
I would have put the animation for this scene up, but we already have an animated gif on the page. Maybe it's time I started thinking about that in advance, especially considering what's coming up!
Blog on the world of independent animation, anime creation and 3D computer graphics.






![]() | THE FACE OF VILLAINY This type of character is almost always the hardest to represent when combining 2D and 3D in the fashion that I have been doing. Especially this type of hairstyle. Were it done as a volume instead of with flat planes, it would certainly show in the shading. 2D paint and touch up become the order of the day to get the exact effect desired. Well, don't have to play with Motion Designer at least. |
![]() | THE SOFTER SIDE When creating a female superhero character, things are done quite a bit differently. This mainly pertains to line drawing on the female character. Part of this is in the model technique, where you will not find the "V" shaped sharp crease method. Still, the most important factor is in the edge drawing panel where, different from the male character, one of the options is simply not used. That option is to have lines drawn at surface borders. It may be difficult to see in an image this size, but you may notice that she doesn't have a line drawn under her eye. This is one of many areas where leaving out lines can make a female character appear more attractive and generally softer. Unlike the muscles on the male hero, too many lines in this case simply get in the way of the beauty of the character design. Of course, she still needs Motion Designer on the cape! |
![]() | CREATING A HERO When creating the Marvel Comics style superhero character, the important thing is getting line detail on the character's muscles. This is not something you want to rely on textures for. The lines need to move and change as the character deforms. This is best handled by manipulating the geometry of the model. Since one of the cel line drawing aspects is set to draw on sharp creases, this gives you the ability to control where the lines will draw. Forcing a sharp crease around a muscle is achieved by creating something of a "V" shape at the edge where you want a line.If you can imagine 3 points very close together on the "V" for each poly line then you can see how the line detail can be controlled. It may be a bit difficult to see on an image this size, but I think the general idea is conveyed. Oh, and don't forget to have Motion Designer on the cape of course! |
![]() | NEW TECHNIQUES For this latest production, all new character creation techniques are being employed to take the quality of the characters of this show to an entirely new level. In the past, early cel shaders used a technique of modelling relatively flat character faces and employed < |
| image maps to create the hand drawn look. This certainly looked more hand drawn from some angles, but had problems when the character was viewed in profile. This also lead to the need to hand animate the painted face map. Add to that the trouble with matching line weights from the painting to the CG lines. So I decided to try all 3D geometry, modelled mostly flat on the face like a doll. This allowed the use of morph targets for facial animation, but the character's face seemed plain and lacking life. Now with the latest Lightwave 3D 7.5 and UV mapping tools, a combination of both geometry in the face model and simple textures gives the best of both worlds! | |