Thursday, 31 July 2014

Task: 3D Character Model - Modelling

Step 4: Modeling the Face and Body seperately 

The most trouble I had while modelling was the face, because I made it quite boring in my sketch ups. It took me a while, but I eventually modeled a face that had more personality.





I followed the sketches I had, and eventually saw that it needed work in the legs and the definition of parts of the body. It developed very well, and I'm proud of the result.











Tuesday, 1 July 2014

Task: 3D Character Model - Sketches

Step 3: Idea Sketches







Step 4: Sketch Development + Clay

I chose 3 designs from my brainstorm that I liked and think followed the brief and tried to look at how they'd look when 3D. The two small designs, I thought, lacked personality. I decided to try and develop the larger character and then see how the angle would look through clay (plasticine) modeling.









Thursday, 26 June 2014

Task: 3D Character Model - Inspiration Images

Step 2: Collect inspiration images and Brainstorm



















Task: 3D Character Model - Brief Interpretation

Production Requirements:
3D character
Webcast Series
Attracting interest from a production studio
Prime Time TV Audience
Break away from a shallow TV mould

Design Requirements:
Personality & Memorable
Cartoony
Little Detail
Dimensionality in the head
No hair or restrained hair treatment
Clean and fairly simple forms
Start with a drawing and/or 3D clay model
[VISUAL REFERENCE IS ESSENTIAL]
Simple colour (essentially no textures or extra detail)
Geometry needs to be clean
Elbow and Knees need to deform appropriatley 
The head and the body seperate stages but still relate to each other.

Step 1: Research things in brief that you don't completely understand or need to develop
Webcast: Broadcasting over the internet
Personality: Instead of trying to make a character have personality, try and identify, what type of personality is needed for the character? Happy, Sad, Smug, etc.
3D Clay model: I've never really worked with Clay, but for this project it would help to understand the different views of sketches. I need to do some research about how to go about clay modelling.

B Team Animation Logo

Katelin and I organised a small meeting to talk about possible logo designs. We mucked around with a few different options before settling on having a neon sign. We quickly got to work on finding a tutorial on how we could go about making text look neon. We had to change a few settings for it to work for our design but it's worked out very well. There's still a few more things to add but this is working for our idea.









Tuesday, 24 June 2014

Modelling

We started modeling and I'm very interested in learning all the features avaliable on 3DS Max for modeling. 

The first thing we did was edit a box and start getting introduced with the editable poly features. We then used these new skills for an attempt for the face edited from a plane. After that, we model from a box to get a body.




For the body, Working where you start with a plane definitly works better from me but each time I've done it this way I end up making the model a female.




This is my starting attempt for more of a masculine model. There still a lot for me to do for the male body. But the initial shape I've started with works.


We've also started to animate hands. At the moment, this is something I think I need to work on. Either to make more personalised or make more realistic.




Art Style Reference Pictures

Mainly I'm looking into art styles that would be easier to animate and do in illustrator.