Major development

Flynn Everall

Specialization

The concept I plan to create is a rigged low-poly character model as a basis for my future major work.

I preferably want to see about making 2 characters so I can perhaps use them both for the major, but am happy to get experience anyway. The 2 characters I want is a detective (which I will actively purse to create) and the second is a guy who is a suspect from a bank robbery (and it's obvious he did it).

Character references:

(for the detective interrogating suspect).

I like the overall design here as reference for my detective character where they are relaxed, professional, although obviously not going to be live

I somewhat like the style here, where it's notably gamey, with the shadows. I think that the character design is a bit too 'old timey' for what I want and also.

(off the tutorial below) this overall style is something I'm interested in where it's notably blocky and an 'optimized look', while using textures to fake detail.

Environment reference:

This is the base idea for the environment (if I do it for this project) with a plain table, 2 chairs and one sided glass, with minimal interior.

I like the retro feel for this area, also I do want a skeleton to be shackled to the walls for comedic purposes, and to be fairly well kept, although the environment itself is not what I'm after.

Style reference:

I like the structure being very sharp and geometric, mostly using the texture for the details.

I like the overall style for the characters as it's very stylized and notably blocky.

I think that this tutorial is very optimal as it has the overall style I'm after, although I'm still undecided if I want the mouth to move or not.

Script for Major concept:


Intro


Person is seated in interrogation room (there is a skeleton shackled to the wall), Detective walks into room drinking coffee form coffee cup, puts coffee on table and stands behind seat, the title card shows as blocky words

Detective: hey, so...

Detective notes title that's still there and waves it away

Detective: ...so I'm sure you know why you're here

Subtitle appear throughout however has been poorly done and says similar but not the same content

Suspect: no not really

Detective: well...

The detective pulls remote from pocket and turns on TV in corner to show security footage of 3 masked people running out of bank with money.

Suspect: damn, well I have no clue about anything. Sorry, wish I could help

Footage continues where one of the people trips & 1 of the other robbers asks "[full name and address] you ok"

Suspect: (no reaction) framed.

The coffee placed by detective clips into table violently for this shot only

Detective: Fra- WE INCARSERATED YOU AT THE SCE- * sharp Inhale*

continues footage where robber removes mask, revealing suspect and looks deep at camera and uses it as mirror "damn, my nose is normally a bit sharper"

Suspect: as I said, def not me

The detective looks down in annoyance

Detective: look, we just want to know who else was involved and you're free to go, noting that you really just stood there and weren't really involved in the robbery itself.

Suspect: would definitely be more involved, IF I did it

subtitles have similar sentence but written in mocking, sarcastically written tone. The Detective looks down to where subtitles are.

Detective: you really suck at sarcasm.

Suspect: Are you actually going of the poorly translated subtitles

subtitles say: I definitely guilty


Cut to 2 shadowed People outside of room looking in, man & woman, you can't see face but basic details: looking at interrogation room & detective is crying with suspect paying no mind

woman: Should we... use... you know who?

Man swings his head up in annoyance

man: *UGH*, would rather NOT, we'll see how it goes and use him as a last resort.

same shot as first but suspect's head is spinning like helicopter blade & detective panics.

darkened woman: we'll wait for his signal, then we send... him... in.


Back In interrogation room

The detective is looking down at table, out of breath and obviously at his limit

Detective: So now your saying that you were "possessed by a ghost of their previous member".

Suspect: (uninterested tone looking at hand) I know right... Crazy

The detective turns to fake mirror and nods. He then turns back to suspect

Detective: well I guess you may want your lawyer by now

Suspect: *Sigh* FINALLY! can get this all-

Cut off by loud intro music

Suspect: what's that musi-

Cut to door which is slammed open to show obnoxiously bright suited person wearing sunglasses holding phone above head, he only speaks into phone.

