock works on muscles by demonstrating it on dead frogs legs.

Giovani Aldini

Aldini’s most famous public demonstration of the electro-stimulation technique of deceased limbs was performed on the executed criminal George Forster at Newgate in London in 1803. The Newgate Calendar describes what happened when the galvanic process was used on the body:

On the first application of the process to the face, the jaws of the deceased criminal began to quiver, and the adjoining muscles were horribly contorted, and one eye was actually opened. In the subsequent part of the process the right hand was raised and clenched, and the legs and thighs were set in motion.

SOUL THEFT AS MASTER-PLOT

Lumiere brothers:

‘Speech has already been collected and reproduced, now life is collected and reproduced’, ‘when everyone can photograph their dear one no longer in a motionless form in their movement, their activity, their familiar gestures, with words on their lips, then death will have ceased to be absolute.’

Vampires rulebook:

  • Can’t stay in the sun
  • Has fangs, feeds on blood
  • Hates garlic
  • Shapeshifters
  • Sleep in coffins
  • Can only be killed with the steak through their heart
  • Can enter only if invited

Zombies:

  • Undead, walking corpses
  • Hunt for brains
  • Killed by decapitation
  • Most media portrays it as a consequence of the virus.

EXISTENTIAL DIMINISHMENT:

The zombie has its’ roots in slavery: the uttermost condition of cancelled selfhood.

Zombie folklore has been around for centuries in Haiti, possibly originating in the 17th century when West African slaves were brought in to work on Haiti’s sugar cane plantations. Brutal conditions left the slaves longing for freedom. According to some reports, the life—or rather afterlife—of a zombie represented the horrific plight of slavery.

BEYOND HUMAN: THE UNCANNY/ AUTOMATA & AI

Which comes first: the mater or consciousness.

Henri Bergson. Bergson considers the appearance of novelty as a result of pure undetermined creation, instead of as the predetermined result of mechanistic forces. His philosophy emphasises pure mobility, unforeseeable novelty, creativity and freedom; thus one can characterize his system as a process philosophy.

Duration is a theory of time and consciousness posited by the French philosopher Henri Bergson. Duration is ineffable and can only be shown indirectly through images that can never reveal a complete picture. It can only be grasped through a simple intuition of the imagination.

Laughter comes from the surprise of suddenly seeing ‘the mechanical encrusted on the living.

Cyborg is a hybrid – neither man nor machine. But what Fisher is discussing is becoming an (un)dead machine.

Uncanny valley – a hypothesized relationship between the degree of an object’s resemblance to a human being and the emotional response to such an object. The concept suggests that humanoid objects which imperfectly resemble actual human beings provoke uncanny or strangely familiar feelings of eeriness and revulsion in observers.” Valley” denotes a dip in the human observer’s affinity for the replica, a relation that otherwise increases with the replica’s human likeness.

  • ”Ghost in the Shell”
  • ”Akira”
  • ”Tetsuo: The Iron Man”
  • ”Blade Runner”
  • ”Ex Machina”
  • ”Her”

‘ADVENTURES IN THE UPSIDE DOWN’ and ‘DECOLONISING THE UNDERWORLD’

ADVENTURES IN THE UNDERWORLD

  • ‘The pit of the Pendulum and Hope’ (1963) – a man being locked up and trying to escape from the tunnels of the catacombs underground. The first-person camera makes the audience feel like a helpless victim. Close-up shots disable us from observing the whole scene, only pieces of it. It creates a bigger being looming over the protagonist. Closed off spaces – running without escape.
  • ‘Bone Mother’ – The retelling of the folk tale about Baba Yaga in stop motion. Immortality – it is full of suffering and can be given as a punishment.
  • ‘Afterlife’ – Death – doors to the afterlife. There is no set afterlife, they all mix, the human body no longer contains souls, souls morph into animals, beings we can’t comprehend. In the afterlife our souls are free.
  • ‘Necrology’ – The list of dead people portrayed my them going on the escalator to reach heathen (?). The Cast list is just it, the NECROLOGY.
  • ‘Street of Crocodiles’ (1986) Brothers Quay – The puppet journey through the shop and him encountering other strange creatures. Space is almost like purgatory, full of broken, but still alive things, that follows the main character throughout his trip.
  • ‘Fear of the Deer’ – modern horror retelling of Rudolf the red nose reindeer story.

STANLEY KUBRICK’S ‘THE SHINING’ and ‘ROOM 237’

What is the SUBTEXT? Evidence?

