WEBVTT 0 00:00:00.540 --> 00:00:02.009 So to start off, 1 00:00:02.020 --> 00:00:06.860 it's very important that we know what kind of character we are going to create. 2 00:00:07.640 --> 00:00:10.760 The first thing we already kind of know that is 3 00:00:10.790 --> 00:00:14.560 inferred by the title of this course is the style. 4 00:00:14.940 --> 00:00:20.460 But what exactly do I mean when I refer to stylized instead of cartoony, 5 00:00:21.240 --> 00:00:23.990 it's really important to know that the art style 6 00:00:23.990 --> 00:00:27.450 and detail level will also inform the animation style. 7 00:00:27.840 --> 00:00:33.080 So cartoony and overly simplified characters can be more forgiving and easier 8 00:00:33.080 --> 00:00:38.160 to create since they can behave and animate and strange and absurd ways 9 00:00:38.540 --> 00:00:40.460 without seeming odds. 10 00:00:40.840 --> 00:00:44.760 The style and animation can be snappy and absurd and 11 00:00:44.940 --> 00:00:49.640 it still totally works since it's so far detached from reality 12 00:00:49.780 --> 00:00:52.750 that it's easier to get away with not being realistic, 13 00:00:53.640 --> 00:00:56.390 overly realistic characters on the other side 14 00:00:56.400 --> 00:01:00.360 need high attention to detail and anatomical accuracy 15 00:01:00.740 --> 00:01:03.850 and I know the footage in the background is also live action, 16 00:01:03.860 --> 00:01:07.090 but all CG elements still need to fit in. 17 00:01:07.100 --> 00:01:11.890 And if you have CG characters that are supposed to be realistic, 18 00:01:11.900 --> 00:01:16.360 then it's even more important that these mesh well with everything else. 19 00:01:16.840 --> 00:01:22.170 If it's not fully faithfully realistic, there will be a sense of uncanny valley. 20 00:01:22.180 --> 00:01:26.170 Uncanny valley is basically when something appears to be real, 21 00:01:26.180 --> 00:01:32.950 but small differences in the details or in the motion make it seem creepy and alien. 22 00:01:33.340 --> 00:01:37.930 Think of the Androids that look and talk like they seem real, 23 00:01:37.950 --> 00:01:41.670 but once they really start moving their faces, 24 00:01:41.670 --> 00:01:47.560 you immediately notice that something is off and it comes off as really unsettling. 25 00:01:48.340 --> 00:01:50.310 If you're interested in more of this topic. 26 00:01:50.320 --> 00:01:54.790 I can recommend to watch the talk by the ltte amazon called 27 00:01:54.800 --> 00:01:58.560 the illusion of animation that he gave at the blender conference. 28 00:01:59.040 --> 00:02:03.560 He gives a more detailed explanation on the overall thought experiment 29 00:02:04.040 --> 00:02:04.960 and 30 00:02:05.640 --> 00:02:09.060 how to manage the different styles from, 31 00:02:09.440 --> 00:02:15.550 from really cartoony to style is too abstract or realistic. 32 00:02:15.560 --> 00:02:19.060 I added the link in the description so check that out if you're interested. 33 00:02:20.140 --> 00:02:23.860 But my goal for this character is to show you how to 34 00:02:23.860 --> 00:02:31.060 strike a middle ground to create a stylized but believable and grounded character 35 00:02:31.640 --> 00:02:33.540 apart from the general style. 36 00:02:33.540 --> 00:02:37.590 We also need to figure out what the character itself should be. 37 00:02:37.630 --> 00:02:44.660 So simple questions like ethnicity, gender, age time period occupation 38 00:02:45.040 --> 00:02:45.850 attitude. 39 00:02:46.640 --> 00:02:48.640 You can basically go wild with this. 40 00:02:48.650 --> 00:02:49.920 But to give an example, 41 00:02:49.920 --> 00:02:53.860 this is basically what I came up with for the character of Rain. 42 00:02:54.240 --> 00:02:59.680 So she's obviously a black woman young adult roughly present 43 00:02:59.680 --> 00:03:06.190 time but I intentionally left the occupation and attitude ambiguous. 