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Showing posts from June, 2021

Toolkit 2 : Submission Post

Toolkit 2 : Submission Post Character Design: Bible: Torran Rodgers Character Design Bible by Torran Rodgers on Scribd Session 1 :  https://torranrodgerscaa.blogspot.com/2020/10/character-design-session-1.html Session 2 :  https://torranrodgerscaa.blogspot.com/2021/06/character-design-session-2.html Animation: Lip Sync https://torranrodgerscaa.blogspot.com/2021/06/toolkit-2-lip-syncing-final.html Animation: Weight Lift https://torranrodgerscaa.blogspot.com/2021/04/maya-class-moom-rendered-w-motion-blur.html Action Poses: https://torranrodgerscaa.blogspot.com/2021/06/maya-class-action-pose.html Relaxed Poses: https://torranrodgerscaa.blogspot.com/2020/11/maya-class-relaxed-posing.html Substance Painter: Dumpster: https://torranrodgerscaa.blogspot.com/2021/03/maya-texturing-class-substance-3.html Oil Can: https://torranrodgerscaa.blogspot.com/2021/03/maya-texturing-class-substance-2.html Book: https://torranrodgerscaa.blogspot.com/2021/03/maya-texturing-class-substance-1.html Barre

Life Drawing

  Life Drawing

Maya Class: Action Pose

  Maya Class: Action Pose Pose 1: Pose 2: Pose 3: Pose 4: Pose 5:

Toolkit 2 : Lip Syncing Final

  Toolkit 2 : Lip Syncing Final

Character Design: Session 2

  Character Design: Session 2 We started this session by stylising famous buildings, This was a fun task as taking very recognisable buildings and making them either simpler to read or visually pleasing. We where then given a character and where told to design the living spaces that belong to this character. I was given a knight and as such i designed a field tent for the knight as if they had been gone for a while after potentially loosing a fight.

Pipeline 1: Skinning

  Pipeline 1: Skinning Part 1 and 2: Creating and adding a Skeleton with a ribbon spine was an interesting process. The ribbon spline was a process to create and as it was the first time seeing one I struggled to understand how it interacted with itself.  After a while I understood it better and I now know how to use it and what controls to use while rigging it. Overall the Skeleton is a simple process to make and as such I didn't struggle to make it. Part 3: Block applying weights is simple process and was a good start point to understanding the weight paint tool before I had to use it in blending the weights for the skeleton. Part 4 and 5: Blending the weights was a long and repetitive process in a good way. Re weighting things again and again to really close in of the right weights was a enjoyable process. Mainly as I started to see the character really become mobile and become usable in animation. Weight blending the spine was a long process but it was rewarding when I finally

Pipeline 1 : UV Layout

  Pipeline 1 : UV Layout Part 1: UV unwrapping is a simple process however I feel like there is still lots of little tricks that I can learn to make the process easier. This could be making the UV process simple or making the texturing process easier. Either way I think that the the head could cause trouble for me in the future however this depends of extremities such as noses or ears. Part 2: Like when modelling the body UVing is simpler because of the style of character were modelling. As its made up of tubes and other simple shapes unwrapping the body is simple and makes the process painless. 

Pipeline 1 : Body Modelling Part 1 - 6

Pipeline 1 : Body Modelling Part 1 - 6  Part 1: Blocking out the model initially is a simple process only made harder by the Pre Planning needed to create a smooth transition into modelling the rest of the body. Part 2:   Seeing as how this design is very similar to alot of cartoon characters, made from simple shapes connected to each other. Modelling the arm was very simple through connecting a tube structure to the already made torso. Part 3: The legs where harder due to getting it close to the middle line. Going over this causes trouble when mirroring the model. However it was a fairly painless process and a simple task as it is its own piece of geometry Part 4: The boots where simple, even when taking into account creating good geometry for skinning. This was a simple and fairly fun process. Part 5: The way of making hands shown in part 5 is really useful and is a method I will be using in the future. These fingers have a defined style so the level of sculpting might vary depending

Pipeline 1 : Head Modelling Part 9 - 14

Head Modelling Part 9 - 14  Finishing up the head by adding in a skullcap, a throat and other details to finish up this part of the model.