Week 7: Texturing Character Rig & Completing Walk Cycle Animation.

Introduction:

In this week’s blog post, I’ll first be speaking about how I went about finding and downloading the character rig I chose to use for my animation. Secondly, I’ll be showing you how I textured my character rig, highlighting the small problems I faced during the process. Thirdly, I’ll be talking to you about the walk cycle animation I created this week, alongside the playblasts I rendered out, displaying the final look. Lastly, I’ll be listing the personal objectives that I’ve set for myself to complete by the end of next week.

This Week’s Task:

I began this week off by getting my character rig sorted out. I chose to use a downloadable character rig, rather than creating one from scratch, because I’m not yet experienced enough to create an aesthetically appealing character rig within the time I have left to complete this animation. Furthermore, as mentioned in my previous blog post, I want to invest as much time as possible on the animation aspect. Firstly, I browsed through Youtube videos suggesting the best websites to download character rigs from.

Downloading Character Rig:

Video Suggesting Websites To Download Character Rigs From

Throughout all of the websites I explored, Animation Buffet seemed to catch my eye the most as it consisted of a variety of character rigs to choose from. I decided to choose the character rig “Sam” as i needed a standard human male for my story.

Animation Buffet Website

To help me understand how this character rig works, I was provided with a video, showing all the features the rig includes, which will be useful to refer back to once i start animating.

Sam’s Character Rig Video

To further ensure that this rig would be ideal for me, I watched another review video on the character rig, seeing what other people’s opinions were on it. From watching both reviews, I got the idea that the rig itself wasn’t too complicated to use, which is great for me as I’m still fairly new to character animation.

Video Reviewing Sam’s Character Rig

Fortunately for me, I was able to download the Same character rig for UAL’s 3D asset library folder, meaning I would have access to it free of charge.

UAL’s 3D Asset Library

Once I had downloaded the character rig, I was ready to import it into my scene. The first thing I did was re-adjust the size of the character so that it aligned with the Backroom environment. I decreased the X, Y & Z Scale from 1 to 0.4.

Importing & Re-adjusting Character Rig:

Imported Character Rig
Character Rig After Adjusting Size & Position

Now that the sizing was all sorted, I wanted to clean up the character rig’s geometry so that I knew where everything was and labeled as. Furthermore, I also deleted the pre-existing textures and applied my own as all AI Standard Surface materials. This meant I was aware of how many materials I had and what they were named.

Renaming Character Rig’s Features

Texturing Character Rig:

After cleaning up my character rig’s geometry, I was ready to begin texturing my character model. I began by exporting and importing my character’s body components from Maya into Substance Painter.

Imported Character Rig’s Body Into Substance Painter

For the first time ever, I chose to experiment with the skin materials provided by Substance Painter. I wanted little detail on my character’s skin because I didn’t want him to appear too cartoony, and wanted a tad of realism implemented.

Skin Smart Material Applied

Once I was done experimenting with the skins’ smart materials, I exported the texture I had and applied them to my character’s model in Maya. However, as I applied it, I realised there were some bits off with the texture. I wasn’t sure where this problem stemmed from at first, but then I had assumptions that it may have been concerning the object’s UV.

Before: Skin Texture Applied Onto Character Rig

To work my way around this problem, I went into the UV editor to see what I could do to fix it. At first, I saw my UV shells were laid out correctly, meaning there could be a problem with the actual textures themself. So I selected the UV shells and reduced their size and re-positioned them so that the fingers were no longer at the bottom of the UV anymore.

Before: Character Rig’s Arm In UV Editor
After: Character Rig’s Arm In UV Editor

Reducing the size and re-positioning the UV shells seem to of done the trick. With that said, I realised that little details within the skin were now more visible due to me reducing the size of the UV shell. However, this wasn’t a problem for me at all.

After: Skin Texture Applied Onto Character Rig

I repeated this method for the other body parts of my character model until I was completely satisfied with how my character object looked.

The next step for me was to texture the character’s clothes, consisting of only a T-shirt and pants. Therefore I selected both the T-shirt and pants and exported them out as an FBX file, and imported them into Substance Painter.

Character Rig’s Shirt & Pants Selected To Be Exported
Character Rig’s Shirt & Pants Imported Into Substance Painter

After baking my materials, I browsed through the fabric’s smart materials until I saw one that would be an ideal look for my character, and then applied it to my T-shirt. Next, I browsed for a denim smart material and applied it to my pants.

