Progress Report - Toolkit 2
Links to work are in grey or blue writing, or it may say "click here."
Links to work are in grey or blue writing, or it may say "click here."
Tutorials:
Lighting and Rendering 2:
Arnold - Part 1: In Class
Arnold - Part 2: Sampling and Noise Reduction
Arnold - Part 3: Ray Depth
Arnold - Part 4: Linear Workflow (Lecture Only)
Arnold - Part 5: Maya Lights
Arnold - Part 6: Light Filters
Arnold - Part 7: Stylised Internal Lighting
Arnold - Part 8: HDR Images
Arnold - Part 9: Sky Dome Light
Arnold - Part 10: Stylised External Lighting
Arnold - Part 11: Standard Surface Shader
Arnold - Part 12: Toon Shader
Arnold - Part 13: Geometry Override Sets
Arnold - Part 14: Physical Sky Light
Arnold - Part 15: Not done yet
Arnold - Part 16: Mesh Lights
Arnold - Part 17: Ambient Occlusion
Arnold - Part 18: Photometric Lights
Arnold - Part 19: Not done yet
Arnold - Part 20: Not done yet
Arnold - Part 21: Not done yet
Arnold - Part 22: Not done yet
Arnold - Part 23: Not done yet
Arnold - Part 24: Not done yet
Arnold - Part 25: Not done yet
Arnold - Part 26: Not done yet
Arnold - Part 27: Not done yet
Pipeline 1: Head Modelling
Part 1: Preparation
Part 2: Rough Blocking
Part 3: Rough Blocking Continued
Part 4: The Mouth
Part 5: The Eye
Part 6: The Nose
Part 7: The Brow
Part 8: The Ear and Neck
Part 9: Sculpting and Clean Up
Part 10: Creating Details
Part 11: Adding a Throat
Part 12: Eyebrows
Part 13: Skull Cap
Part 14: Snagging List
Pipeline 1: Body Modelling
Part 1: Torso Blocking
Part 2: Torso and Arms
Part 3: Legs and Pelvis
Part 4: Legs and Boots
Part 5: Gloved Hands
Part 6: Hands and The Final Model
Pipeline 1: UV Layout
Part 1: Head and Head Details
Part 2: Body and Exporting Maps
Pipeline 1: Skinning:
Part 1: Building a Ribbon Spine
(The rest are still to be completed)
Pipeline 1: Rigging:
(Still to be completed)
Pipeline 1: Texturing:
(Still to be completed)
Pipeline 1: Facial Rigging 1:
(Still to be completed)
Pipeline 1: Turnarounds:
(Still to be completed)
Pipeline 1: Facial Rigging 2:
(Still to be completed)
Pipeline 1: Facial Rigging 3:
(Still to be completed)
3D Animtation 3: Term 1 Body:
For all Moom Poses click here
For Moom Weight Lifting click here (scroll down to end of the post)
3D Animation 4: Term 2 Face:
For my Facial Animation click here
Pose Library click here
Infographics:
For all Infographics work:
Influence Map - Infographics click here
Colour Pallette click here
Basic Shape/Colour of Wheel and Leaves click here
Quick Challenge - Junk to Gold click here
New Leaf Designs click here
Research for Infographics click here
New leaf Design/Ideas click here
New Wheel Design click here
Skull Animation Test Run click here
For Infographics Title Credit Animation click here
Mudbox:
For all Mudbox work click here
Life Drawing:
For all Life Drawing lessons click here
Sculpting:
Sculpting Character Ideas click here
Final Character Idea click here
Head Turn Around click here
Sculpting - Lesson 1 click here
Sculpting - Lesson 2 click here
Acting Lessons:
I still need to upload my acting classes
Character Production Bible:
For Character Production Bible click here
Character Design Feedback
ReplyDeleteIt is clear from your design bible that you understand your project and have researched your subject matter fully. You final character design is full of character and personality although as you have struggled with visualising your character in three dimensions, the gestures, expression sheets and turnarounds are somewhat flat. I definitely think this is worth persevering
with as it will definitely bring life to your designs.
Your environments are simple but have enough atmosphere to convey the story. They match the stye of the central character well and so both elements work together well. As the main protagonist is so small, however, it would be good to consider showing thing from an ant’s perspective, or zoom up on some of the detail. There could be hidden world of wild west archetypes lurking in the human world, such as a saloon for insects in an overturned barrel.
The Storyboard, although demonstrating the central gag well, feels a little lacklustre, and not entirely clear. What is the Boom? The sound of the saloon doors being thrown open? A Gunshot? This isn’t helped by the fact the characters are frozen in place and don’t seem to be doing any specific gestures or actions. I think it have greatly benefitted from more dramatic camera angles, building up the tension. The boots of an approaching stranger, a reaction from someone in the saloon, the narrowing eyes of the gunfighter and then the reveal she is only an ant.
Overall then, I think you have designed an interesting character and situation, but it isn’t quite realised, needing more three dimensional gestures and expressions, a more cohesive story and more dramatic and interesting storyboard. I think it would be in your interest to flesh out these issues and show more of what you are capable of. - JW