Tag: characters
Creating the Town of Baikonur in 2040 Our cover image this month is the just-completed “Baikonur Train…
Starting Principle Animation After many months of preparing library assets we are finally starting to get all…
Our production team has recently been joined by a new 3D graphics artist, Keneisha Perry, who will be working primarily on characters and character costumes!
We’ve now started working on the asset for the “on Earth” shots in the pilot episode. These models are often not as glamorous, but they take a lot of work, and are very necessary for the plot. We’re also working towards preparing production rigs for animated our characters. We also need HELP on character modeling, if yo have Blender character modeling skills, can follow a modeling style concept, and would like to get involved.
William Roberts is an excellent and experienced actor, and he does a terrific job with the part of Rob Lerner, the colony leader. In fact, he’s so perfect at it, there’s isn’t much specific to say, except “it’s perfect”. He’s got the right tone, the right mix of inspiration and realism, and just that little touch of worrying charisma. You do feel that if this guy talked you into walking off a cliff, you just might do it. But fortunately for you, his heart’s in the right place.
When we wrote the characters for Lunatics! , we didn’t really give a whole lot of thought to how easy they would be to cast. It was only after that, that we started to seriously consider how hard it might be to find someone to play Anya convincingly. In the story, of course, Anya is a native Russian who speaks English very well. If we cast an American voice-actress who would then play the character with an accent, it would undoubtedly sound noticeably fake. Also, if she ever had to speak Russian, it would mean a real loss in credibility for anyone who understands it.
The task of converting the set of modelsheets drawn by Daniel Fu to 3D character models is a pretty tricky one. It requires a definite artistic sense of form in 3D, the ability to follow an inexact pattern, and of course, a great deal of skill with Blender. In addition to modeling the basic form represented by the modelsheets, the modeler also has to create a range of “shape keys” to represent different facial expressions. This is how we generally animate facial expressions. Blender does a kind of “morph” from the neutral position to one or more extreme points of facial expression (this is different from how we animate arm and leg motions, which are based on skeletal deformations of the character mesh).
We knew what we wanted to do with the personalities of the characters for Lunatics! , and we had back-stories, descriptions, and a few personal details. But we didn’t have characters, and I intentionally left some creative room there, because I felt that a real character designer could do a much better job. I had done something similar to this for a game project years back, and my first choice was to contact one of the designers who had worked on that project – Daniel Fu . Of course, years had passed, and he’d gone on to different sorts of work. He’d also done his own online comic series with ” The Retriever “. So I felt pretty lucky when he agreed to do the designs for us.
During the Apollo era, Walter Cronkite, the famous TV newsman, told a story about interviewing Neil Armstrong. He had asked him what he and Buzz Aldrin would do with their last hours of life on the Moon, should the Lunar Module Ascent Engine fail and strand them there. He was hoping, he said, for some poetic response about doing a last experiment for the benefit of Mankind or contacting their loved ones back on Earth. What Armstrong actually said, though, is something any one of our major characters in Lunatics! would understand implicitly: “Well. I imagine we’d be working on that engine.”
There are several factors we have to balance in coming up with a style of animation and rendering for “Lunatics!” You might think that 3D animators should always try for maximum realism (“photorealism”) when making animation, but this is not necessarily a good idea. First of all, the human eye is extremely good at spotting errors in photorealistic renderings and especially in animation. This is the basis of the problem known as the “uncanny valley effect”: if you have extremely photo-accurate models and renderings of characters, then even the slightest error in movement creates a disturbing “creepy” effect. Such animations are often described as “zombie-like” or “doll-like”. This is because we are very sensitive to tiny differences in the way real people move.
Sadly, Andrew Pray, who created the character model for “Georgiana Lerner” that we’ve been using in our animations up until now, is no longer with the project. He’s an art student, and is no longer able to commit to the amount of work that the character modeling for “Lunatics!” represents. This is a bit of a blow for me as a producer and for the project. It means we’re going to have to take some time for re-grouping. Certainly we’re going to have to fin someone new to do the character modeling for the project.
We’ve crossed a pre-production milestone — the modelsheets for the eight colonists (our main characters) are completed. Daniel is now moving on to the artwork for secondary characters. This puts us on schedule for our (recently slipped) delivery goal of early May.












