Splinterlands Art Contest Week 209: Antoid Platoon - Rigged and Animated.

splinterlands arts contest 209 - antoid platoon.png

Great day everyone!!!

I am here to present to you my entry for the Splinterlands arts contest, after months of just being a spectator.

I was not able to create any art for the past months as I was stuck learning two things - art and writing. I cannot do art and writing at the same time as they are my kryptonite (especially writing).

Anyway, after constantly being bugged encouraged by @rowell and @eustace-kidd to produce some art again, I decided to give it a try. 😊

Btw, my current interest in the field of art is to be able to create 3D game assets that are compatible on major game engines.

I chose Antoid Platoon for this weeks contest as it is easier to model. The main body took me just a few hours to create. However, I was not able to finish it early though as I was stuck on how would I model the hands and feet.

It took me a total of 3 days to finish all of this as I forgot many functionalities of Blender - especially the Rigging and Animation process. 😅

So here it is, I hope you find them within your liking.

idle cycle with background.gif

Antoid Platoon in Idle Animation Cycle.

I only managed to create two animations cycles as Rigging and Animation is still pretty new to me.

Idle Animation Cycle [transparent background]

Walk Animation Cycle [transparent background]


Art Process

The same as my previous works, my art process starts with 3D modeling then rigging & animation, shading (coloring), and then rendering.

3D Modeling

With the reference on the side, I blocked the main parts of the model using cubes. This helps me gauge the size and proportions.

1.png

After that, I shaped them.

2.png

Next, I also blocked the hands and feet.

3.png

I proceed to shape the feet.
While I am shaping the limbs, I have the Splinterlands card and a real image of an ant opened on another tab for my reference.

4.png

I did the same thing with the hands.

Next, I added a sphere for the eyes. For the teeth, I used a cube that I scaled and added some geometry to get the tooth shape.

5.png

I then moved in re-creating the palm as I am not satisfied with the first one that I've made.

6.png

I added the antennae last as I almost forgot about it.

7.png

After that, I adjusted the main parts of the body and then adding a cube with subsurf modifier as a link between them.

8.png

Once I am satisfied with the body of the ant, I then added a two handed shield. I made it like this as Antoid Platoon is generally used as a tank in battles. 😊

The shield is made from a plane that is shaped and extruded to make a simple shield. I also added three thorns to give it an additional detail.

10.png

I then let Antoid Platoon hold it with its two right hands.

11.png

Next, I made a simple spear and a sword for each of its left hands.

12.png

This is how it looks after making it hold all of the objects I created for it.

13.png

Rigging and Animation

Next is the rigging process. This took me a very long time as I am reviewing and learning at the same time. I forgot about Inverse Kinematics too so I needed review it. 😅

9.png

After I place the bones (rig) and checked that it can deform the mesh (character) within acceptable levels, I started with the animation process.

This is another process that took me a long time as I keep on unintentionally overwriting my walk and idle cycles. I needed more research and experience on this field. 😊

20.png

Shading

For the shading, I did not use any complex nodes. I just used the default one, modified the color and other properties as I see fit.

14.png

I forgot to add the background so I added after I shaded my character. 😅

I started with the ground by using a plane subdivided and then deformed to give the impression of a basic ground.

15.png

I added stones and a wall too from the library. I didn't bother remaking them as I am running out of time. Anyway, my concentration on this work is on character modeling, rigging and animation.

16.png

I give the environment a darker brownish color.

17.png

I noticed that the environment lacks life so I added a tree from the library.

18.png

Here is all the elements on my scene with their colors in cycles.

19.png

Rendering

I used cycles in rendering which give it a better shading/color with the expense of longer render time.
I render all image sequence in Blender and then made the gif image using Krita.


Closing Words

This art took me 3 days to complete but I've learned a lot of things. I did not managed to create a character with perfect topology that is game-engine ready but this is a good start.

That's all for me now. See you again in the next art/character that I would make. 😊

Thank you for taking the time reading and viewing my work. I hope that you liked it.


