Friday, 27 November 2009
Final Conclusion
IK handles placed and Walk Animated
Wednesday, 25 November 2009
Textured Model
Monday, 16 November 2009
Rigging & Paint Weighting
Monday, 26 October 2009
Modelling the Character
The next stage here, i am modelling out the body and arm using a polygon cube and attaching it to the head. This process involves quite a lot of extruding and moving the geometry around using vertices.
The shorts are done seperately here. I used a polygon cylinder for the basic shape of the shorts. Just moving the geometry and vertices around helps get it into the shape that i want. I also had to delete some faces as i am only modelling half the model. This is because afterwards i will duplicate that half model and mirror it onto the other side. This saves time and helps to keep the model in line and accurate.
So the model is coming along nicely now and you can see that the hand and feet are now fully modelled and connected to the rest of the body. The feet and hand had to be modelled seperately but they were not extruded from the body it self.
I'm nearly finished now. The eyes were created by simply using polygon spheres and placed in line with the eye socket. The socket itself was created by deleting some faces and using the split polygon tool to create the shape of an eye. I had to move some vertices around and merge them to get the shape right. The ears were the same process and pretty much more extruding. I had to also extrude and refine the nose as well as the mouth. All that is left now is the hair.
Here is a quick picture of what the model looks like when it is not selected or highlighted.
Ok the hair is done now. This was pretty easy as i just extruded from the head itself so nothing too complicated there.
Friday, 16 October 2009
Final Character design
Character Concepts
Thursday, 15 October 2009
More research & refrences
Tuesday, 13 October 2009
Research & Refrences
Thursday, 8 October 2009
Industry Excercise 1 brief
Brief C: Character Design
Source: Jon Beeston
Editor -- Axis Animation
“We would like your students to design and animate some characters for us for a potential animated advertisement for London Zoo. We are thinking about using a visual style that reflects traditional “Claymation” techniques but will be generated using CG processes. The characters should be worked up from the following list:”
1. Willie Billiams – “A hyperactive nine year old on his first visit to London Zoo with an obsessive interest in creepy crawlies.”
2. Pocahontas Billiams – “Willie’s sister, she’s seven years old but much more relaxed and more knowing than her sibling. She wants to be a gorilla.”
3. Wilhemina Billiams – “Willie and Pocahontas’s grandmother, she thinks everything smells bad and is worried that a chimp or one of those nasty bonobos might escape and “Poo in her hat.””
4. Wee Eck McGlone – “London Zoo’s long suffering head keeper sixty, bald, curmudgeonly, Scottish, fiercely patriotic and obsessive about sweeping up dung.”
5. Cornelius – “A middle aged silver back gorilla, the most civilised and sensible occupant of the zoo by far.”
“Your students should consider the following points when working through their character designs:”
- “If they work in 3D then they should concentrate on two characters from the list per animator.”
- “If they work in 3D then they should be using one of the major 3D packages, i.e. Maya, Lightwave, or Max. The characters should be fully modelled to a maximum resolution of about 100,000 polygons, decent texturing is vital, we won’t accept a model alone at this stage. The model should be rigged”
- “We expect to see support work on paper, development drawings and character sheets that should include orthogonal views, i.e. front, back, top, and side, and a more expressive drawing of the character in a typical pose.”