The Toilet Terror Making Of
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Transcript of 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