Afterwards i began to do Maya tutorials starting with the character model tutorials. I came to realise that the model was actually a lot more complicated than my model was going to be so i decided that id model it until i understood what tool did what as i didn't want to waste time making something that wasn't going to be used in our final animation.
Tuesday - I began to model my character using the notes i had taken from the tutorials and started to building his base shape.
I spent a lot of time modelling the shape as i was trying to successfully recreate the shape i had test run the in previous weeks but it became warped and didn't have clean shadows for us to work from so i created a box and used the bevel tool on it tis created the same shape with minor differences. I asked my partner what she thought and we came to the conclusion of using the beveled shape as it was easier to come to in the end. After this i added Edges to extrude to create the legs and the arms we chose to make as separate entities so that they'd be easier to move around and animate.
Wednesday - I finished my chracter model by Extruding from around the collar and head to make the cloak as the rest of the clothes will be flat to the body. We decided that the clothes woundnt be seperate entities that interact with the body as it would work better with our planned aesthetic of janky movement.
There were a few dificulties with the cloak as the deleting of extra edges from wrong extrusions caused a few warps in the faces but i was able to sort this problem through mostly trial and error.
Since the model was made i chose to not do the rigging just yet and focus on getting the set and scenery modelled modelling all the objects we needed. I started with the large and simple objects such as the shelves.
Thursday - while the shelves were very simple to model the desks were a little bit more difficult as they had asymmetrical extrusions and shapes so i found myself creating multiple polys and then deleting chunks to get the shapes. This wasn't too difficult on the wizards desk as its fairly straight forward as it was based on an old fashioned wooden desk. There was slight hiccup when i merged the vertexes so the top of it isn't actually connected to the rest of the desk.
The scientist desk was a corner desk and the planes kept on warping and excessive edges and polys were appearing.
The scientist desk was a corner desk and the planes kept on warping and excessive edges and polys were appearing.
Friday - I was able to finally figure out how to make the desk by finding the blue prints for a corner desk however it took a lot of deleting and weilding of edges and vertexes. These were the more complicated things to model as i didn't know which edges needed to be deleted and which had to be kept. I also quickly modelled the portrait and room (roughly) as they were simple. Certain details we have to keep in mind while modelling is that the scientists stuff specifically the desk needs to be lower to the ground as he is shorter so things need to in easy reach for him.
Ive found modelling objects easier and simpler than modelling characters/humanoid characters. because there doesnt need to be much thought in the polygons since they keep very straight and orderly polygons.
My partner also finished the new animatic. This entailed more gags and situations that gradually escalated to classical music. This all built on the comedic build up of the final situation it also works with the rule of three, the initial distain, the build up and the merge.
Ive found modelling objects easier and simpler than modelling characters/humanoid characters. because there doesnt need to be much thought in the polygons since they keep very straight and orderly polygons.
My partner also finished the new animatic. This entailed more gags and situations that gradually escalated to classical music. This all built on the comedic build up of the final situation it also works with the rule of three, the initial distain, the build up and the merge.
Saturday - Modelled the fridge and while i modelled my partner began to look into the UV mapping. We decided to UV map water colours onto the models as my partner created concept art in water colour. We collectivly made a list of stuff that i needed to model as well.
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