The Toilet Terror Making Of

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    Richard Vosper-Carey

    BA Hons CG Arts &

    Animation

    UCA Rochester

    Major Project

    The Toilet Terror

    Project Details:

    A 15 week project to create

    and complete a narrative

    based 3D illustration. The

    toilet terror is an illustrationbased on a childs

    imagination of going to the

    toilet at night.

    Research:

    The illustration is set in the

    modern day, but pays home

    to the jazzy cartoon like

    style of the 60s. Some key

    influences for the project

    include the illustrative

    nature of Saul Bass, the

    innocent horror or

    Hitchcocks Psycho, and the

    jazzy feel of Pixars Monsters

    Inc.

    Art Work:

    The heart of this project lays

    in the design of each

    element in the illustration

    and their relation to each

    other. I began by designingthe character for the

    project, which then went

    onto inspire the

    environment.

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    .

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    Modelling:

    I started the modelling

    process by creating some of

    the props which were going

    to be in the scene, such as

    the toilet and the sink. Each

    object in the scene has beencreated via primitive based

    polygon modelling. Once

    the low poly base mesh was

    in place, I then went onto

    unwrap the UVs, and

    smooth the object for a

    higher resolution. With the

    UVs already in place, andthe object smoothed, I was

    then left with the simple

    task of re-projecting via a

    face selection in the UV

    texture editor, stitching

    together any possible

    seems, and arranging into

    the grid for a map to beexported.

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    Once some of the props

    were in place I then began

    work on the character of

    the little girl for the

    illustration. I started the

    process by blocking in a

    low resolution version ofeach body part - using a

    set of blueprints that I

    created whilst in the

    concept stage as

    reference. Once the low

    resolution model was in

    place, I then added in

    more edge loops fordetailing, and used the

    sculpt geometry tool to

    smoothen out any lumps

    and bumps in the higher

    resolution areas. I

    modelled both the

    characters night dress

    and her body underneath,so that the option to use

    nCloth was available if so

    desired.

    Once I had both the

    character and some

    props, using them as a

    guide for scaling

    purposes, I then went

    onto develop the rest of

    the environment. Thiswas constructed using

    nothing more than

    polygon primitives such

    as the cube, cylinder, and

    plane. I followed the

    same pipeline to create

    the environment as I did

    the props, and set up theshot camera to get a

    rough idea of what would

    be seen in the scene.

    Once some of the props

    were in place I then began

    work on the character of

    the little girl for the

    illustration. The tentaclewas one of the last

    objects to be modelled.

    I created the tentacle by

    I created the tentacle by

    modelling just one

    segment, un-wrapping its

    UVs, mirrored on the Z

    axis, then again on the X

    axis. This allowed for the

    UVs to be unwrappedwith ease, and also meant

    that the modelling

    process was sped up. I

    finished of the modelling

    but capping off the end

    with the fill hole tool, and

    added some more edge

    loops for definition.

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    Rigging:

    Both the character and the

    tentacle required a rigging

    system to allow me to pose

    the geometry to resemble

    the concept art. The

    tentacles rig features a

    lattice deformer which is

    smooth binded to a set of

    joints, which in turn are

    attached to an IK spline. The

    curve created with the IK is

    what is used to control the

    geometry via a set of

    clusters applied to the

    curves cv points. Using this

    technique allowed me to

    quickly set up and rig and

    pose the geometry without

    the need to apply weights to

    the joints.

    The same cannot be said for

    the character. The basic

    pipeline for creating a rig for

    animation was used, right

    up until the need to add

    controls. A set of joints

    where created, binded, and

    skinned with the additionof a jaw joint to allow me to

    add in the character throat.

    Once this was complete I

    then moved onto create a

    set of blendshapes to

    position the face.

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    Modelling II:

    Once the character and the

    tentacle had been rigged, I

    positioned them both,deleted their history and

    removed the rigs. Multiple

    tentacles were used to

    achieve the final position, as

    using just the one was not

    possible, due to the tentacle

    being too shot and too thin

    to make any sort of impactwith the environment. The

    character needed some

    further sculpting to achieve

    a smooth, more refined

    model - this was achieved

    via lattice deformers, and

    the sculpt geometry tool.

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    Lighting:

    The lighting of the scene is one of

    the more refined areas of the

    project, as it includes an extensive

    set-up of mib_amb_occ nodes,

    ramp projections, directional lights,

    spot lights, and area lights. A two

    tone colour ramp is projected down

    onto the scene, which is plugged into

    a mib_amb_occ node, which is then

    plugged into the ambient node of a

    Lambert shader. This setup allows for

    the scene to be self illuminated,

    before the introduction of any lights,

    and also adds a stylised colour range

    which works well for the cartoon

    illustration.

    A moon light has been replicated via a

    directional light which affects

    everything in the scene which acts as

    one strong light source. A spot light has

    also been created to replicate the

    interior light behind the camera which

    is also set to affect everything. This

    leaves just a series of meticulously

    placed area lights which act as bounce

    light, and also serve to create rim

    lighting. Each light was easily

    controllable via the light-centric linking

    editor, which allowed me to light

    separate objects in the scene using any

    number of lights, and not have it affect

    another area of the scene.

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    Texturing:

    The texturing and shading

    process was split into two

    main sections, Sub Surface

    Scattering applied to the

    character and tentacle, andsome basic colour mapping

    applied to the environment.

    As the illustration is very

    style based, I did not want

    to work the textures too

    much and create a sense of

    realism within the piece that

    will take away from thecartoon based lighting. The

    skin shader for the character

    was created using an overall

    colour map, a subdermal

    map, and a scatter weight

    map. The rest of the shader

    was controlled via the

    generic settings.

    The tentacle also featured

    the Sub Surface Scatttering

    shader a colour map,

    bump map, and a water

    displacement map plugged

    into create the ripple like

    effect that can be seen.

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    Dynamic Hair/Fur

    The character hair was

    created using the dynamic

    hair system within Maya,

    and the rug in the scene was

    created using the fur

    system. The hair was

    created using some dynamic

    movement to get the base

    shape, I then went on to

    tweak each hair one by one

    for extra detail, as well as

    using some lattice

    deformers.

    The rug was created via a

    hair system which is being

    projected out of a plane

    with a texture map applied.

    A light and dark map of the

    same texture were plugged

    into the base and tip whichwere then baked onto the

    fur to achieve the coloured

    result. Some minor setting

    were then adjusted from

    scratch without the use of

    any presents. Both dynamics

    had a lighting set-up of

    there own which wasrendered on a separate

    layer ready for comp in post

    production.

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    Render Layers:

    The illustration was rendered with a series of basic render layers, such as a

    beauty pass, ambient occlusion pass, a zdepth pass, an ID pass, and a pass for the

    hair and carpet. As the hair and carpet cannot be rendered as a beauty pass due

    to them not working in the light linking editor. They were set up on individual

    render layers, with a black hole lambert applied to everything else in the scene.

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    Conclusion:

    To finish off the illustration, some

    extensive post production work

    was created in Photoshop, my

    main attention was on pushing the

    lighting within the illustration

    further than what could be

    achieved in Maya. Overall I'm veryhappy with the final outcome of

    the project and look forward to

    pushing the what I have learnt this

    project further into the future