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Showing posts from June, 2019

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Final Scribble Sequence


Final Scribble Breakdown


Experimenting with Animated Paper Textures

With my final render, I am overall happy with the final results, however, a problem I had been trying to fix in maya, which didn't end up working, was the fact that close up it lost the illusion of looking like pencil marks, due to the fact you could see each individual line (picture one). So something I tried out was animating paper textures in After Effects. I then overlaid it on top of both the background and the character to try add to the effect of hand drawn analogue imagery. I find that it hides the linear mesh more and makes it look more like a different drawing each frame.

W.I.P Tests - Toon Shader Outline Trial

I wanted to see if I could increase the drawn appearance of the character, so I tried creating a toon shader outline, then I animated some noise texture in the opacity channel. It ended up adding a nice rotoscoped effect to the outline, which I then decided to merge ontop of the MASH networks of trails.

W.I.P Tests - Trial Two

I decided to try create a new MASH network for the trails over the original one on the mesh, that has a different layout which is more concentrated around the hands, feet and head. The trails feel alot more organic and flowy, which is what I am looking for, and it still captures that scribble sculptural effect- especially when the trails don't fade (second picture).

W.I.P Tests - Trial One

These were my first few attempts at creating a MASH network with trails, connect to nearest point, and scatter distribution. In single frame renders, the results looked great, with a nice cross-hatched like texture with the trails. However, when it came to movement, it felt very mechanical and linear, with lines sprouting out of nowhere (see video) and thus losing the organic and analogue look I am going for.