  • Genocide of American Indians. Bill Blakemore
  • CALUMET baking soda can – means peace pipe. Shows up in the movie as a background prop, but the timing is always when a person is offered a peace offering, treaty. Danny and head chief at the beginning of the movie and later when Jack is locked in the dry foods pantry.
  • Indian visuals – murals, paintings, art. The hotel is built on the American Indians burial ground.
  • The poster of bull rider and artwork of Native American with bull headpiece – it just brought up the history of colonialism, how natives were murdered by new settlers and enslaved by them.
  • Holocaust. Geoffrey Cocks
  • Typewriter – German brand ADLER (eagle), symbolises state power, was a symbol of nazi Germany.
  • Number 42 – 1942 the start of the Holocaust.
  • Putting both of them together, it historians mind it equals Holocaust imagery. Holocaust was highly mechanical, performed industrial, bureaucratic way; devoid of any humanity.
  • Transition in the film of a pile of luggage morphing into a group of people. – subtle nudge to holocaust and concentration camps were jews belonging were taken away while people were led to their deaths.
  • The Past.
  • The film is about how The Past infringes.
  • Nightmare of history. How ignored Past becomes a nightmare.
  • How to escape that nightmare? By retracing your steps (Danny retraces his steps when he is in a hedge maze with Jack chasing him); Acknowledging and learning about it (Wendy encounters skeletons and blood out of the elevator shaft); and getting out (After confronting their ignorance, Wendy and Danny manage to escape and run away from the hotel).

LIP-SYNCH

WEEK 1: Research, ideas development, characters and design

The project began with a discussion amongst my assigned project partner Willow and me. We chose audio and analysed it for different interpretations and ideas for our animation.

We decided to use this audio in our project and after that, we spent our time compiling different ideas and approaches that we could use to tell a consistent visual narrative and overarching story.

Audio 10

Miro board: https://miro.com/app/board/o9J_lTbQzvY=/

Then we moved to character design and their development. I knew that I wanted quite contrasting and fantasy based characters, so we approached this task with distinctive body types in mind for the main duo of conversationalists.

  1. Elven type creature – tall, lanky, awkward and quite self-conscious. Can get passionate about topics they believe in but will listen to other peoples opinions attentively
  2. Dwarf statue – small, blunt short, but can find a solution for their ‘little’ problem. Doesn’t take the shit, hot-headed and will not take the trash on themselves.
  3. Dolphin – master of disguises. Can be seen in the tavern as a regular, but every time he looks different, puts on a different disguise. Either wanted a criminal or wanted a bachelor.
  4. Octopus – tavern’s keeper, bartender. Very chill, have seen many things in his rowdier days and now he knows how to deal with them. (Though the talk about loving how octopi feel in their mouth while they eating them is a terrifying visual for him).
Character design moodboard

The main two characters are travellers who stumbled upon this sea/sailor preoccupied tavern not far from the harbour. And while sharing a drink, the guy traveller strikes an awkward (in the beginning) conversation about dolphins. The conversation quickly ignites too.

I want the characters to look a bit out of the picture, distinctive not only from each other but also from the environment they both stumbled in.

Character design refinements – Urte
Character design refinements – Willow
Front and back

Storyline: Two people talking about their stance on trust regarding dolphins and octopi. Action space – tavern, maybe based near the port, full of marine creatures and sailors too. It is a rundown tavern, not the best one in town, but functionally, with provided services.

Thumbnail storyboard

Plot

The action starts with opening the doors of the tavern. There are patrons sitting around the tables, but they are few and in between. The camera pans through the space of the room. Near the wall sits a dolphin creature, with his back to the observer. In the foreground, the man with a fedora passes the lens.

After scaling the whole room focus is directed to the bar, where two people are having a conversation with their backs turned to the room. The tall, lanky elven creature is fidgeting in his seat. Next to him sits the burly dwarf woman. She looks bored drumming her fingers onto the table, waiting for her companion to organise his thoughts.

The elven starts talking about his distrust of the dolphins because they are too smart. Then the topic of octopi comes up. The dwarf slams her fist onto the table to emphasise her point of not trusting octopi because they are so smart that they can get out of the jar by themselves, which means they can do anything. While she is doing her rant, the guy is feeling very intimidated and trying to lean back a bit, not to be in the way of the crossfire of her proclamations.

Trying to change subjects, Elven mentions that he agrees with his companion’s thoughts, but adds that the only way that he doesn’t mind the octopi is when he is eating them. The bartender, who is an octopus, overhears that part. He becomes terrified and lovely but increasingly frantically he moves back into the staff room, trying to hide from the focus of the elven.

Then the conversation shifts back to the topic of dolphins. Why bar duo discussing it, behind them dolphin creature passes. At one angle it seems that he wears an eyepatch. But when he turns, he wears a second eye patch. He comes up to the poster cork board with his WANTED poster on it and draws a moustache on the page.

WEEK 2: Storyboard, notes planning and creation of the animatic.

The week started with Willow and me logging in together and making notes and generating ideas for the storyboard. We talked over the most effective camera placements, transitions and a few of the multiplane shots that we wanted to do. We settled on using the multiplane camera for shot 2 and shot 13. It will help to establish space and lead the viewer’s eye to the focus of the shot.