Lawyer: YO! WHAT'S POPPING, IT'S YOUR BOI EDGELORD68.9.

camera cuts to suspect's default face, slowly going closer and angle getting wider (see reference) for anime insanity camera angle as lawyer continues with ringing noise

Lawyer: BACK AT YOU AGAIN FOR SOME BOZO CAUGHT ROBBNG SOME BANK. Now if you ask me, he's pretty guilty BUT HEY, REMEMBER TO USE CODE, SOS-YOU-NEED-HELP FOR 20% OFF YOUR NE-

Suspect jumps out of chair frantically:

Suspect: I DID IT! KEVIN BLONZ WAS THE HEAD. JIM TERRYINGTON AND LYNDA MABALZ. THEY'RE IN APARTMENT 3 PENNYWORTH HOTEL AT 5 SESAME STREET.

Shot of detective and lawyer surprised, lawyers sunglasses fall off.

Lawyer:... WELL YOU HEARD IT HERE FIRST BROS! MY DUDE HERE IS-

Lawyer falls to ground after being shot by tranquilizer and is dragged off by 2 people who are the reused model of the suspect with different clothes

Detective: thank god it's over... WAIT HE STILL HAS THE OUTR-

Cut to credits

Example of a script which is used for

Camera angle stated

Overall humor style

Proportion sheet I'll go off for character.

First I made a head by using a 'Mirror' modifier which duplicates a cube which mirrors the selected cube, so it's symmetrical.

using the reference sheet above.

after, I selected the six faces that the neck would be and extruded them out, deleting the face on the bottom as stated on the tutorial above.

I created a cube, and using the mirror modifier I made a rough body that will be used.

By duplicating the face the shoulder should be at and extruding, I made an arm, I made the bevel at the top as the tutorial stated and it does look better for it. The elbow was also recommended as it allows a cleaner bend and distortion.

I also put the elbow at a bend to make it more realistic and how elbows normal are.

Then, by doing the same thing as the shoulder, I made a block for the hand and with some extrusions & moving vertices, I created a rough hand (which will need feedback).

Now for the legs, first I duplicated the face that it would be in.

After, because legs aren't normally merged together, I disabled 'Clipping'. This let me get the desired layout.

After, I did basically the same thing as I did for the arms for the legs, where I extruded the faces based on the reference image, and adding a bevel to the knee to support bending far better.

For the feet, I spit off the face at the bottom of the leg (J) and followed a rough outline based on the tutorial, while being as low poly as possible (although if you see the tutorial, he didn't do an extra loop cut in the middle, I did this to make it more aligned to the reference and I'm not all that concerned with performance, more for the style)

finished layout for dude.

Tie for detective

Texturing

In honesty, was reluctant to start as I was very on and off on how to texture, which was different from the modeling as I was very eager to settle on that style early on.

First, I forgot how to delete materials, a bit embarrassing, but in all fairness, I don't think I actually found out before hand

But after I remembered that in the 'Blender outliner' tab, I can change the filter to everything in the bender scene, which includes materials. This let me start absolutely clear and organized.

I was struggling to get a pixelated feel for the texturing, and this video I found was fairly good... However

The texture i was painting onto the model wasn't being applied to the model itself, as I would use the brush on the model and to the left it would change based on that action, but it wasn't being carried to the actual model itself

Copy of Fixed script V2.pdf

Examples of bad subtitles I plan for:

Dall-e mini images created:

*Note* I used Dall-e images as it was a guaranteed result given the specificity of the searches, quick, easy and illustrates that I hope to have a different style for the security camera footage.

wojack looking through fish-eye lens

Suspect looking through at camera

security camera of 3 robbers running out of bank

Footage of robbers fleeing bank

storyboarder V2 2022-08-23 05.30.13.pdf

Final model created

Collaborative Work:

Add all your interdisciplinary deliverables here - any work you've work in collaboration on and created design elements for. Projects pages will be linked by your facilitator once all the content has been collected.

Batch of rocks created for Jaz & Jarrah's project

PNG Sequences

For this, I was required to change everything so that the model had no shadows for the PNG sequence, which was fairly simple, being that I change the world lighting from dark grey to white.

