This week, I had one meeting with the group students another with the lecturers and collaboration partners. We reviewed the first models from ghosts and environment as well as optimisation for importing into Unity.
I started to model the ghost of the mother this week so the 3D animation girls could carry on with the rigging and animation of the characters as soon as possible. To start off, I took a reference female model from Maya’s ‘Content Browser’. Then I researched about possible looks that were more suitable for an apocalyptic ambience. I started to think about what a person would wear the day that they are supposed to be euthanised, and I reached to conclusion that a person that is going to kill their child to then kill themselves, would not care much about appearance, so basic jeans and jacket would be the most logical option.
Then using symmetry and the soft brush, I started to shape the features of this character since the preset model from Maya is pretty standard. I also duplicated the body, dissected it in sections, and adjusted the scale so I had the basic shapes for the model’s clothes. Then with a smaller soft brush, I also added some creases to the clothes so they would look more realistic.
Later on, I researched about how to model hair as I have never model this. I found a hair tutorial with XGen in Maya:
This tutorial uses XGen tool in Maya to generate ‘guides’ that would lead the direction of each strand of hair. After all the guides have been placed the tool creates a duplicate of this in the form of hair strands. We could add more or less density, width, and even texture. Then we also have to set up painted maps so the tool recognises the direction that the hair needs to follow. Lastly, with the help of modifiers we can refine the final look with tools like ‘clamp’ (to fix hair to place), ‘frequency’ (to add ‘noise’ and randomness). I followed most of the tricks and techniques from this tutorial and came up with the following hair model:
I was so proud of this hair but it needed some tidying up as it looked a bit messy. Also, as this was only a practice I also started to think about what kind of hair style this character could have. I think straight hair would be the easiest as I also have limited time and to shape the hair takes me quite some time.
Main weekly meeting
In this meeting, the VR team showed us their floor plan of the building’s interior we are going recreate. They also set some possible routes and interactions the main character could follow.
From VFX side, I presented my ghost model of the mother. They liked it, however they mentioned that it could be nice to add eyes and face features. Since this was going to be distorted with particles effect in Unity I considered unnecessary, however, they said that it could help to have something that gives a bit of characteristic features to the ghost. I came up then with the idea of a face mask, taking in consideration that the people cannot really breathe properly because of air pollution, so they could wear like a face bandana tied to the back of the head. Also, VR girls mentioned that the hair could give some issues when importing into Unity since it is not made with geometry so the programme will just ignore it.
Regarding the environment, a draft model of the map was presented by Martyna and Jess. It also looked very good but we needed to discuss dimensions as it needed to be tested into Unity to see the scale of the ceilings, walls and how it would look like from the viewer’s perspective. Overall, it seemed to need higher ceilings, the waiting area needed to be rounded with some exterior light coming through the ceiling (windows, or broken parts), and the shape of the door frames should be in a transitional form and not flat (see sketch below). We could also see some parts of London from the broken parts of the walls so the audience can be situated.
Model hair optimisation, face mask, and eyes
Following the review received in the last meeting, I decided to optimise the hair top convert it into mesh so Unity would be able to read it. But before to do so, I wanted to adjust the hair style of the model first to a low pony tail and also model a hair band.
I optimised the hair following a tutorial I found in YouTube, which explained how to convert an xGen curve into mesh:
First, I needed to select the hair guides created with xGen, and then in the xGen tool ’utilities’ tab, select ’guides to curves’ and ’create curves ’ to be able to create physical curves that can be used to create a mesh. Then in ’create’ we select ’sweep mesh (dialogue box)’ and we click on ’one node for each curve’, so each curve can have a mesh that can be modified individually. Then we adjust the mesh to the shape we want. In my case, I used a flat card shape to then add the texture with ’standard surface’ and link the hair texture with an alpha and a normal map. The alpha will be linked to opacity so the black parts of the texture card do not show in the render, the normal will be linked to the bump map to give texture, and the diffuse is linked to the base colour.
In addition, taking a plane divided in half and forming a triangle shape with this, I also started to fold it on top of the character’s face to form the face mask. I also added some creases and with a deformed and scaled down torus I created the back nod of the bandana.
For the eyes, I simply took a sphere and duplicated it, and then adjusted the UV map so it fits the sphere. I added a texture of eyes that I had saved from one of my previous projects from term 1 (lip synch face model). Lastly, I added the rest of the textures (clothes and skin).
References
Charro, J. Fade to White Characters (online). Available at: https://charro.artstation.com/projects/PY5e3 [Accessed 18 February]
Karimi, H. (2021). Creating Realistic Hair with Maya XGen (online). Available at: https://www.youtube.com/watch?v=RkpJ4LGJrf8 [Accessed 18 February 2023]
My Oh Maya (2016). XGen for Game Character Hair (Part 1) (online). Available at: https://youtu.be/1Fs6rle_IbE [Accessed 18 February 2023]
Nam, H (2014). Marlene : Last of Us by Hyoung Nam (online). Available at: https://www.artstation.com/artwork/gw9x [Accessed 18 February 2023]