Uzaki chan wa Asobitai!

Uzaki chan wa Asobitai!


Duties Performed: R&D, Rigging, Animation
2020


From this project we started a transition to Autodesk Maya as the DCC used in the 3DCG department of the studio. Before this transition, we modeled some background assets in lowpoly still in 3DSMax. These models were then used by the Background team for texturing, lighting and Matte Painting of some sceneries. For the modeling, we received reference images of the environments and objects and had to prepare the 3D scene in scale and with UV mapping of the models. My tasks were the modeling of the Cafe Restaurant, the Faculty corridor, the swimming pool and some of the festival tents.

pool

Screenshot from episode. The colored areas represent worked assets.

In Maya we rigged the mobs with HumanIK, the Vehicle Rigs were simple but we had to automate the rotation of the wheels so they could follow the translation movements. We also created color and model variations.

Mob Assets on background. The colored areas represent worked assets.

Mob Assets on background. The colored areas represent worked assets.

Vehicle Assets. The colored areas represent worked assets.

Vehicle Assets color variation. The image above is a mere representation, not part of production.

I had my first contact with the mGear rigging framework, used to move the “Nyankura” model in a small shot/cut. These characters, although humanoid, needed a customizable skeleton and it was very simple to build with mGear. I also made Nyankura models and the lookedev was made with Pencil+.

Nyankura. The image above is a mere representation, not part of production.

Credits.

Homepage: https://uzakichan.com/

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