Before: grey, dark and can barely see

In the world tab in blender, I changed the colour to white & leaving the strength at 1

After: no shadows of glows

After, I repeated this for all 4 of the starfish and rendered them all. Thankfully it was really quick due to the new laptop, but an issue was that exporting to the google drive for Christel to use, as it was REALLY SLOW (1 frame each 3 or so seconds) and at one point it straight up stopped.

This was also pretty easy, just took time to do and I could do it in the background.

Coin Animation:

This was by far more annoying to get done as I failed to have the coin in the google drive (and I suspect because I did it during the floods and sent it directly to Christel's computer), so I had to start from scratch, which was a major lapse in workflow on my end.

First I got the reference image required and put it in blender as a PNG plane, and then I got a fairly low poly rough outline of what I wanted (using knife and extrude for the interior shapes).

After, I added more detail with Knife and extrude, then in texture paint, I painted over the model for the texture to accentuates the depth and shape.

Then after some feedback on the texture being too shiny which I thought she would've wanted, I finally animated it.

Originally, I only had the rotation as I imagined that she would manually move it due to the nature of it being a game and could appear from any corner of the environment, but was then required to:

1- animate it up and to the left

2- have it shrink as it goes up to give the illusion of it going far away

These were fairly simple to do, just mostly finding the balance of not having it spin like a cartoon tornado.

and shrinking it as it went along was easy as I just animated the scale to slowly shrink to 0.

Finally at the end she wanted it to 'pop up' so I animated the scale to go from 0-1 and then the animation followed after.

XR beach environment:

For this: I used this image as a rough outline for the beach (which was the sand, water and plane on top of water). I also was directed to have the image as a scale reference (and double over for the water end to have it go further) and also to have the sand go above water level by a value of 2, and down underwater by a value of -7.

I didn't have to worry about texturing as that was something Christel was going to do, especially with the water.

This is the first pass, which is quite large (being 1460 vertices), I also knew that she wanted the sand to have depth, but this is to get an outline for the work.

After, I duplicated the water, and removed all the lines except for the top, which effectively left it as a plane.

I also (out of own volition) pulled some vertices up to create some basic waves.

after I extruded the sand to be an actual model with depth and applied a basic placeholder texture for the sand. I also applied the waves to the plane so that it would also have depth and not overlapped by the base water.

In all honesty, I wanted to push this out as soon as I could so I could move on, especially because at this point this wasn't a project that I saw much value of me to do at this point.

Finally In the end, I smoothed out the sand, cutting the bottom half off to reduce polygons, and made the waves less drastic while not increasing the polygon count.

Starfish re-animation:

This part was I had the most resistance with as it was not very clearly stated the full expectations for this, at least in the spreadsheet.

The spreadsheet (originally) didn't mention that the animation was effectively 1 of each animation, applied to each model via the same rig and armature. and for the face, that was actually going to be done by Christel, as she was going to work on all the texturing, which was then discussed that it was the best plan to copy paste the face from one starfish onto them all.

I's also important to note that the drag animation was basically scrapped as it will use either the throw or idle animation.

The first thing I had to do was to remove all the pre-existing animations on the starfish. One weird quirk of re-working the texturing was that the head changed positions (it was the limb that's now the right hand). Luckily, by the nature of the starfish's model, it was a fairly easy fix, just move the rig to make it more obvious that the head is in the correct rotation.

This is the idle animation in the timeline. as advised by Christel, I had it out of synch so it's not robotic in it's movements, (NOTE: one of the curves is blue because one of the armatures is weird to rotate up was the Z axis instead of X).

This is the jump animation, where the whole armature goes up and settles down (the big blue curve). I also only have 2 armature animations as they are the legs that move and that's it.

Finally the throw animation was basically to curl all the limbs down like they are being thrown very hard. This is the only animation that used the lower limbs (where as all the other animations previously mentioned are only the second to the end joints).

In the end, I duplicated the rig and applied it to the other model starfish (the animation plays just fine even with the armature outside of the model, and it wouldn't be present in rendering so there's no worries about it).

Previous Work

Contact Details

Name: Flynn Everall

Skillsets: 3D modeler

Email: 1023233@student.sae.edu.au

Social Media: Instagram: flynn_everall