Happy Easter, Figure 1, is a short film that I created as a part of a team of four for an animation course. The short film follows the Easter Bunny on their annual day trip to hide eggs, receiving an unexpected visitor in the form of a chick that hatches in their basket. While I occupied many roles throughout the project, the most prominent was my role as the character designer. For further information about other aspects of production please visit the project's dedicated website for more details.
The design of the characters began collectively in a group ideation session about the art direction of the film which resulted in characters' mood boards such as Figure 2. The design needed to be simple enough to adhere to a relatively low-polygon aesthetic while being able to retain a high degree of emotiveness that could be communicated without dialogue. With this in mind, I then synthesized the different aspects of the mood board that we discussed into the initial character sheets such as Figure 3.
Using Autodesk's Maya, I modelled the characters according to the character sheet (Figure 4), rigged (Figure 5), and UV unwrapped (Figure 6) to create a diffuse map for the characters. Further texture details, such as displacement maps for the appearance of fur, were created in Blender where the film was eventually rendered.
The most challenging portion of the character creation process was the weight painting portion of rigging the character. My unfamiliarity with the process of weight painting for rigging led to me being very surprised by the distortions that the rig had on the model, as seen in Figure 7. Through trial and error, I was slowly able to scale and adjust the influence of the joints of the rig on the model so that it would be suitable for all the angles in the film such as in Figure 8. If I were allowed to redo this project, I would go back and research more of the theory behind weight painting so that the result is more consistent.
For me, this project was very successful. This project was my first opportunity to apply my theoretical understanding of the 3D animation workflow and experience dealing with some of the challenges inherent to the process that I would have otherwise would have not encountered without it.