Project Progress Update: The following is all of the current recorded progress made up until 10/9/2023.
Revised Project Proposal and details:
My project will be a 3 to 4 minute 3D animation detailing the story of a character named Agent 1. This animation will contain two custom modeled and rigged characters, a large city environment, a series of smaller futuristic weaponry, and two custom made vehicles. The animation will be displayed on a standard projector, monitor, or other type of screen and will have sound.
Backstory:
This animation acts a third installment in a short series of other animations I have made centering around Agent 1. Agent 1 was a lab grown wolf created by W.U.L.F Industries as a security asset for their A.L.T.R.D program. The A.L.T.R.D program was an attempt to infuse animals with a special chemical that would give them new powers and abilities not previously thought to be possible. W.U.L.F soon realized that these subjects could be very unpredictable and often dangerous to onsite staff, and therefore Agent 1 was created in order to contain future experiments. Agent 1 was raised to be a killer, and was trained in combat from a very young age. His homegrown body was also crafted to be augmented with artificial technology, which enhanced his decision making and reaction times tenfold but greatly reduced his capacity for emotion. This system also insured that he would always have access to the information that he needed to take out his targets.
Agent 1 acted as both onsite security and as a mobile assassin for W.U.L.F, and eliminated a large number of unsuccessful Altered experiments. Things took a turn when W.U.L.F began to use these experiments to enforce their will around the city, and even stood against the local law enforcement who were powerless against the power of the Altered subjects. As Agent 1 continued to grow and develop as an animal he began to regain the ability to think for himself and began to feel guilty for tracking down innocent targets. Agent 1 defected from W.U.L.F one day when he was unable to kill a young Altered subject, and began to make moves to remove them from power. This led to several attempts on his life, including dispatching an Altered subject to his apartment (Animation 1: Agent 001) and sending a Hunter Killer Drone after him (Animation 2: Hunter Killer). Now Agent 1 goes on the offensive, and peruses an Altered target working with W.U.L.F to push local law enforcement out of the city center. This begins the car chase in the current animation.
A series of storyboard and sketch images made throughout the brainstorming process. The first three images detail the original story, and the second two concepts were created afterwards to help me to better visualize what I will be modeling.
A group of screen captures showing the early animation process, with the references for the body and head that I was working off. This mesh has not yet been smoothed and is still in the low poly phase.
These are a few screenshots of the updated eye model that I am working with. This model incorporates a transparent bulge at the front of the eye to emulate a real eyes ability to reflect light. This eye is not simply a sphere but a series of small rings, which gives the iris depth and reflectivity.
These screenshots show the first round of smoothing done to the model. The body structure an head are fully complete, but the model needs more sculpting to show proper muscle definition and curvature in many places. There are also a few patches that must be smoothed out and refined such as under the arms and under the tail.
This image comes from a video that shows me creating hair strands for the model. Hair strands were created using individual cone primitives, and then taking advantage of soft selection to warp them around the shape of the head.
These images show the second round of smoothing that gives the model more muscle definition, and helps to bring everything together. The new eyes are also placed into the skull and will be attached to the center head joint when rigging begins.
Here the model is almost complete. The clothing was created using nCloth simulations in order to generate realistic folds and seams in the shirt and pants. The UV maps were then created for both the character and his clothing to insure proper texture mapping and scale.