Re-imagined Character Modelling Preperation
I decoded the pipeline structuring what needed to be done when to be kept on track. I then also took the time to research the most efficient way to create this final animation.
Character modelling interested me, and I felt if I created my own character I could control the final look. I could exaggerate the limbs of this character to fully express the movements in the clip.
I then went onto researching into the quickest most efficient character modelling tools in Maya. I found simply blocking out the character. Then using the quad-draw method was the most effective way of modelling, whilst keeping topology clean, I could also use the sculpting tools in maya to create extra face definition and muscle structure. This was important for the rigging and skinning stage, later down the pipeline.
I gathered artistic and photographic reference of John Cleese, and similar. I then gathered existing 3D models I liked the look of, along with sculptural face definition reference, muscle structure reference, and topological reference. These all helped me to create an accurate model ready for rigging but also with an artistic style I wanted to go for.


Comments
Post a Comment