Skip to main content

Character Design : Session 1

 

Character Design : Session 1

I was given my set of criteria for my character design for this unit. I got a Shark, Diva in the UPA animation style. That is set in a 50's MGM Dance Musical, having a musical night out on the town while dancing.

The first part of the session was researching a object, before designing it to look like it belongs to someone and seeing that character in the object.



During this first session I researched my conceit, this being UPA animation while doing some drawing of sharks. Mainly I was trying to understand the style of UPA and trying to apply it to the character I was given in the class and my character as a shark.

Attempt 1.

Second attempt.

Second attempt.





Comments

Popular posts from this blog

Tool Kit 2: Depth of Field

  Tool Kit 2: Depth of Field This tutorial came at the perfect time for me as I was already messing around with depth of field in test scenes trying to understand it. This tutorial made it a lot clearer how to use it and how powerful it is as a system in Arnold. There is a lot of functionality in the Arnold camera and as such there is a lot of renders below to show each of the settings. First is the Filter map a system that works as a sort of vignette to the camera. A well as a load of setting to do with the shape of the blur including aperture blades as well as aperture aspect ratio. These can creating interesting effects if used in a stylistic manner. The main settings in the tutorial where Focus distance and Aperture size as there control how much of the scene is in focus and where in the z axes this area sits. Filter Map. Depth of Field 1. Aperture Blades : 3. Depth of Field 2.

Major Creature 4 Texturing

  Major Creature 4 Texturing The texturing process is one I enjoy and feel confident in because of this I was able to sit through the process in a few days and generate the outcome. I came back to these textures a few days later to darken the textures over all once I saw then in Arnold. I also increased the level of dirt in the textures as they looked to clean.

Tool Kit 2: Physical Sky

Tool Kit 2: Physical Sky In this tutorial I learnt about the physical sky in Arnold and how it can be used to easily mimic time of day when rendering exterior shots for animations. Using a variation of elevation, Turbidity, intensity and Azimuth you can create the different angles of sky light you would see in real life. Other settings that can be used to push a stylistic approach include sun tint, sky tint and sun size. These can be used to create strange effects that are stylised and aren't meant to look photo real. Day1. Mid Day. Morning/Evening. Foggy Day. Stylised Lighting.