Project Proposal - Final Major Project
Unit 13
"Hidden in plain sight"
Review
Explain the journey you have gone through in this past academic year - perhaps through the previous year as well. What were the greatest milestones of your learning? How do you feel you have developed as an artist? Explain how you have decided on your specialism – was it a turning point in a specific project? Have you always identified as a specific type of artist? If so, how have you developed and furthered your skills to get to this point? Explain how your journey has ended up here, with this idea, for this final major project.
During this year I’ve learnt many new things, from how to composite and edit videos during the James Bond opening sequence, to how to rig and animate a character, and how to design and pitch an idea for a game. My greatest milestone this year was learning how to animate and also some of the basics principles of animation, for example how to pose characters and use the action line, also how to use anticipation movements in our animations. During these 2 years, I think I’ve specialized more on 3D modelling, mainly because I find this part the most enjoyable, and also something that I’ve encountered in most on my projects. By practicing it during our projects and in my free time, I’ve improved my modelling skills, and I will continue to do so. I ended up with this idea, by wanting to create something that is not generic or a cliché, so I’ve started researching some of the famous artists, the old masters, and came up with the idea for my final major project
Project Concept & Proposed Artist Statement
This is where you explain your FMP project idea and concept. Be specific about what you intend to communicate and what you hope to achieve by producing this work. How will your work engage or affect your audience and what will they discover by interacting with or viewing your work? Describe the theme/concept of your work – is it based on fact or fiction? Are you creating or reacting to a mood, an emotion, a sense of atmosphere or sensation? What is the title of your Project? What will you work towards producing? What will be your final outcome?
Through out the years, famous artists had different interpretations and styles of the female form, from the Italian Renaissance master Giorgione, “Sleeping Venus” (1508-1510), to Picasso’s “Le Rêve” (1932) a Cubism painting, and also Lucian Freud’s expressionism painting “Benefits Supervisor Sleeping” (1995). My intention is to continue this tradition, and interpret the female form in my own way, only in a 3D digital version, the same way Lucian Freud reinterpreted “Sleeping Venus”. While continuing the tradition, I also want my work to send a message to the viewer, a message about the dangers and traps of our modern days, the unhealthy lifestyle many of us are living, and don’t fully understand the menace in front of our eyes.
I will model an overweight woman, which will be composited into real life footage of our class. She will have a pose close to the “Sleeping Venus”, and will be lying on the floor, sleeping. Objects from our time period will also be present, objects like an iPhone, energy drinks, and fast food. These will be one of the ways with which I will try to send a message to the viewer. Another Influence would be Ron Mueck, an Australian sculptor that specializes in hyperrealist, an example would be the sculpture named “A Girl” (2006). I will use his main signature move, of exaggerating the size of his work.
The title I believe would suit this, would be “Hidden in plain sight”, a title which refers to the theme of my project, and also guide the viewer towards this. I believe this project will be a step forward in my process of becoming a 3D artist, and I’m sure I will learn new techniques and sharpen my current skills in the making of it.
Methods
Refer to any techniques and processes you intend to use. Describe the range of media and materials relevant to your project and how you may use them to explore and develop your ideas. Include aspects of studio practice, workshop procedures or the use of particular equipment and software etc. In the timetable, provide an indicative timescale for your project and indicate the manner in which you intend to divide your time in order to investigate, develop, produce and evaluate your project appropriately. This should be a meaningful plan to you and should be personalised to your project.
For this project I will be using Maya for the base modelling and UVs, along with any maps I will be using for the character, such as displacement maps, reflection and subsurface scattering ones. Mudbox will be used for the final mesh, creating the actual displacement and bump map, and also for painting the textures. Photoshop will be used to create these textures, Syntheyes for the tracking of the footage I will record, and After Effects for compositing and blending everything together. Before I start working on this, I will plan my timetable and will also create some sketches of the character and background, and create the colour scheme I will be using.
Evaluation
How will you critically review and analyse your work and determine if it is successful? How will you identify directions for ongoing development? Do you have a method to record the critical response to your ideas? How do you propose to assess the success of your Final Major Project and what will be your methods of evaluation?
While working on this project, I will continuously ask for feedback from my classmates, teachers and any other source of reliable feedback I find. Then, when my work is complete, I will present it again to some of my teachers and classmate, but also try to find people which aren’t familiar with our kind of work, and ask for their opinion, and what kind of message my work sends to them. Doing these I will gather enough external criticism to help me consider whether my final outcome was successful or not.
Research Sources and Bibliography (Harvard Format)
Sleeping Venus (1508-1510) Painting by Giorgione
https://en.wikipedia.org/wiki/Sleeping_Venus_(Giorgione)
Le Rêve (1932) Painting by Pablo Picasso
https://en.wikipedia.org/wiki/Le_R%C3%AAve_(painting)
Benefits Supervisor Sleeping (1995) Painting by Lucian Freud
https://en.wikipedia.org/wiki/Benefits_Supervisor_Sleeping
A Girl (2006) Sculpture by Ron Mueck
https://en.wikipedia.org/wiki/Ron_Mueck
Multiple paintings by Jenny Saville
https://en.wikipedia.org/wiki/Jenny_Saville
Darlene Fleischermacher (2013) "Dead rising 3" Game
https://en.wikipedia.org/wiki/Dead_Rising_3
Pearl (1998) "Blade" Film
https://en.wikipedia.org/wiki/Blade_(film)
Chubby Girl (2009) Pedro Jatobá (3D model)
http://pejatoba.deviantart.com/art/Chubby-Girl-Clay-Material-123443011
Fat Summer (2011) Igor Catto (3D model)
http://www.3dtotal.com/tutorial/1454-making-of-fat-summer-zbrush-by-igor-catto-character-woman-fat-summer
Draw With Jazza, Youtuber
https://www.youtube.com/user/DrawWithJazza
James Taylor, Youtuber
https://www.youtube.com/c/methodjtv









