Here it is the beginning of June, 2020, and I am starting work on my Dylan character to upgrade his technology to that of Jens. This is my second character getting the new facial rebuild. Dylan's current "poly" eye lashes and eye brows will be replaced with X Gen hair, and a few modifications to the mouth and throat area are to be made as far as poly modifications go. New joints have to be added and old ones replaced for the new facial rig upgrade. Then I have to reskin and repaint the weights. Dylan's facial GUI is to be replaced with the new upgrade, so everything there has to be rewired as well. I am also combining the head and body as one unit to eliminate the cut marks. So the facial rig is pretty much a start from the beginning which gives me an opportunity to time the process, as there is no development time here. I figure on the next 10 days to complete this process. This will give me a better idea of how much I should charge for a facial rig setup.
Just a note here. I recently saw Pixar's newest movie - Onward, and I have to say "excellent" character facial animation for voice and expression. Great job in design, rigging and animation. You guys are truly an inspiration to me.
Well, Jen 2020 is now complete. her video demo is posted on the front page. Future changes would include a dark colour for the eye brows. I used white, which doesn't stand out too much. EyeBrows are crucial to facial emotion so they should be black to stand out. The eyebrow frown needs adjustment and the pronounciation of the letter "F" needs some work as well. The nice part about this rig is that all these adjustments can be done quickly and easily because I use blend shape extensions for all the facial controls.
The above video may look like a simple facial eyebrow up and down movement, but it is a significant milestone in my production process and character development. Jen's Facial Rig is complete and it works fantastic. The challenge here was adding the X Gen Hair to the character's facial movements - an eye brow movement was the test. So happy days, the X Gen hair does follow the facial deformations. This includes the eyebrows, and upper and lower eyelashes. Another procedure to add to the mix, and another problem solved. A note to my fellow 3D wanna-bees, 3D is a process of problem solving, which never seems to end until you reach your final goal. If you love solving puzzles then this is the job for you.
This is the Environment I created for the Freedom Demo. These trees and bushes have a massive amount of polygons. The file size was 4 GB and my computer was shutting down because it couldn't handle the amount of graphics. To solve this problem everything was instanced, or stand in, thereby reducing a 4GB file to a 4,000k file. Much easier to work with and no loss in the quality of the production.
I am in the final stages of testing my "Jen" Hero Character. In testing out the new Facial Rig, I realized that I needed to learn more about facial expression, and making all the facial controls work together to form the expressions. Creating animated facial expressions makes this part of the testing process fun and enjoyable, as I get to see my character come to life through this process. I also get to see where the rig is lacking, and addressing those issues as well.
I guess if a company is going to make a claim that they make great 3D characters, then it should be tested and proven in a production environment. We are starting short 3D production demo called "Freedom", a music video. Currently working the script, and sound track. Here our goal is to showcase our new Hero Characters, and environmental assets, in a a full 3D production environment. The test here will be to see how all the systems interact and work together, addressing any issues that may arise. In addition to a complex rig, we are heavily using XGen, and nClothe for each character. I can't wait to see the final product.
Our company is evolving. Myr new format is Hero Character Creation from concept to completion. I have added Character Modeling Services to my Character Rigging Service. I now accept 2D Drawings, Z Brush Models, and Maya 3D Models for Rigging.
My Facial Rig Development is complete which allows me to create the Hero 3D Character. Hero Characters have full facial expression and speech capabilities, along with a full Body Rig, X Gen Hair, nClothe, and Dynamics combined applications. The total package.
Jen 2020 is my current Hero Character currently in production. Her animation tests should start in a couple of weeks. Looking to creating a good demo for her.
Our previous company name was Golchuk Digital Media Inc. 1998 - 2018. During that time we created and maintained a tourism website called niagaraattractions.ca which we ran from 2000 to 2010. The website was significant as we created 40 Online tourism videos for the site at a time before YouTube and Face Book, when dial up modems were in use and broadband was just being born. The website celebrated 1.2 million unique users per year, and we sold Online tickets for Niagara Parks Commission and Safari Niagara. We built the Online ticket sales from a program called OS Commerce, a public domain shopping cart. We hosted various websites as well. It was a good time. With the birth of Social Media we found the website was no longer useful and in 2010 we shut it down. We continued to support our clients for Web Design, Hosting, and Video Production until this new restructuring of our company - Golchuk 3D Character Rigging Inc.
Hello, My name is Michael Golchuk. Since the time of Niagara Attractions.ca and Digital Media, I decided to go to College and get my degree in 3D Animation, since I have always dabbled in 3D and was always attracted to Maya, the 3D program which I use now. 3D has come along way, and so has computer technology. In 1998 I bought in to a product called the Video Toaster. For me, it was revolutionary. The Toaster was one of the first non linear video editing setups on the market, and it did 3D. Back then it took 16 hours to render out a 30 frame animation. Now, 3D is thriving, and I just fit right in. To say the least, I love my work.
Our new company is Golchuk 3D Character Rigging Inc. opened on January 5th, 2020.
2018 Graduate Animation for Game. Film, and Visual Effects
Center for the Arts and Technology, Kelowna, BC.