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All images are mine with the exception of the Antoid Platoon (copyright by Splinterlands) reference image added within them.
For the animation cycles that I've created, feel free to use them on your post if you like it. 😊



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(Edited)

wow, 3D art
Its so amazing
Good luck for the contest

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Thanks a lot!
Good luck to you too. 😊

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Great Work! I love 3d animations
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Thanks a lot! 😊

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Wow I'm glad you were encouraged to create this piece because it looks really good I love 3D even if I don't do it. You should keep participating. Cheers ✨

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I will try making simple 3D characters whenever I can. I also need to occasionally use what I've learned as it would be a waste if I will end up forgetting about it.

Thanks for the visit and for the encouragement. 😊

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Did you choose the ant because they were bugging you? :D

Instinctively I want to suggest offsetting all the arms slightly so they're not moving up and down at exactly the same time but the way it is right now gives such a nice feeling of nostalgia for old computer games that maybe it's perfect the way it is XD

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Did you choose the ant because they were bugging you? :D

Yup. Their simple body topology is bugging my mind, it's like their begging me to 3Dfy them. LOL.

Instinctively I want to suggest offsetting all the arms slightly so they're not moving up and down at exactly the same time

Thanks for the suggestion. I actually thought of improving the animation more but I fear I might overwrite something (the other animations). 😁 And it is kind of addicting to play with. 😊

Thanks for visiting and dropping a comment.

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How are you animating? If you're keyframing the main way I can think of that you would be overwriting other animations is if you're moving keyframes in the top "summary" row as that moves everything in that frame.

And from memory there was also a similar thing you could do if you were playing with the curve graph that would move everything but it's been a while since I last animated and I don't mess with curves as much as I should.

It is super addictive XD

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I am trying to save two animation cycles in one project file and it turned out that one overwrites the other one. This made me remember the first time I am trying out animation where I constantly overwrite some of my previous keyframes (I used to keyframe all of the bones in the past. LOL.) Thus I feared it might happen again. 😁

I just needed more experience before I can confidently move those keyframes and play with the graph. 😊

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I'm reasonably certain there is some way to save anim cycles precisely so that doesn't happen and so you can drop them in when you need them again...but not that certain as I generally don't do anim cycles because I don't like them ^_^;

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I found a "save" functionality very similar with how we save our materials data but it turns out that it did save what I am supposed to save. I must still be missing something.
Animation cycles are good in games but is definitely not for animation videos. 😊

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I like the animation very much, the movement looks very good. Good job, brother.
I don't know much about animation, I was practicing topology a long time ago, but I haven't practiced it for a long time.

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Thanks a bunch for the appreciation.
I am now having a clearer goal in 3D modeling and it would be animatable characters that can be used in games and videos. This is making me aim for a good topology and on how to properly rig and animate them.

Thanks for visiting and for the encouragement to do 3D art again. 😊

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I hope to see more characters and see how you grow with that goal brother.
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OMG!! I'm glad Your back Idol 😊!
Thank you for granting my request..

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(Edited)

Let's hope I can write articles and model & animate faster this time around so that I can do both at the same time. 😊

Anyway, thanks for the encouragement. It's nice to be back. 😁

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This is amazing! Hehehe. I thought the Antoid was twerking at first till I scrolled down to see it was just walking...lol. You really did good. I did not understand half what this was all about (the building) but I love it. Came in from Dreemport

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That is actually one of my intentions that is why exaggerated how the butt sways. 😁
What matters is the output, however, I needed to show my building process as a proof that I did it.
Thanks for appreciating my work. 😊

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That is actually one of my intentions that is why exaggerated how the butt sways. 😁

Oh wow. 😂❤️

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The process sounds amazing! Wishing you the best!
#dreemport

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Thank you. 😊

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Keep enjoying the game you're doing well
Reading from *dremoirt

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I will. Thanks a lot! 😊

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!discovery 30

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Thanks for visiting and appreciating my work. 😊

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This is so fascinated....
Very creative... sometimes I wonder if I can do this....😋... I admire the 3d design and I am happy you oblige to do them after the encouragement.
I came in through dreemport.

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Thank you for appreciating my 3D work.
I am still a beginner in 3D and hope that by doing things like this, I will improve overtime. 😊

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