Week14 Body Animation

Session with George

This week’s assignment is to modify last week’s blocking and make the animation of span on this basis.

Feedback!

The content of the feedback can be divided into three parts. One part is about the overall animation of the body, especially about the center of gravity of the body, the second part is about the animation of the legs, and the third part is about the animation of the arms and the upper body.

First, about the overall body animation adjustment.

Movement of body weight
Overlapping of hand movements
The adjustment plan of the attack animation of the end part

About the last part of the end, the most important point is to hold the action of a few dozen frames of hugging, this action has a feeling of accumulating energy, and then quickly push the hands and legs forward, the overall center back. This modification can highlight the strength of the attack animation. The attack animation I did before was a bit stunted and not explosive. This part of the animation is also one of the difficulties I faced, to make this kind of attack strength is not very easy.

Also, George suggested that I add a sphere to the hand part of the attack animation. This represents a shockwave or something like that, which would be more straightforward and enhance the visual effect of the animation. It is something I didn’t think of before, great idea!

Artwork

This week my content is to get the cheongsam and character mapping done. Although it seems to be the only thing that is texture, but I want to do realistic style character, then the texture of the material and texture performance is very important.

This is the character UV mapping

About character texture

The mapping of the character’s skin and appearance is drawn in Substance Painter. The character’s makeup is taken from the web makeup reference image. The following is a detailed picture of the eye makeup drawing process.

The next step is to import the painted character texture into Maya for rendering tests, and then adjust the parameter settings of the Arnold material sphere.

The process of adjusting material parameters in Maya

The eyes were downloaded from Bing as eye mapping, then I redrew the highlights and changed the eye color in PS.

The eyebrows and eyelashes are each individually modeled and posed one by one for shape.
The process of modifying eye mapping and materials

About the clothing mapping

The clothing mapping is also made in Substance Painter. But I needed to make clothing with a shiny feel, like the feel of silk fabric, so I looked for a video tutorial on how to make a silk material.

This video tutorial is from Bilibili
Break up the UV of the dress in Maya.
At first I used the pure color material in SP, so it was very ordinary and not very special.

I looked for the celadon pattern picture, which will make the dress more characteristic.

I searched for a total of three patterns and finally chose the third one, which looks more elegant.

Finally I adjusted the parameters of the texture in SP, and then this is how it looks like.
This is the effect after importing the dress texture into Maya.

In addition, I made a semi-transparent material effect at the end of the dress to give this dress a more gradated feel.

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