Maple Character Design


During the summer I had been aching to get to grips with a CGI project, but had been lacking the inspiration to get my arse into gear and get working (more down to my laziness than anything else…).

I had been shuffling through some 3D world magazines when an article about creating an appealing CGI character (issue #159, page 74) caught my eye. Reading through it, I noticed that I was seriously lacking in knowledge of the rendering techniques they described, and generally the correct way to composite the different passes together. So in an attempt to correct this I set myself this project.

Luckily I had already designed a character I was quite fond of during my production classes, so I decided to take that 2D concept and work it up into 3D, with the end product being a “appealing” still illustration that forced my to learn rendering and compositing techniques in particular.

mapleconcept

The first stage of the project was to recreate “Maple” in Maya, one of my favourite stages. I decided to attempt the modelling without image planes, and just go with how I felt it should be as it was one of my own creations. I felt the modelling process went well and was relatively simple.

The next step was to texture the little guy, and this went terribly. At the time I wasn’t quite savvy enough with the whole UV unwrapping ways, so I made a major bail and used basic maya hypershading techniques. I felt this was acceptable as the final image would be a still, with comped-in photo-real textures to help create the textured look, but took a big mental note to learn how to UV wrap properly in my next project (a problem now solved after much playing!).

To spice it up, I plugged in a rim lighting effect to the shaders to help give it that cartoony look. I also created the scenery (using Maya fur systems for grass) and arranged the composition of the image. I also organised the scene file properly, cleaning up the outliner and creating different model layers for ease of use during the rendering stage.

I rendered out the basic passes (including diffuse colour, ambient occlusion, raw shadows, specular, grass, incandescence, depth and reflection)  and then created a selection mask pass which, even though something new to me, proved terribly useful during the compositing stage. I imported all the passes into Photoshop and played around with them until I was happy, and then using photo textures and the selection pass I added details to various elements like rocks and trees etc. to really give life to the picture.

Finally, I plugged in the depth map to give it that beautiful photo-like blur. I found doing this project really hit home how compositing can really improve your animations/pictures, speeding up rendering times and giving you full control over all the different elements in the final product. I’m quite happy with the final product, and felt I did my original concept justice.

However it did make me realise that I have still got a long way to go… baby steps Adam, baby steps.

maple_comp_final

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