What was the main driving question for this project?
The driving force behind the project is the idea of just being in the moment, So many of us are so busy with everyday life that we don’t really get to appreciate the small little moments, whether it be a smile from a stranger or just a bird living its day to day life. We don’t really get the chance anymore to just be there, in the moment and that is what I want to bring to the screen a chance to just take a breath and be there
For the creature I wanted something friendly and non-threatening, So I got the inspiration from a artist called Chris Ryniak. Chris does daily doodles and sketches calling them "Morning Scribbles" and this was where my idea for the creature being cutesy and friendly came from.
The process
Concept art and Mood Boards
To start the process I started with coming up with concept art and mood board this allowed me to visualize an aesthetic that I wanted to lean into with my creature and also allowed for rapid iteration of the idea with the creature, once the mood board was done I moved onto a rough concept for the creature and later refined it into a proper concept.
Sculpting
Once I had my concept I moved onto sculpting the creature, this took a little bit of time with many iterations, I sculpted each of the expressions and sculpted the main body with the program Zbrush and the use of the dynamesh function within Zbrush allowing me to sculpt without constraint and I was able to get the detail I was going for.
Retopology and UV mapping
Once sculpted I took the High Poly mesh into Maya and I retopologised it, this allowed me to lower the amount of polygons on my model to get faster processing and easier making it easier to rig and UV unwrap ready for texturing. I went and had to retopologise the model multiple times due to issue here and there but in the end I got a clean looking retopology with clean edge flow and clean loops.
With the Topology all cleaned up it allowed me to more easily Uv Unwrap the model, which mean breaking the model down so it fits onto a 2D image. This is done by making seems and Cuts in certain places similar to how a Tailor would setup a pattern for a shirt or jacket. Having a 2D image of the geometry allow the computer to know where to put the Texture on the model later down the line. I also made an Id map which allowed me to colour code each of the different sections of the model allowing me to texture the creature like a colour by number picture but its Texture by colour
Texturing
Texturing was by far the most enjoyable part of the entire process because I get to see me creature come to life with colour and all the hard work with the sculpting and retopologising pays off, Using substance painter I made multiple iterations of the texture for the creature and then at the end decided on one colour choice. In the end I chose the Orange and Yellow colour as it contrasted well with the green background
Rigging and Skinning
While this process sounds grim, this is where I add the bones to creature to allow me to animate the creature and then skin the creature which tells the bones how to deform the mesh, this was by far the hardest part of the entire creature design with many, many, many crashes and having to start over and over but in the end it allowed me to better refine my process and get faster each time I had to restart.
Animating
Once Skinned and Rigged, I was able to animate it. Animation is a fairly easy process of keying certain movements and positions in a timeline telling the computer at the point here I want this part to be in the position and in this point here this in this position and then the computer does all the in between parts of moving the part from one place to another
Final Scene with Creature and Music
Now that everything is finish and animated I can important the animation into the Unreal engine software. The Contains the background of the scene render out the video and in after effects add the music finally completing the piece. I call "Oasis"