44 00:03:06.200 --> 00:03:10.050 This basically allows her to be placed into many different scenarios. 45 00:03:10.540 --> 00:03:14.450 This was pretty important in this case since the character Rain will 46 00:03:14.450 --> 00:03:19.660 be made available and heavily used for the upcoming animation course. 47 00:03:20.240 --> 00:03:25.550 But for your character, I'd suggest you you make them much more clear cut, 48 00:03:26.040 --> 00:03:28.060 which will make them also more interesting 49 00:03:28.240 --> 00:03:31.770 if you already have a kind of predefined emotional state and 50 00:03:31.770 --> 00:03:34.420 just in general what the character is supposed to be. 51 00:03:34.520 --> 00:03:39.960 But even though I say go wild, try to create something that can actually move 52 00:03:40.440 --> 00:03:43.950 for that, we should set some healthy limitations. 53 00:03:44.340 --> 00:03:46.780 So for example with my character, 54 00:03:46.780 --> 00:03:51.510 I made sure that the character will be easier to rick and animate by 55 00:03:51.520 --> 00:03:54.860 choosing relatively tight clothing that won't need 56 00:03:54.870 --> 00:03:58.760 simulation or just additional rigging to happen. 57 00:04:00.140 --> 00:04:03.550 I also decided to go for mesh hair. 58 00:04:03.560 --> 00:04:08.860 So all the hair is completely modeled instead of using hair particles 59 00:04:09.640 --> 00:04:14.540 and this is overall just easier to handle in terms of animation and also 60 00:04:14.540 --> 00:04:16.820 rendering because I wanted to make the 61 00:04:16.820 --> 00:04:21.250 character very optimized for vieux port display. 62 00:04:22.040 --> 00:04:25.460 So that's what you see is basically what you get, 63 00:04:26.140 --> 00:04:31.860 what will be rendered in the view port. Either in the view port trading or even in E. V. 64 00:04:31.870 --> 00:04:36.160 Is going to closely represent the finished result in cycles. 65 00:04:37.040 --> 00:04:41.450 I also early on decided to go with a ponytail, 66 00:04:42.140 --> 00:04:44.680 which is a good example of creating simple 67 00:04:44.680 --> 00:04:47.260 follow through animation for the animation course. 68 00:04:47.640 --> 00:04:48.260 But 69 00:04:48.640 --> 00:04:54.160 again you can go for a totally different hairstyle and add a lot more detail to it, 70 00:04:54.540 --> 00:04:58.580 especially when you don't plan to animate the character. 71 00:04:58.580 --> 00:05:02.320 If it's just supposed to be for a single pose, 72 00:05:02.340 --> 00:05:06.560 it's going to make your job much more easier on deciding what 73 00:05:07.040 --> 00:05:08.390 are your limitations. 74 00:05:09.240 --> 00:05:14.060 I also decided to keep all the materials and textures rather simple and stylized 75 00:05:14.640 --> 00:05:17.550 to fit with the character model and view port shading 76 00:05:18.240 --> 00:05:21.360 so that there's not a stark difference between them. 77 00:05:21.840 --> 00:05:26.540 These things were all planned early on to keep the overall scope focused, 78 00:05:26.550 --> 00:05:30.170 but it's not just about limitations on an animation and rigging. 79 00:05:30.180 --> 00:05:35.590 If you're planning on adding burning armor, plating sounds great, 80 00:05:35.600 --> 00:05:40.080 but if the limbs can't even move a little because the plating 81 00:05:40.080 --> 00:05:42.960 is just covering all of the joints in a weird way. 82 00:05:43.040 --> 00:05:47.040 Or if you can't render the fire or if there's 83 00:05:47.040 --> 00:05:50.660 some other limitations on how to make the fire look good 84 00:05:51.240 --> 00:05:57.250 and it's too complicated or expensive, then um, maybe add some more compromises. 85 00:05:57.250 --> 00:06:01.890 Maybe go for something a bit more simple, but once you have a plan in mind, 86 00:06:01.890 --> 00:06:04.260 it's time to go to the next task, which is 87 00:06:04.640 --> 00:06:06.760 doing a bit of research.