A Short Film By Oliver Gray
RayToonShadeRealisticEyes_ProjDocumentation.jpg

The Character

Documentation — Character Design

 The Character (A Self-Surrogate):

RayDefaultTposeNoShader_Documentation.png

Asset Source — CGTarian’s ‘Ray Rig’, a famous and widely used rig created through a collaboration between DreamWorks Animation and CGTarian to be used in non-commercial student projects and animations. The Ray Rig comes with standard lambert materials, completely unanimated, yet the rig is incredibly dynamic (visually and kinetically), which is why I chose it as the basis for my main character.




Texturing The Character:

The first step in the character design process (before beginning the animation process) was applying the proper shaders to the mesh. In texturing the character, I decided to use Arnold’s stylistic Ai Toon Shader, instead of the physically-realistic and energy-conserving Standard Surface model, as the Ai Toon Shader is more light-weight (—especially in comparison to typical PBR workflows for skin shading in Arnold which require subsurface-scattering, roughness maps, normal maps, etc.—) and offers greater flexibility in creating the cartoony and stylized aesthetic I was aiming for.

Adding The Toon Shaders:

Front

Front

Side

Side

Front

Front

Closeup

Closeup

Closeup

Closeup

Side

Side

After adding the basic Toon Shaders to the mesh, I next added a more realistic textures to the eyes, using a Standard Surface Shader with subsurface-scattering (for closeups on the character’s face)

RayToonShadeRealisticEyes_ProjDocumentation.jpg
Screen Shot 2019-12-03 at 7.31.09 PM.png
 

ANIMATING THE CHARACTER:

Walk Cycle

Walk Cycle

Dynamic Camera Shot

 

After creating the first walk cycle, the next step was to import the character into the first scene in the story which is documented on the following ‘Scene Breakdown’ Page (link below)!

 
Scene Documentation
 
RayMountainRender_5.jpg
RayMountainRender_JustRay_2.jpg