"The Homemade Ninja"

Don’t let his getup fool you – he can ninja with the best of them…

Behind the scenes

THE SKETCH

This was my first attempt at creating something stylized, in any medium. My background is more realism so this posed as a fun challenge. The main stylized aspects of the character include the swooping shape of the nose, his very defined jawline, the long, lanky posture, and his big, soft, round eyes.

I wanted to create a character who could be used for many different types of animation and movements. A ninja came to mind, but I wanted to make him an “underdog.” I was a big fan of the movie “Blank Man” and thought, “let’s make this character a homemade one.”

I wanted to have fun with this character so I reminisced about some details in my childhood. When I was about six, my mom took a picture of my dad, my brother, and I. My favorite part of this picture is that we are all wearing “whitey tighties” on our heads (which made for a great head cover for my ninja). The bowl haircut in the sketch? Yeah…I had that until the 9th grade…

I have always loved soccer, so of course he’s covered in soccer socks and has extra protection for his shins. As for the feet, I used to think it was fun to put on flip-flops with socks and make my feet look like I was a samurai. Finally, the “nunchuck” hanging from his waist is a nod to the great “Homie the Clown.”

HIGH POLY SCULPTING

(Click an image to see a larger version)

I wanted to test out a new workflow for this character. I started in ZBrush first without a base mesh. Instead, I used Dynamesh to flush out the proportions and gesture of the character. I had a lot of fun with sculpting the folds of the clothing and giving this model a lot of life.

 

 

 

 

 

 

 

 

LOW POLY MODELING

Here’s a quick look at the final topology of the character. You may notice the poly count looks a little high on his shirt and legs. I decided to increase the subdivisions to make sure there was enough polys to support the displacement. Since the shirt and legs have some nice cloth folds, I wanted the displacement to make them really pop. You can also see that the body and head have a lower count.

POLYPAINT & TEXTURING

Here are some screenshots from ZBrush while Polypainting. The first few pictures show the progression of the skin painting layers.

In the final texture I created an upper body and lower body map. I mainly used a Diffuse, Normal, and Displacement. I have a Specular map, but really only used it for the body and face. Since the rest of the model was mainly clothing, I treated the specular differently in the material.

(Click an image to see a larger version)

RIGGING

STORYBOARD

BLOCKING AND EARLY SPLINE ANIMATION