Timetable
Resources-
What you will need to do what you have planned, including access to workshops.
Week
Session Activities-
What will you do in your practical/timetabled lessons on a daily/weekly basis?
Directed Self-Study / Personal Study Targets-
What will you do in ilearn sessions and during your own time?
1
w/c 7 TH
MARCH
Wednesday – Research different styles and artwork with the same
theme as my project
Thursday – Continue research, for modeling, texturing and rendering
techniques
Friday – Continue research, for modeling, texturing and rendering
techniques
Continue research and create sketches of how the scene will look like, these will be hand drawn, but also in Photoshop.
Think about the main colour pallet and how to make the colours match the ones in the filmed footage.
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
2
w/c 14 TH
MARCH
Wednesday – Modeling the base model of the character in Maya
Thursday – Modeling the base model of the character
Friday – Modeling the base model of the character
Research ways of improving my workflow and quality, while continuing to model the base model
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
3
w/c 21th March
Wednesday – Export base model into Mudbox and continue
Thursday – Continue detailed modeling
Friday – Continue detailed modeling
Continue detailed modeling
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
4
w/c 28 TH
MARCH
EASTER BREAK
Continue detailed modeling
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
5
w/c 4 TH
APRIL
EASTER BREAK
Continue detailed modeling
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
6
w/c 11 TH
APRIL
Wednesday – UV map the character
Thursday – Create base textures in Photoshop
Friday – Create base textures in Photoshop
Continue UV-ing, which will be used in Mudbox for texturing. Create high resolution textures.
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
7
w/c 18 TH
APRIL
Wednesday – Texture the character in Mudbox
Thursday – Texture the character in Mudbox
Friday – Render the scene out of Maya
Texture the character in Mudbox then create different maps like the displacement, bump and subsurface map.
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
8
w/c 25 TH
APRIL
Wednesday – Render the scene out of Maya
Thursday – Composite the Maya scene into the recordedfootage in After Effects
Friday – Render the scene out of After Effects
Research different render techniques, along with how to render better shadow passes, and how to composite everything together better.
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
9
w/c 2 nd
May
Wednesday – Render the scene out of After Effects
Thursday – Render the scene out of After Effects
Friday – Buffering week
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
10
w/c 9 th
May
Wednesday – Buffering week
Thursday – Buffering week
Friday – Buffering week
-
Computer
-
3D animations and models from various artists as reference
-
Paintings
-
Graphic Tablet
11
w/c 16 th
May
FMP SUBMISSION FOR FORMATIVE FEEDBACK – CLOSED DOOR ASSESSMENT - WRITTEN FEEDBACK
12
W/C23 rd
May
DEVELOPMENTAL WEEK FROM WRITTEN FEEDBACK – COMPLETE AND/OR MAKE FINAL IMROVEMENTS TO YOUR FMP USING ADVISE FROM STAFF
13
w/c 30 th
May
SUBMITTED TO UAL AWARDING BODY FOR FINAL MAKING AND GRADE DETERMINATION
"Sleeping Venus" (1508 - 1510)
Giorgione
"Le Rêve" (1932)
Pablo Picasso
"Benefits Supervisor Sleeping"(1995)
Lucian Freud
"Benefits Supervisor Resting"(1994)
Lucian Freud
"Branded"(1992)
Jenny Saville

