Creature Design and Rigging

WEEK 1

Framestore trip. No class.

WEEK 2

This week we looked at how to model an arm in ZBrush.

These are the reference images I used to create the arm model so that the proportions and muscle placement would be accurate. I used references from front and side view.

To start with I used the IMM torso and arm base models to begin building on top of. I used the Clay Build Up brush to apply muscle definition and create the overall shape of the arm.

I focused especially on capturing the Triceps, Biceps, Deltoid and Brachioradial muscles as these are what are typically seen to be more pronounced.

REF SIDE.PNG
arms-muscle-anatomy.jpg
REF FRONT.PNG
REF MUSCLE.PNG

Below are my arm sculpts. Starting with the IMM Body Parts build.

Front View (IMM) with Reference Image
Side View (IMM) with Reference Image
Front View (IMM)
Side View (IMM)

I then tried a different technique using cylinders to build up the base of the arm. For this I started by molding a cylinder into the shape of the Deltoid muscle and placing it roughly where it is shown in the reference image. I then duplicated this shape three more times to make up the rest of the arm. I then used the move brush and clay build up to sculpt the arm into a more realistic shape like before. Below are my results.

First Cylinder
cylinder arm.PNG
Placing the 4 shapes
Merging the shapes
Creating the Definition
ARM CYLINDER 01.PNG
ARM CYLINDER 02.PNG

Arm Study:

Quick sketch of some arm studies to get thinking about positioning and muscle definition.

armsketch.jpg

Detailed Arm Sculpt with Torso

I then decided to to sculpt the arm again but this time using the references images below to create a more high quality sculpt with more detail to make it a heavy muscular arm and torso. I started with the right arm sand half the torso and then duplicated and merged the two halves together.

Reference Image 01
TORSO REF.jpg
Reference Image 02
My Sculpt:

Shoulder and Bicep:

Upper-arm:

Forearm:

Full Torso Front:

Full Arm Front:

Hands:

 

WEEK 3

This week we looked at how to model an leg in ZBrush.

sh 01.PNG
leg1.PNG

WEEK 4

Modelling the Torso

Starting with a sphere I used the move tool to stretch the shape into a rib cage shape. I used the mask tool and move tool to create the collar bone shape coming out of the shoulder blades. I then pulled out the bottom to create the joining between the ribs and pelvis. I then applied two smaller spheres as the shoulders and used the clay build up tool to connect the parts. I then used the clay build up brush to continue building more shape and definition to the torso. I added muscles as blended the collar bone into to the shoulders better. I finally started the add the smaller details in the muscle definition and smoothed the joining parts. Below is the process from start the finished result.

Capture.PNG

Reference:

ref.PNG

Anatomy Study:

Torso.PNG
torso 2.PNG

WEEK 5

ZSpheres

This week we looked at how to utilizes Zspheres for blocking out quick anatomy sketches. Below the I used a reference of the head with the main muscles forms showing to try and replicate this using the Zspheres.

muscles - front view v2.jpg

Here I used a premade Zsphere model of a dragon sort of form to test out how the Zspheres can be used to move and pose a sketch.

Screenshot (8).png

Finally I looked at hard surface modelling techniques within ZBrush using a variety of brushes and tools to make some sort of test armor as seen below. I then used ZRemesher to reduce the polycount.

Screenshot (11).png
Screenshot (12).png
Creature Inspiration Board
Archangel_Of_Death.PNG

Assignment 01

Torso

Reference Images:

TORSO REF.jpg
ref.PNG

Development:

Final Renders:

Foot

References:

Development:

Capture1.PNG

Final Renders:

Arm

References:

ARM2.jpg
ARM 3.jpg
ARM1.jpg
ARM 4.jpg

Development:

1.PNG

Final Renders:

Week 6
Sculpting a Foot
This week we sculpted a foot starting with a cube and stretching and cutting it into a rough foot shape. From here I used the move tool to fashion the ankle and slope of the foot. Then I used the clay build up and smooth brushes to add definition and detail such as muscle and toes separation.
Week 7
Tutorials for Assignment 01
Week 8
Workshop for Assignment 01
Week 9
Using character rigs in Maya. Starting using the quick rig system and adding rigs for each of the fingers. Drawing the individual finger bone rigs then mirroring them to the other hand.
I then defined each of the joints in the hand and connect them up to the wrist joint.
Hand Rig:
I then tried using the Mixamo rig as shown below to apply a basic walking animation.

 

Week 10

Creating our own Rig

This week we used the create joints tool to make our own rig. We began by practicing on a simple cylinder joining the rig together in a straight line.

Then we applied the same principle to the model of a girl. We rigged all the joints together to create a skeleton. Then used NURBs circles to create handles to control the rig by. below is the finished basic rig.

