Aaron Kahn
FINA-T340
Fall 2007
Final Project
Reaping Cerberus
The
eight-headed Cerberus rears its heads, looking menacing as its eyes are glowing
red with furry. The team of reapers sent to bring the beast back to hell is in for
one wild night. Standing in their formation, they attempt to absorb the beast’s
power and energy to subdue it, but it doesn’t seem to be working. The chains
that once held this massive beast are nothing but shambles, and the reapers
must create new ones…
This project is a culmination of the work I
have completed this semester. To some extent, every project that I have worked
on this semester made its way into the final project. The eight-headed Cerberus
came from the second project I made, while the grim reaper is an expansion of
another project (Figures 1 and 2 respectively).


Figure 1: Wolf Cave Figure
2: Skeleton
In order to truly
exhibit my art, I realized the most obvious way to do so would be to take
different aspects of previous projects and combine them (Figure 3).

Figure 3: Reaping Cerberus
The goal of this project, for me, was to
practice much more with character design as well as skinning and rigging a
character in Maya. My interest lies in video games, so I have been doing some
character design on the side. One of the characters I was designing happens to
be the grim reaper (Figure 4).

Figure 4: The Grim Reaper
In order to make the grim reaper, I started
out with the Skeleton from my previous project (see Figure 2 above). I then
proceeded to add a robe, hourglass, rope belt, and scythe (Figures 5, 6, 7, and
8 respectively).




Figure 5: Robe Figure 7: Rope Belt
Figure 6:
Hourglass Figure 8: Scythe
Although I am
only using the red reaper as an example, all the reapers look the same. After
the reaper was complete, I duplicated it seven times and altered the color
scheme of each one. Originally, the idea for this project was to have each reaper
in the midst of a battle with a wolf of the same color. Unfortunately, that
idea was not practical to implement. Instead, I decided to combine the wolves
(which became the eight-headed Cerberus – Figure 9) into one model.

Figure 9: Cerberus
Upon completion,
I positioned everything into the scene. I was very impressed with how it turned
out, but something was missing. This was what inspired me to add in the chains,
the “dog” collar, and the fire effects. In one of my previous projects, I learned
a considerable amount about changing and manipulating fire effects, including
changing the color of the flame and the glow intensity (Figures 10, 11, and
12). Finally, after those changes were added, my project was complete.

Figure 10: Fire Attempt 1 Figure 11: Fire Attempt 2 Figure 12: Final Fire
Fundamentally, I was exploring a little bit
of what color represents what element, size balance, and death To clarify, each
color of the robes and reapers represented a different “element” of sorts. For
example, red is fire, blue is water, green is earth, etc. The size balance came
into play based upon the idea of balance. One grim reaper wouldn’t be able to
stop a beast that large, nor would eight be need to take down a beast that was
much smaller (or only had one head). As for the elements of death, all of the
items in my project represent death or the underworld at some level. For
example, death (personified) is usually represented as a grim reaper. The grim
reaper is usually represented as a skeleton wearing a robe and holds a scythe.
The hourglass and the rope belt are also commonly associated with the mythos,
where the hourglass is an allusion to the temporality of mankind, where the
rope belt is sometimes alluded to as the grim reaper’s weapon of choice for
killing. Finally, Cerberus, from Greek mythology, guards the entrance to Hades,
and is represented with having anywhere from 3-100 heads, although typically
it’s only three.
Aesthetically,
similar to most of my art, I really have no idea how people will actually
perceive this. For example, some may see it merely as project. Others may see
it as an epic battle between two opposing forces, while some may see it
differently as a allusion to man’s inevitable death and the struggle he faces
between the different aspects of his personality relative to outside
forces. Since no too people are exactly
alike when it comes to how they think and feel about something, I believe
people will see whatever they want to see, whether it be at an intellectual,
emotional, or spiritual level.
In
order to make these pieces, I started simply: a polygonal cube. From this cube,
I extruded the faces, manipulated the vertices, scaled, merged, and applied
textures. This was essentially the creation process for the skeleton. For
Cerberus, I started out with a cube, and repeated the steps mentioned above for
the skeleton. However, once I had the wolf completed (with one head), I
extracted the head from the body and duplicated the head eight times. Then I
reattached all of the heads to the body, and added textures and fire effects.
The chain and the bolts for the chain are actually NURBS cylinders. As for the
rope belt, I started out with a pipe, and compressed it into itself to make it
thin, then extruded certain faces to make the knot, and then meticulously moved
vertices in order to make the holster for the hourglass. The texture for the
rope belt was created in Photoshop. The hourglass was made by taking a
polygonal cylinder and scaling the middle vertices, and then extruding the
middle section to create the pillars. The scythe was also made from a polygonal
a cylinder, and I extruded the faces near the top to create the blade and the
skull. In order to make the scythe, hourglass, belt and robe move with the
skeleton, I used the joint tool to create a skeleton for the skeleton. The
joint skeleton is also used for the robe so that the robe acts like clothing
for the skeleton model.
For
this project, I used the following tools in Maya: move tool, scale tool, rotate
tool, joint tool, skin tool, fire effects, extrusion, merge tool, mirror tool,
duplicate tool, and layers. Here, I will give a brief explanation on how to use
three of these: joint tool, layers, and fire effects. The joint tool is very
simple to use, but requires a good understanding of how the joints work
together. First, create a series of joints that encapsulate the model that
requires a skeletal frame. It should be as realistic as possible in terms of
how many joints are used. For example, the joints of the hand consist of three
separate joints for each finger, one for the base of the hand, and one for the
wrist, for a grand total of 17 joints for each hand (Figure 13). The nice thing
about using the joint tool is that it allows character manipulation to be much
easier.

Figure 13: Skeletal Joints
Layers are a very useful tool that I used
extensively for this project. The nice thing about layers is that they allow
you to “mask” parts of your model. Similar to their counter parts in Photoshop,
the visibility settings can be turned on or off, and it also is set up that
should you want the layer visible, but not selectable, you can set that as
well. To use these, simply create a new layer (lower right hand side of the
Maya GUI window under the attributes editor). Once a new layer is created,
select the objects that you’d like to be on the layer, right click on the layer
and click “add selected to layer” (The previous images that only have the Red
Reaper show this).
For the fire effects tool, it’s relatively
easy to use. Under “Dynamics”, go to
effects->solvers,
and select create fire. Once the effect is created, you can change the color by
editing the ramp color and the crater color under the properties section
(Figures 14 and 15).


Figure 14: Fire effects w/o change Figure 15: Fire effects w/ change
To see the 3D model of my project, click
here: 3D Project