"A Girl"(2006)
Ron Mueck
I started off by researching more about individual pieces of art, and by observing the differences in the interpretation of the woman, the style chosen and colour palette.
In "Sleeping Venus", Giorgione explored the new style evolved in Venice, by focusing on the sensual part of the female body. The position of Venus, placed on the whole width of the painting, with one arm stretched behind her head, showing the gentle curves of the character. The painting looks like there is a connection between Venus and the landscape behind her, showing a sort of connection between the two, female and nature. Giorgione takes advantage of the colours, to heighten her sensuality, by the red of her lips and the deep red crimson and white on the drapes beneath her.
Picasso's interpretation of the female form is a bit more interesting, by combining different perspectives of it, in the same painting; the face both from the side and front view. He also shows the sensuality of the female in the same way as Giorgione, even if their styles of painting differed in a immense way, by the red colour of the lips and red object behind her, by using powerful contrasts and position of the body.
1st Week
w/c 7 TH MARCH
A more recent interpretation of the female form can be seen in Lucian Freud's paintings, "Benefits Supervisor Sleeping"(1995) and "Benefits Supervisor Resting"(1994). In these paintings, the artist reinterpreted Giorgione's "Sleeping Venus"(1508-1510), with the woman sleeping/resting on the coach instead, and depicting the woman being overweight, obese. Unlike the previous artists, his interpretation lacks the sensuality of the women seen before. Lucian wasn't trying to hide any flaws when he painted these clotted studies of abundant flesh, instead he focused his atention on every curve, sag and wobble of his model.
I have also found a disciple of Lucian Freud, Jenny Saville. Almost her entire art consist of paintings and sculptures which most people might consider grotesque, even morbid. I personally love the way she interprets the human body, taking them a step further than most artists and creating some disturbing yet pleasant to the eye paintings, for example "Atonement Studies"(2005-2006) series and "Witness" (2009). Among her work, I found several studies of obese people, but "Branded" (1992), one of her old paintings caught my attention the most. It shows the above the waist image of an obese woman leaning on a wall, grabbing her paunch with her left hand. There are also several inscriptions on her body ( like Support, Decorative, Delicate ) which give clues to the viewer of the message Jenny wants to send.
What I've noticed in her studies of obese people, is that she always tries to make the characters look seductive, just like the old masters, despise the often criticized forms.


"Witness"(2009)
Jenny Saville
"Atonement Studies (Panel 2)"(2005) Jenny Saville


"In Bed"(2005)
Ron Mueck
"Woman with Sticks"(2008)
Ron Mueck
Ron Mueck is the reason I decided to exaggerate the size of my character. He is a hyperrealistic sculptor, and his artwork is jaw-dropping. "A Girl"(2006), would be one of my
favorite piece of work from his arsenal. This piece of work is beautiful and at the same time disturbing. Having a newborn baby in the middle of the room isn't something normal, having it being even bigger than you is insane. The amount of detail his work has truly shows how dedicated and how much he enjoys what he is doing. Other work of his that inspired me were "Woman with Sticks"(2008) and "In Bed"(2005). The first one made me question how I will approach this project, by making me to want to create a miniature version of an obese woman rather than an extremely large one. But I've decided I will stick with my original plan and to not get distracted.
His work almost looks like the sculptures are actually 3D models composited in real life footage like what I want to do. So I will try and observe how he gave them this level of realism and detail, also looking at how he has made them in one of the videos found.



















