Sunday, August 28, 2016

Character Rigging


For this post, I had to search job positions Character setup artist (rigging). Likewise, I found a good position in a game company NaughtyDog and the requirements for the jobs are here:

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Character TD/Rigger

Responsibilities
Design, create, test and maintain character rigs/setups
Work with the modelers to create a model that meets technical needs
Collaborate with animators to design motion controls
Develop and maintain character motion and deformation systems
Develop secondary dynamics systems
Develop new techniques and processes to solve character production challenges
Capable of writing pipeline tools to streamline the setup process
Work with production management to prioritize tasks
Requirements & Skills
In depth knowledge of Maya, preferably 3+ years of production experience. No cross training available due to the timeframe
Strong understanding of both Figure and Facial Anatomy
Complex character/vehicle rigging experience in Maya in film/broadcast or games environments
MEL, Python
Experience with setting up production pipelines while being able to follow guidelines
The ability to support himself and take initiative
Bonus Skills
C++ experience
Email your resume or contact us about this position here: jobs@naughtydog.com
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Fortunately, I could work for this company with the skills that I learned in the class of Character Rigging. However, I do not have the skills level to create a production level rigging, and I do not have the correct knowledge of MEL and Python language in Maya yet. In my opinion, if I want to apply for a job as a character setup artist, I should study and practice more the tools, language, and techniques for rigging. I think like that because I really sure that the companies try to find the best option for the job position, and it is better to prepare with the correct level of knowledge for any job position.








Visual Development

Visual Development During this month, I learned new techniques for Texturing and lighting; how to create real and believable renders; as well as how to break down the renders in different layers and passes. What useful tools and techniques did you learn this month? In general, all the tools and techniques that I learned this month push me up of knowledge. Some of these skills are the correct use of Mila Material and its different layers and techniques; the control of the lights and lighting connections as materials that create more real effects; and the correct use of texture images in Photoshop and Maya. 



Final Composition

KeyLight
IBL
Warm Light


Are there any tools you explored on your own?

  In this month I learned really good tools and techniques, but some of the techniques that I learned this month I used before, like the Render Layers for compositing; create complex materials with different layers and alphas but with Mia Material for my portfolio 3 final project; and the use of passes to create a break down and compositing with RenderMan and After Effects. However, I did not use these tools as the same level as this class, and I did not understand at all the good purpose and benefits of these tools.


Final Composition (Portfolio3)

Monday, August 1, 2016

Character Design and Creation.



This is my final project for my class of Character Design and Creation. For this Project, I spend four weeks with different milestones. I start it with 10 different Character's block-outs, three DynaMesh, six ZSpheres and one in Maya. this was the hardest week for me because I did not use ZBrush at this level before, but after some practice I could get this skill. In the second week was a breakdown of the cloth and add more details of four different characters, I learned how to use sub tools, extract, ZRemesh, different type of brushes, and so forth. In the third week I add the final details for the cloth, body, face, muscles, and add accessories to two different characters; in this week I learn a lot of stuffs as use the noise maker, modified and customized my brushes. In the last week, my final milestone was resurfacing, transfer maps, and modeling the hair. In some point of this week I came really confuse, but after several hours of searching, I get the knowledge that I needed to finish my project.

What worked and what didn’t?
In general, the project made me really stressful, some of the stuff that I tried did not work really well, I tried to make everything with DynaMesh and basic brushes, but my result came really nasty and it took me more time figured how to create the shapes and the correct forms. However, after some practice, I could figured how to work with Zbrush and how to create the characters and the details faster and better, one of the stuffs that works really well was switching between DynaMesh and ZRemesh, this give me the facility and the ability to create something clearer and faster. Likewise, other stuff that work really well was play with the brushes, in some point of the month I just open Zbrush and I just check all the brushes and what I could change to improve it or use it for a specific purpose.



What would you do differently next time?
One of the steps that I feel I need to improve is the block-out. In this project I started my block-outs with really high resolution and I tried to make all the shapes with DynaMesh. Then, in the beginning I will start with simple shapes in really low resolution to show a correct silhouette, after that I will use DynaMesh to make and fix the topology, and finish the block-out with ZRemesh.

Did you encounter any major issues, if so how did you adapt?
My biggest issue was made the cloth really thin on the block-out, because of this, the final result show a bad topology at the moment to export to Maya. I tried to figure how to fix it, and the solution was deleting some playgroups leaving the cloth without thingness and add back things with ZModeler.

How did the end result come out (give yourself honest feedback)?
The final result come really good for me, some people were really impressive for the final result, but in some part of myself I want to improve it, and make perfect for me. I really feel good with the result, but at the same time I feel that it is not complete and it need fix a lot of stuffs. Because of this, I will try to improve and make better my next project in this area, I want the project to be enough until I say “it is done and I love the final result,” and not finish It because of a deadline.