The History Channel - Ident 3 |
Ident 3
My third and final ident was perhaps my most ambitious and creative animation out of the three total idents. The concept behind this ident was actually conceived rather quickly and I feel that it immediately informs the user of a WWII setting which actively represents the History Channel.
My goal for this Ident was to create a Nazi checkpoint situated in a mountainous outdoor environment. I then planned to create an assortment of objects ranging from the terrain, Guard Hut, Checkpoint barrier and a German Solider. Like with all the idents I decided to start with creating the scene first, in this scenario I began the construction of the mountain terrain using a flat cylinder which combined with a multiple segment plane using an intersection boolean. This consequently resulted in producing a circular plane with multiple segments, this object was specifically required in order to effectively use the Paint Deformation tools. As a high number of segments allow for a greater amount of detail to be introduced without severely affecting other parts of the mesh. The mountains were basically created using the Push/Pull tool within the Paint Deformation panel which allowed the surface of the circular plane to be raised and lowers by simply painting with the mouse. The brush size and strength was adjusted on numerous occasions which enabled finer enhancements to be made to shape of the terrain. Any remaining sharp/jagged areas or unwanted height points were rounded off and lowered using the Relax brush tool. The relax brush simply applies soft pressure on the selected area causing it to smooth off and lower the vertices around it. Mountainous areas were erected at either side of the terrain and a flat section was purposely left through the middle which would later become a road. The terrain object was then converted to an editable poly and I began the task of texturing it.
Paint Deformation Terrain
Given the fact that I intended to recreate a mountainous environment I gathered the required textures including, grass, road and rock all of which were tileable materials, meaning that they can be tiled over any surface without seeing the joins between each one (seamless). However as I desired to use a all three of these bitmaps on the same object, I firstly created a "Composite"material using the road as the base. The rock and grass textures were added to other mat slots and each was assigned a different map channel under their "coordinates" parameters.
Composite Material Parameters
I then applied a "VertexPaint" modifier to the terrain, which allowed the vertices to be painted according to each material/map channel. VertexPaint works using alpha channels i.e. black represents areas where no texture should appear, whereas white does the opposite allowing 100% opacity for the material assigned to it. This basically creates a layered mask effect, so that textures can show through one another. Starting with the Road, I used the paint bucket (”Paint All”) button to make the mesh completely white. A new layer was then added which automatically creates another vertex paint modifier in the stack. Using the new VertexPaint modifier I then changed the colour to black and proceeded to use the paint brush tool to paint on the road, i.e. allowing the road material underneath to be preserved/masked of, whilst the remaining white paint from the previous layer will be grass.
Road & Grass VertexPaint
Another new layer was added for the rock on the hills, White was used as the paint colour for the peak/highest parts of the hills which would completely show through. A grey colour was then selected and painted on the slopes which enabled a softer blend. As grey represents a percentage between the black and white alpha channels, it creates an opacity effect, where in this case the rocks would be slightly overlaid on the grass of the slopes.
Mountains Rock VertexPaint
Each VertexPaint modifier/layer had the “blur All” button applied which basically applies a Gaussian blur similar to that in Photoshop which, softens painted vertices, therefore preventing hard lines from being seen as the texture of the terrain changes. Consequently this was done to produce a more natural looking terrain rather than leaving sudden changes in the textures across the terrain using mesh select which would not appear as realistic.
Textured Terrain
I then produced a German WWII soldier's helmet to put on a clone of my original character. This was constructed from a sphere primitive which was made into an hemisphere and then converted to an editable poly. The vertices were then moved around to line up with a reference image, however due to the fact that I used a sphere rather than a box the top of the helmet was already round. The bottom edge of the helmet were scaled and extruded multiple time to retain the required curved appearance. After completing the overall shape, the border edges at the base of the helmet were bevelled a couple of times to created raised lip.
German WWII Helmet Start & Reference
The helmet was then finished using a symmetry modifier to clone first half of the helmet without having to model the other side as well.