Before: Fabric & Denim Smart Materials Applied To Shirt & Pants

There were a few little details within the smart materials that I wasn’t too keen on. However, I was able to resolve this by going into the smart materials and hiding those specific bits of details. For instance, I hid the white pattern that was printed on the denim jeans.

After: Fabric & Denim Smart Materials Applied To Shirt & Pants After Adjustments

Once I was satisfied with how my T-shirt and pants textures looked, I exported them our and applied them to my character’s T-shirt and pants object.

Shirt & Paint Textures Applied To Character Rig

The last thing for me to export and import into Substance Painter was my character’s hair. Again, I wanted to include small detail in the hair so the character didn’t appear too cartoony.

Hair Imported Into Substance Painter

After importing my object, i looked for an hair smart material and applied it to my hair material.

Before: Hair Material Applied To Hair Object

The only tweak I wanted to make was the colour of the hair. I was able to do this within the smart material’s controls.

After: Hair Material After Adjustments

Once I was satisfied with the appearance of my hair texture, I exported them out and applied them to my character’s hair object in Maya. I also applied the same hair material to my character’s eyebrows because a person’s hair and eyebrows share the same colour.

Hair Textures Applied Onto Character Rig’s Hair & Eyebrows

The next thing I chose to texture was my character rig’s eyes. The eyes were divided up into three separate parts, meaning there needed to be 3 different materials. These parts included the Eyeball, Iris, and Pupil.

Ai Standard Surface Material Applied To Eye Object

I found an image online of a realistic-looking eyeball that I could use as the base colour of my objects.

Eye Image To Be Use As The Base Colour

I applied the image of the eye to my Pupil object, followed by the Eyeball object.

Image Applied To Iris Material

As I applied it to the Eyeball object, I realised that the pupil of the eye image appeared to be too large. In an attempt to fix this, I began by going into the UV Editor to see what I could do.

Image Applied To Eye Material

As you can see in the two screenshots below, you can see that I sclaed the UV shell up and re-positioned many of the edges to achieve the look I wanted. I moved the edges within the pupil area outwards to reduce the size of the pupil. As well as this, I moved many of the edges outside the pupil area inwards, so that the white bits of the eyeball would display more, rather than the red bits.

Before: UV Editor Of Eye Material
After: UV Editor Of Eye Material

When I was done adjusting the UV Shell, I believed the pupil was still a tad too big for my liking. From here, I chose to take a look at the Eye’s controls to see if there was anything that may have been of use.

Eye Material After Editing UV

Fortunately for me, I found controls that enable me to increase and decrease the size of the iris and pupil. I played around with the numbers until i achieved the look i wanted.

Adjusting Eye Geometry Controls
Character Rig’s Eyes After All Adjustments

The last thing I had to do was to texture the remaining character’s geometry, all of which I gave them basic standard colours.

Character Rig With All Textures Applied

Walk Cycle Animation:

The next task on my list was to animate the walk cycle for my character rig. To help me do so, I looked through Youtube tutorial videos, guiding me through the easiest methods.

Walk Cycle Tutorial Video #1
Walk Cycle Tutorial Video #2

I began by exporting my textured character rig out from my Backroom environment and importing it into a brand-new scene. I wanted to create a scene dedicated to the walk cycle strictly, so I could just import this animation into my backroom environment for the scenes that require my character to walk. This would save me from re-animating the walk cycle over and over again.

Character Rig In New Maya Scene

I followed every step that was shown throughout the Youtube videos and was able to produce a smooth walk cycle. During this process, i spent a period of time within the Animation Graph Editor to smooth keyframes out. As well as this, to convert the animation into a cycle, i clicked on:

Curves > Pre Infinity > Cycle
Curves > Post Infinity > Cycle

This ensured that my walk cycle animation would continously repeat.

Before: Walk Cycle Animation Keyframes
After: Walk Cycle Animation Keyframes

To get a more accurate look at how my walk cycle appeared, I rendered out a few playblasts, showing the walk cycle from various angles.

Side-View Playblast
Front-View Playblast
Back-View Playblast

Overall I’m more than satisfied with how my walk cycle animation came out; however, I’ll be required to tweak this animation in the future for a few scenes as I need the walk to align with the character’s emotions.

Objectives For Next Week:

  • Camera Set-up.
  • Animate Scene 1.
This entry was posted in Final Major Project & Thesis. Bookmark the permalink.

Leave a Reply

Your email address will not be published. Required fields are marked *