Proposal:
The original proposal was to create an animation of a man walking onto a stage, picking up a guitar, playing it for a while, and then smashing it on the stage. This proposal evolved as I began to create it. For fun I began to make a top hat wearing head, and then decided to make that the main character, rather a more rock star looking one. Similarly, the stage turned into a room of a house, which matches the character a bit better, and allowed me to use the lamp model from the class exercise. Also, a benefit of using a room of a house was the brightness. Usually stages are dark, and having a character wearing a black tuxedo in front of a dark background would not work well.
Production Log:
The first thing I made for this project, and for the class itself was the guitar. The first class exercise was to create an object out of NURBS primitives. Later on I modified the guitar to make it more realistic, and added some simple textures to it. Soon after the guitar was done I created the amp. As stated earlier in the blog I used several textures to achieve the right look for the outside of the amp (leather) and the knobs (phong with a bump map). I later mapped an image of the Mesa Boogie logo to the from of the amp head.
The character took several iterations in which I edited the structure itself to be more easily rigged. I used the cloth texture on his tuxedo, as well as mapping the image of the shirt, tie, and buttons to the front. I attempted to make the skin look more realistic by mapping a bump map to its transparency, but it ended up either being unnoticeable to too see-through. The character was rigged by binding the entire skeleton to the skin at once, then using the "paint skin weights" tool to choose what body parts were affected by what joints and how.
The mic and monitors were modeled and textured to resemble the amplifier. The outside of the monitors have the same texture as the amp. The cover on the microphone has a bump map of a grid texture to resemble a real microphone. The couch is fairly straightforward with a plain lambert surface. The table has a phong surface with a wood texture.
Self Evaluation:
Although the project turned out fairly well, there were some problematic aspects of it for me. Commuting to school for one, made it difficult to get enough lab time to add everything that I wanted to it. But within the work itself, the main problem was the rigging. I did an initial rig, but then edited later. I used an older version of the rigged character in the final animation and it gave me some problems. When I moved the skeleton, the body moved twice as much in the same manner. I thought that replacing the character with the most recent version of it would correct the problem, but it did not, which resulted in a lot of difficulty animating the character. In future projects, the most I would want to do differently would be to have more time to experiment with things in the lab. I plan on spending more time after this class tweaking and improving this animation.
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