Project Serafina : applying retro visual style to a Virtual Youtuber avatar
Lumitähti, Minttu (2024)
Lumitähti, Minttu
2024
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024120533241
https://urn.fi/URN:NBN:fi:amk-2024120533241
Tiivistelmä
The objective of this thesis was to create a Virtual Youtuber avatar to be used in streaming and social media content for Serafina Simpukka. The avatar was greatly inspired by Japanese anime and cartoons from the 1980s so study was carried out on retro styles and visual elements of old analogue media. The final goal of this project was to find a way to apply these visual elements to a streamable and animated avatar. This project included researching, creating, and testing the final product.
The theoretical section explores retro visual styles in media and graphic design. More specific attention was paid to visual elements in VHS tapes and CRT televisions since the virtual avatar’s essence relies on analogue technology. Celluloid animation technique and its visual elements were examined thoroughly as well.
The practical work of the project included designing, creating, rigging, and animating the virtual avatar with Live2D Cubism software. The designing phase was done closely with the client to achieve the best results possible. The final version of the avatar was tested with motion tracking software to ensure its functionality. The final phase of the process was to apply the retro effects and elements onto the avatar inside a streaming software to visually mimic an old cartoon.
The final look of the avatar turned out to satisfy the client’s wishes and the virtual avatar’s design functioned well with motion tracking the client. While some of the rigging and animation of the model would need future adjustments, the final visual style of a streaming scene was enough to pass the aesthetics that the client wished for.
The theoretical section explores retro visual styles in media and graphic design. More specific attention was paid to visual elements in VHS tapes and CRT televisions since the virtual avatar’s essence relies on analogue technology. Celluloid animation technique and its visual elements were examined thoroughly as well.
The practical work of the project included designing, creating, rigging, and animating the virtual avatar with Live2D Cubism software. The designing phase was done closely with the client to achieve the best results possible. The final version of the avatar was tested with motion tracking software to ensure its functionality. The final phase of the process was to apply the retro effects and elements onto the avatar inside a streaming software to visually mimic an old cartoon.
The final look of the avatar turned out to satisfy the client’s wishes and the virtual avatar’s design functioned well with motion tracking the client. While some of the rigging and animation of the model would need future adjustments, the final visual style of a streaming scene was enough to pass the aesthetics that the client wished for.