So far into this project, we didn’t experience much of the struggle or shortage of ideas. We collaborated through the shared screen while working on the storyboard, and every few days we would call each other to check in and help or discuss the difficulties we faced or ideas we developed independently.

I was the one to draw our storyboard draft. I sketched it out messily, not to waste time, but to communicate an initial idea and camera placement in the shot.

STORYBOARD

After the storyboard was done and the timing of the shots was set how we both envisioned it, it came the time to start working on making the animatic – keying all the poses for the characters. But before moving with it any further, we worked on making some notes for the poses or expressions to help us to keep ideas consistent and help lead us while working.

I was not sure how much of the information we have to put in our notes, but after discussing the main keyframes with Willow, we settled on making few key poses in the notes to lead actions and emphasise important audio parts.

Until this moment, we worked with the shared screen, I was the one to make the editions on the shared file for the project. But after the notes were done, we distributed shots between both of us to work on keyframing.

To help the proportions and perspective stay consistent, I spend some time modelling the interior in Blender and rendered images that would be used as a visual guide for backgrounds.

While working on the keyframing, in front of my mind was the goal to make the body language of the character well readable and expressive. I made notes to emphasise certain parts in the audio or certain character trait to lead to a clear character portrayal.

I worked as messily as possible to not get too held up onto one frame or shot, I knew my weakness while working (I get too attached to one drawing and then I waste unnecessary time on it), so I used a possible method to work more efficiently.

ANIMATIC

Overall this week the work was still more planning and in the discussion stage. We collaborated on each other’s ideas of character body language and portrayal, ideas for props and background elements. I got lucky to work with Willow, who has a similar project approach as me, and we are working together well. I am really enjoying the process so far. The stages of productions are clear and led by footage Joe gave us and collaborating on this project lets me not only learn more about the process, but learn to work in a team, or in this case – pear.

WEEK 3: Animation, Lineart, Backgrounds and Lip-Synch

Week 3 was the busiest one so far. It was the week for us to add breakdowns and in-betweens, do a lineart and on top of that Lip-Synch. I also wanted to finish the Background linearts for convenience.

I spent the whole day working on animation. It was a demanding process, forcing me to concentrate on the character and try to develop his own characterised body language. The eyes were probably the most enjoyable part to animate. Because the elven character has wide eyes, and it is the centre of his face, they are the main focus and I wanted to portray them as clearly as possible.

I discovered that after accustomed to the new interface and program, TVpaint is such a good program to work on. So far I haven’t had any struggles with it, not minding the initial getting used to it.

As I mentioned, I worked on the backgrounds too to give the tavern more life, personalise it more. I put great care into adding background props but also making it not so crowded for it to feel suffocating. I see it as being a success. I worked them out in Photoshop and later imported them into TVpaint.

After the initial animation was done I moved on onto lineart. To be fair, lineart is more of a no-brainer task, but still demands high concentration and focus on the task at hand to make it consistent and as smooth as possible.

For me, the best part was facial expressions. Because initially, I dod lineart without the mouth, the only way to know a character’s feelings is through his body language and facial expressions.

The last task for this week – Lip-Synch. After doing a phonetic breakdown, the Lip-Synch was one of the quicker parts that were completed in a few hours. By using a custom brush panel in TVpaint, redrawing mouth shapes were quicker and more efficient. Although I that few shots where I animated the mouth manually, because of the head movements of the character in the scene.

WEEK 4: Colour palettes and Colouring

We started our production week by working on colour palettes for shots. Background came first. We knew that we wanted an underwater/sea type of mood. The tavern is near the ocean, harbour, where creatures like octopi and dolphins are common patrons of the inn.

We went with duller colours, greens, blues, greys. The background is not the main point of the animation, we wanted them not to clash with the main action aka conversation

For the characters, we decided to make them travellers from farther regions, to be unusual in this space. The dwarf in from farther fire/vulcanic regions, warmer climates, who travelled to more oceanic regions to see more of the coast. Elf in more from the woods and rich natural diversity regions.

WEEK 5: Sound design and Final touches

We had to submit the progress of the project on Monday. And Willow and I were pretty confident that we will manage to finish it fully. What was left for us to do were to put all of the shorts together in the master and then do sound design and foley.

But the day before submission for crit, Willow let me know that her TVpaint file which she worked on got corrupted and she needs to redo all progress she made – colouring and lip-synch. Although we encountered this glitch and we weren’t sure if she will be able to finish it, I put it on myself to do sound design.

I didn’t have time to create or record the unique foley myself, so I used sampled sound libraries from youtube. I added tavern ambient and crowd sounds, some glass dings and bottle clicking.