Symmetry Modifier Complete Helmet
A composite material was then create in order to texture the helmet as I had created two materials to be assigned to it. The first was just a dark grey bitmap, representing the painted metal of the helmet. The second material was a TIFF file of the German Heer Eagle which was commonly found on German soldiers helmets. Using a TIFF file ensured a transparent background like the previously described PNG logo, however TIFF's are much superior in quality and provide razor sharp results with no blurring. The different materials where arranged on the helmet using Unwrap UVW modifiers which were linked to the corresponding Map Channel numbers.
Helmet Composite Material
A mesh smooth modifier was then applied to the helmet to finish it off and remove any imperfection or ridge.
Finished Textured & Mesh Smoothed Helmet
The last creation stage was to create the guard and checkpoint barrier. The guard was made using the box tool to produce the walls, seat and angled roofing panels.
Box Object Guard Hut
A striped chevron texture was also created in Photoshop, which was imported in Max onto an empty material slot. This material was then assigned to the guard hut using a Box UVW modifier, a Unwrap UVW was then applied so that the texture could be suitably scaled. A wood material was used for the inside including the seat and a separate roof plating material was sufficiently applied to the rood panels, using mesh select on each polygon to ensure the seams in the material lined up.
Textured & Rendered Guard Hut
The barrier was constructed using cylinder primitives, the posts either side were created first which were also converted to editable poly's. This therefore granted the ability to remove several polygons from each of them in order to create notches for the main pole to rest between. The main barrier pole was also created using the cylinder tool and was textured using the same material as the guard hut, with the except of being aligned along the X-axis. The supporting poles were textured with a rough bark/wood material simulating the intended appearance of cut logs. To enhance this effect the cylinders were also given random noise modifiers to roughen up their surfaces in the X, Y and Z axis.
Textured & Rendered Barrier
Now that the scene and its containing objects were completed I progressed with the animation phase. Firstly I created a copy of my character which was placed in front of the guard hut, the previously created helmet was then scaled down appropriately to fit on the new character's head. As this character is representing a German soldier I also gave it him a rifle by cloning my original mosin nagant and simply deleted the scope. The original sniper character was placed in a laying down position on top of opposing mountain/hill with his sniper rifle aimed towards the German soldier. The animation sequence that I had planned involved the German scanning left and right by turning his head. The Sniper would then take aim and fire at the German character, killing him and shooting off his helmet in the process. This would land on the seat behind him inside the guard hut, then the camera would zoom in to find the History Channel Logo inside the upside down helmet.
To start this animation sequence I enabled Auto Key and rotated the German character's left and right. This was done gradually to portray a seeking motion like he is scanning the surrounding area for possible threats.
Seeking / Head Turn
A camera was then created in front of the German soldier to capture the head turning movement. I then had a brainwave and decided to create an additional camera which was positioned directly on the German's head and simulated the view through his eyes. A further camera was positioned inside the rifle scope to which aimed down the sight towards the German enemy. Another camera was then created and positioned facing the sniper. This was focused on the sniper's finger as it was rotated as well as the trigger to simulate a shot being fired. A fifth camera was put inside the barrel of the sniper rifle which was made to suddenly zoom rapidly towards the German's helmet , as if the camera was attached to the bullet being fired. The last camera was positioned looking at the area directly in front of the guard hut which captured the death animation of the German Soldier.
The death animation was conducted using the same techniques used throughout my other idents where the master hip bone was moved downwards to simulate his falling body. The helmet was rotated off the head at a rather fast speed, giving the impression that a bullet had suddenly pierced it. The arms and legs bones of the German character were rotated in an awkward manner as he fell to the ground, representing the sudden limpness acquired by the human body after being killed. In addition the head and spine were also rotated backwards to express the impact of the shot on the German character's body.
Death Animation - Limp Body
Death Animation - Collapsed
Ident 3 - Final Video Animation
The Video below is the finished 15 second ident, please note that it has been heavily compressed for fast uploading/web purposes, the full resolution and top quality version is available on the DVD.