As research and reference for modeling/texturing, I will be looking at how Pedro Jatobá and Igor Catto did theirs, and also check Igor's blog, going through the process of doing "Fat Summer".
"Chubby Woman"
Pedro Jatobá
"Fat Summer"
Igor Catto
Pearl - "Blade" (1998) Film
Darlene Fleischermacher
"Dead rising 3" (2013) Game
Other references would be Pearl from the film "Blade", in which we see a morbidly obese vampire woman. I chose to use this as a reference because, even though she's not CGI, but realized trough practical effects, because of the detail put into the skin and the costume itself.
I would like to combine the effects used in these images, and integrate them into my character. The way I will probably achieve this, will be trough sculpting them in mudbox on a high poly mesh, then use that as a displacement map, and also accentuate or blend them accordingly when texturing.
2nd Week
w/c 14 TH MARCH
For the head, I've decided to use the base one of my last FMP, to speed up my work. It will of course be drastically changed, even as a base mesh, I changed the general shape of the head, so it looks more like an obese woman. I did this by slightly reducing its height,(it might look disproportioned) just to accentuate the look I'm going for. I have increased the general mass of the head, especially the bottom part, because of how the gravity affects fats in the body, making it hang.
I have started modelling the base mesh of my character. My plan is to model her in a basic "T pose", standing, for the base mesh and then import the mesh into Mudbox for creating the main folds and shape of the body. After that I will have to rig the character and pose it in the footage I've decided to use.

Before I actually model the character, I want to draw a few sketches, and create a general idea of how the model will look like.


While drawing these, I've realized that fat is greatly affected by gravity, and that's the reason why it creates folds, and why it's always dragged down, sagging. Because of this I've looked more into it, and found several websites and videos which explore this topic.
I found out that there are areas where fat doesn't deposit as much as in other places. For example the face, shoulders and elbows. This simple piece of information will make my modeling a lot easier.
So far I believe the project is going according to my original plan, and I'm satisfied with my main research.

I had some problems with the proportions of the body ( the hands and the head), because I haven't been using just 1 reference image for the base mesh. As soon as I realized this I fixed it by rescaling those body parts.
I like the way the base mesh looks like, the exception being the fingers. But I will fix those later on, after I finish posing the character.
I have started the rigging process, a part which I do not find attractive to do, and with which I still struggle. I started off with the default HumanIK skeleton, then rescaled it and positioned it accordingly on my character. After binding the skin, I have realized that the model wasn't deforming how it was supposed to. This means I had to paint the skin weights to fix this. Painting skin weights means to basically assign polygons to each of the joints, and how much does moving the join affects these faces.
After doing so I still had slight deformations while positioning the character, but I do not want to spend more time making this perfect, knowing that I will make big changes to the mesh next.
After positioning the model, I fixed the remaining deformations by either manualy moving the rebel vertexes, or by using the new smooth tool, then I proceeded with creating the UV's of the mesh. These will come in handy later on when I will paint and create the displacement map of the character. I'm doing them now because the mesh is still low poly and it's easier to UV a low poly mesh then one with hundreds of thousands.
So far, again, I am pleased with the results, even if I didn't had that much experience with rigging, weights or UV-ing, everything ran smoothly, encountering some technical problems with my PC, over which I got over fast with no complications
I will now do some previews, placing the character in a similar position to Lucian Freud's "Benefits Supervisor Resting", only lying on the ground instead of a couch, in our classroom. I also have doubts about placing the objects around her as I originally wanted. I believe it might distract the viewer and maybe even confuse him. I will decide later on.
I did this by setting an image plane on one of the cameras, then locked it. Then I have placed the character to look like it interacts with it, and created the basic shapes of the areas she touches, and used the UseBackground shader to create the shadows which will help to make it believable.