Week 11 & 12

Creating own Rig Continued: Foot Controls

This week we built a simlified rig for the feet. I created the bones first then connected an IK on the leg to the foot. Then it was a case of connecting and grouping each of the joints to each other to allow each part of the foot to be rotated and posed (insert of class presentation below).

Week 13

ZBrush Posing and Tutorials

This week we used how to use the Transpose tool in Zbrush to pose our models. This allows us to move our sculpts into positions without taking it into Maya and rigging it. I tested it by moving the template dogs head. Once moving the sculpt needs smoothed to look normal again as the transpose will alter the model where it is joined.

Assignment 02

For Assignment 02 I decided my creature would be a “Clicker” from the game and TV show “The Last of Us”. This is a fungal infected human with zombie-like characteristics. They have spores of fungus growing from their body and through the middle of the face. I chose this as I thought it would be challenging as they have lots of small details and maintain human anatomy.

Reference Board

Base Model

I began by sculpting a base male model using spheres and cylinders. I then merged the pieces together to have a smooth bases to begin sculpting on as shown below.

The Head

Next I focused on the head by adding the fugus growing from the head. I made these from spheres that I squashed and stretched into petal like shapes and placed layered over the front of the head. I also carved out a whole where I wanted the mouth to be for later.

Body Definition

Next I started to add some definition to the body making the ribs more boney and the arms and legs more muscular. I didn’t want the muscles to be too defined as in the references it is more subtle as the skin is covered with layers of pores, growths and infected skin so I knew a lot of the body would be covered. I also started to place flattened spheres around the neck, shoulders and legs where I wanted the larger mushrooms to grown out from.

Teeth

I sculpted the teeth and tongue for another personal project and decided to reuse them, since they took a very long time to make, for this creature. I appended the gums, teeth and tongue on to the model and positioned them in the mouth whole I created earlier. I then used the Damstandard brush to remove the middle of the top front teeth and add cracks/chip to the rest of teeth to make them more rotted.

Clothing

I then added the clothing by masking out the areas I wanted covered and Extracting them from the body at around 0.02 thickness. I did this early on so that I knew where I didn’t need to add skin details since it would be covered anyways. Plus it created a smooth surface for extracting. I chose to do a vest top with torn neck line and fallen shoulder strap with torn-up shorts. I used the smooth and move tools to maneuver the clothes into more natural positions.

Spores

I then used the clay build up brush with a circular alpha to build up the spores growing all over the body. Heavy on the shoulders and neck areas and clumps across the legs and arms. I then molded the mushrooms I placed earlier into more mushroom shapes, creating ridges round the edges and making them appear more like they were growing from inside the skin not just lying on top.

Skin Texture

I used the noise brush to create texture on the skin. I wanted the skin to look worn, infected and rotting and the noise brush was the best for this effect. I applied it all over the remaining skin on the creature.

Clothing Creases

I used the clothing crease brushes to make folds, creases and scratches in the clothing to make them more realistic and worn.

Feet and Hands

I sculpted the hands and feet with short nails and some scratches to look human but battle hardened.

Full Sculpt with No Texture

Texturing

I used ZBrush’s polypaint to texture the creature. I hand painted all textures using polypaint. I built up bases skin colors using peach tones, blue tones and grey tones to make the skin look dying and sick. I made the head brighter as it acts as the petals of the fungus which would be more pink/purple tones as if flowering. I applied a lot of yellow and oranges to the spores to make them look sore and infected as much as possible just like the reference image. I added blood inside and around the mouth to show it has been biting other humans as that is a “Clickers” main priority in order to spread the infection. I added yellows and blacks to make the teeth look rotten.

I added a bite mark to one of the forearms to suggest that is how the person was turned. I painted it with purples for bruising and deep reds for aging blood.

The legs looked more bruised and dying in the reference images so I applied more greys and purples to them to show this. I then applied darker tone around the cuts and scratches to show the damage caused to the skin.

For the feet I wanted them to be more bloody as the creature is walking around bare foot and therefore would probably be covered in their own and others blood as well as be cut up from debris.

The clothes I wanted grey as the base colour but applied lots of brown and deep dirt colours to show wearing, age and damage.

Full Body Texturing (ZBrush Render)

Maya

Rigging

I used the manual rigging tool to make a skeleton for my creature. I applied all the main joints and bones then attached finger joints too. I then named all the joints to help when weighting the model. I used this rig to pose my creature.

For posing reference I used the below image. I liked the zombie influence and awkward shapes created which I felt felt suited my character.

I used the paint weights tool to get rid of stretching on the model once posed.

Once posed I did a playblast of each dynamic pose complete with rig and lighting set up as seen below. I used a cylinder to make a chrome turntable and applied a three point light set-up.

I then rendered out one from for each pose to check lighting and camera angles were correct.

Finally the turntable was complete and the creature model was ready to render out. Below are the individual renders and the final full length combined render.

Individual Turntable Poses

 

Final Showreel