Toolkit 2 : Submission Post
Character Design:
Bible:
Torran Rodgers Character Design Bible by Torran Rodgers on Scribd
Toolkit 2 : Reflective Statement
I really enjoyed toolkit 2 and have learnt a lot throughout the time of this unit. I started by working through the Lighting and rendering 2 Part of the website. As I moved through these tutorials I saw how each of them could be used to create a specific effect, or could be used in creative ways to create interesting animations. Some of them I found easier to understand then others but over time I was able to get a hang on all the techniques in the list.
As we progressed with the Maya workshops in class I found it easy to keep up and understand the material, only being slowed by technical setting that I had forgot to set. Understanding not only what we were doing but why we where doing it made it easier to do as it turned the task from a copying exercise into more of a lesson. As I got more comfortable I started to move away from the exact posing but still understood and used the principles and tricks the lessons had to offer. When posing moom's body I have a good understanding of the controls so translating poses onto his joints was simple, however I need to work on an understanding of Appeal and Exaggeration as moom is a cartoon character with cartoon proportions and as such should try and follow the animation principles instead of being accurate to the reference.
Character design isn't my strong suit however this project gave me a chance to explore a style unknown to me before and really challenge myself in how I work. The UPA style basically gave me a whole range of options for how I wanted my animations to look as there work stretches from the really abstract to the slightly more mainstream. That being said there was no point in taking influence from there more generic work and as such gave me great opportunity to experiment with design in a Strictly 2D and Economical sense.
Although I didn't get to finishing jet pack jones I found the tutorials I have made it through to this point most informative. The lessons on modelling have given me lots of tools to use when making my own characters, as well a better understanding of what makes good topology. Translating images into 3D is the main Job in Modelling and as such I will continue to practice to get better at those translations. I Say this because I'm not 100% happy with his head. I think there is some likeness there however weather or not it is the Character he should be is debatable. I managed to make it through the skinning section of the pipeline. This was my first time using the skinning tools and as such I am happy with the outcome I Achieved. I think the model bends well through the spin however I understand that I will need to continue through the Pipeline 1 tutorials to gain a better understanding of Corrective blend shapes so his arms and legs deform better for use in animations.
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