FINISHED PROJECTS (VIDEOS)

3D COMPUTER ANIMATION. LOW POLY WORLD: ‘UNDERGROUND EXIT’

Render engine: Eevee ( First render)
Render engine: Cycles (Re-render)

VISUAL EFFECTS. CINEMAGRAPH STORYBOARD: ‘A(LONEly)

Cinemagraph storyboard

ANIMATION ARTS. PAPERWORK. ALL WORKSHOPS

GAME ARTS. 7 DEADLY SINS: WRATH

WRATH. Character sheet

VISUALISATION PROJECT. ANIMATIC ‘TOPSY TURVY’

ANIMATIC

GAME ARTS: ‘7 DEADLY SINS’ CHARACTER DESIGN

WEEK 1: RESEARCH AND SILHOUETTES

RESEARCH

Seven deadly sins, according to the Christian teaching are seven vices opposing seven heavenly virtues. They are pride, greed, wrath, envy, lust, gluttony, and sloth. They are perceived as warped love, uncontrollable desire to satisfy primal instincts. Pride – corrupt love of yourself, Greed – the warped desire for material possessions, Wrath – anger and rage-fueled desire for vengeance, Envy – jealousy, the desire for appearing above everyone else, Lust – disordered love for individuals, Gluttony – overindulgence and overconsumption of anything to the point of waste, Sloth – the absence of interest or habitual disinclination to exertion.

The concept of 7 deadly sins already has been utilised by many different genres of media. From video games to films, to anime.

7 Deadly Sins concept

WRATH

From the 7 sins, I chose to design the Wrath. Uncontrollable rage feeding the need for blood and vengeance.

Wrath is instinctual, blood-thirsty. The character of mine is going to have an animalistic approach, like a merciless hunter, that carries their prey as a trophy for seeding fear and intimidation.

Wrath – exiled and cursed royalty, damned to wonder while trying to satisfy the uncontrollable hunger for blood and vengeance. She is blinded and controlled only by her primal instincts. No one came close enough to her for them to see if she is even a human anymore.

Wrath design moodboard
Character design references

Crow – vengeaful bird, they keep and pass their grudges upon its whole flock. It remembers who wronged it.

Mask – to hide unseeing eyes, blinded by own rage and self-mutilation.

Royalty headpiece – an indication of the past. Things that she lost, the main motivation of vengeance – to get it back.

Claws – constant cruelty and rage, changes person physically too. She starts developing sharper nails. And not long after her limbs become weapon too.

8 Silhouettes

Silhouettes

From the beginning, I imagined Wrath as a warrior, big, towering monstrosity of a man, wielding a huge weapon, that swept his enemies like it’s nothing. But then I experimented with different build and approach of manifestation of anger and malevolence. What if it is not a monstrous man, but a swift, silent, and deadly creature that attacks and pursues prey obscurely?

WEEK 2: ROUGHS AND REFINEMENTS

6 Roughs

Roughs

Through the roughs’ stage, I experimented more with different types of approach. To blend a warrior, hunter, royal, and animalistic creature in one.

4 Refinements

Refinements

For the final refinements, I have chosen rough 3 that I made for inspiration and development. I had a concept of her being like an exiled, punished or cursed Norse royal/god, who is now like a vengeful spirit, full of spite for tribe and community, who did that to her. She still wears her garbs and armour. She becomes more into a bird of prey, her legs morphed into crow legs and she uses crow’s feathers to symbolise grudge and vengeance. She wears an owl mask to hide her face and have a symbol of a hunter, striking in the night.

Character details reference sheet

I based my visual research from Viking, Norse type clothing: tunics, fur, leather. Additionally, warrior hairstyle to keep hair out of the face and manage them thus. The sword is also from the Viking era.

She is a rogue valkyrie, corrupt as thrown out of the Asgard to plant seeds of bloodshed and revenge amongst the mortals.

Lineart

4 Colour variations

Final design

Character design sheet

I started developing this character with the main prompt of Wrath. I cycled through many different approaches in tackling it, from mountainous angry giant to petite owl lady seeking for vengeance. Through my research, I developed an interest to intertwine Norse culture into it. Its’ clothing, weapons, appearance. Thus using Norse mythology as inspiration to the developed narrative of her being exiled corrupt valkyrie condemned for the fate of uncontrollable bloodlust and vengeance.

Throughout my time working on this project, I enhanced my skills of character design development, gained more knowledge about the stages of design, preproduction research, techniques and approaches.

It was a great opportunity to experience broad idea frow and using it to narrow my preferences for the character I am developing. My brain sometimes sets on one specific idea so working using different techniques such as silhouettes of quick roughs help my brain not to focus on one specific character but experiment with different approaches and discover more diverse, more researched tones of the character.

I found that the most exciting but most challenging part of the design is to critically choose which design is best based not only on your own preference, but the style or main idea the character is based on. It is important to be guided by the brief given and not to stray away from it.