4th Week
w/c 28 TH MARCH

I have tried to sculpt the first level of detail on the already positioned mesh, and it was extremely difficult to do so, because I couldn't use the mirror tool. That meant that I had to sculpt both sides individually, and it would've take me 3 times the normal time to make them match. So I have started sculpting on the T-Pose mesh, and then I will position it again.
I have receieved feedback regarding the pose, and more than 2 reliable people told me the character's position looks unnatural, so I'm going to try to pose her again, and I will try to keep the same kind of poses like the old masters.


In the first image I slightly adjusted her pose, but with that I have received the same kind of feedback. The second image got more positive feedback, and the position itself looks more natural. I believe that is because she looks more relaxed than before, and also didn't had deformations as harsh as the other one.
I've began filming and tracking the videos in which my character may be composed into. I have recorded 5 different places which I found appropriate, and began 3D tracking them.
I had real difficulties in 3D tracking these videos from multiple reasons. The first one being that the videos weren't high quality enough for the tracking to catch on. I have tried to record them with a GoPro, the quality improved, but I found out that it's incredible hard to get rid of the fish eye lens in which GoPro's film.
Below you can see how 3D tracking works, and how it's trying to find places with high contrast to stick to. Sadly, most of them were moving all over the place instead of following their targets. I have tried to do this with multiple programs from AE, to Syntheyes, Bojou and Nuke. None provided what I needed.
I managed to get my hands on a friends Smartphone with 4k video recording, but I couldn't take it out of the college, so I've decided to place the character in our class. I have recorded the video, tracked it, then imported the camera resulted into Maya. All I had left to do, is a test run, so I placed the character in the scene but this time I skipped using the UseBackground shader, because I just wanted to get the basic idea of how my character would look like and if I need to make any drastic changes.
I like how the preview looks like, you can see small errors of tracking, but not big enough to make a difference. The only thing I don't like about this is that the body is too small. But that's why we have previews, and that will be changed in the final product. Also because of the problems I had during the 3D Tracking, I'm currently behind my schedule, but I will catch up during the modeling stage, and even if I don't, I still have the buffering emergency week left.

5th Week
w/c 4 TH APRIL

I continued to add details to the mesh, step by step. Also I've kept in mind how the fat flows off the body because of gravity, and how because of the same reason, in some places there is just a thin layer of fat, like I mentioned 2-3 weeks ago, around the shoulders, elbows and wrists.


After creating the big shapes, forms and folds of the body, I subdivided the mesh even more, but this time only to create smaller details.
I will not keep the mesh at it's current level, instead I will create a displacement map and target it to a lower subdivision level. This way I can keep the level of detail and reduce the file size and increase the performance of the computer I'm using.




Now that I've finished the modeling and sculpting part, I will continue with textures. I started off by projecting the skin from a reference image, on the whole body, creating an even colour/texture on the whole body. I have then started to create some of the tones of the color, by playing with the other colours found in the skin, like yellow (fat deposits), red(blood vessels) and blue (no blood vessels/ no fats). I've started by painting rough strokes of colour where I know each of them can be found on the body, then I have blurred them to blend them with the base texture. After that I have used overlay,multiply and soft light to mix the colours even more, and also reduce their opacity. This way I have created more contrast and tones in the character's skin, giving her a more realistic look.

All I have left to do now, is import the scene into Maya, and add it to the camera track, then render it and color correct it in AE. I couldn't do so because every time I opened the 3D tracked camera, Maya would crash, and I couldn't find a solution to fix it. So I'm using my backup plan to compose the character in a photograph instead of a video for now.
I have rendered the Diffuse and Shadow pass and added them to the photograph, and I've matched the brightness/contrast levels to match it. I have also added a blue tint to the image, uniforming the scene altogether.

My aim for this project was continuing the tradition of the old masters, reinterpreting the female forms and taking it to the next level by using the current technology, creating a 3D model and compositing it into real life footage. The part I enjoyed the most was in the making of this project, was modeling and texturing the model, these being my favorite things to do from the beginning of this course, while 3D tracking was also incredibly interesting. Tracking a video proved to be way more challenging than I had originally imagined, and I didn't give it to much thought at first. But seeing how difficult it is to create one, this technique has acquired my interest and I will definitely try to improve my skills into it, taking me one step closer to being a complete 3D artist.
Before starting this course, I had no idea that proper research can be so extremely helpful, making my job easier, giving me more insight of this project, and also learning things which I wouldn't have knew without (e.g. How the fat behaves on the human body). I have researched a range of artists, but the ones which influenced my project the most were Lucian Freud and Ron Mueck.
I have encountered lots of problem during this project, both software and hardware wise, but I managed to solve and get trough them, accomplishing what I aimed for. The biggest obstacles I had were the 3D tracking, as mentioned before, more challenging than expected, and the rigging/skinning of the model also proved a bit troublesome, mainly because I didn't had much experience with them. In the end, I am glad I had problems with these techniques, because I had to figure out and learn how to properly execute them.
What I don't like about my project is the fact that it still doesn't entirely fit in the footage. I have also noticed that one of the breast turns brighter for 1 or 2 frames, which I occurred during the editing, and also a white bar appears on one of the table legs for 3 or 4 seconds. Regarding the modeling I dislike the how the head looks like, the chin being to accentuated and it doesn't feel like it belongs to the body. From the final feedback I've received, it also appears I removed to much of reds and blues, yellow being more dominant, and some said that the character looks even dead.
In the end, I'm satisfied with the current look of the project, and I have realized that 2 years ago I knew nothing about any 3D technique, and comparing this the my previous projects and FMP, I believe I improved greatly and I'm on the right track of getting into the 3D industry. I will continue to improve the scene in my free time, working on it to get the right skin texture, and also adding a breathe animation to make the character look more alive, while also learning more editing and rendering techniques, to enable me to merge the character and the footage even better.
6th Week and ongoing
w/c 11 TH APRIL


After showing this to several people, I received valuable feedback which I'm going to use to correct or improve my project. Two of the most important feedback worth mentioning are the toes, which look, and I quote him, " like a fork", with which I strongly agree and I didn't realize at the moment, but I believe it's because of the displacement map, and the skin tone being to red and blue.
I decided to record a new video, because the previous one was a bit too short and also did not show that much of the model, the camera being basically in just one spot. Because of this, the 3D tracking was much more difficult to achieve, and ended up costing me more time than I have originally planned, but in the end it was worth it.
On the test footage, all I had to do was basicly clicking 2-3 buttons, and even then the result wasn't what I expected, as you could see the character slightly moving on the table. I forgot mentioning, that I've been trying to achieve a good 3D tracking since the 4th week, working simultaneous on the model itself too. During this process, I have recorded over 20 videos which I've tried to track, with no decent result. But during this I have slightly learned more and more about it, and I finally got a good one in the end.
I have learned that to achieve a good source for tracking, the camera movement must be as smooth as possible, and because that just by walking around with the camera/phone in your hand you can't achieve that, and I did not have access to a camera stabilizer, I had to improvise. I asked a colleague to stay on a chair, recording, while I was pushing the chair around the table. This has provided me with a stable and clean shot.
Another thing that I've learned was that I should have some clear high contrast points in the environment, so I've used paper and drew black dots on them with a marker. This will provide better stickiness for the trackers.
The most important thing that I've learned, is that I can actually manually place trackers in specific points, and correct them if need be. By doing just these 3 things, I have managed to get a perfect tracking, having little to none movement of the 3D objects I've placed in the scene.
Now that I've finally managed to track my footage, I've started to render my video. I had to change the way I render it in the end, not rendering it in different passes for the diffusal/shadows/specular, being shorter on the time because of the tracking. I would still have time to do it like I originally planned, but then I won't have time to amend things that might go wrong, and even so, not rendering in passes just means I have a bit more edditing to do.
With the resulted images I've imported them into AE (After Effects), and began editing.

I had to duplicate the rendered layer, and use the Roto Brush to rotoscope the model, so I can add effects just to it. I've color corrected it by using Hue/Saturation, having to reduce the general level of saturation, and also reduce just red and blues in particular as the feedback suggested. I have also tried to blend in the model by using Levels to reduce the brightness/contrast of the character, and by blurring the character by a small amount. Then I have used masks to hide and match the shadows and artifacts. After this I've color corrected the whole scene using an adjustment layer, by using Levels and Color Correction.
The final step was adding the audio from the original video, to help at making the viewer believing the character was truly there.