Monday, 16 March 2009
An older but more well drawn storyboard
With the project now nearing an end I was able to find one of my older but more neater drawn storyboards. Obviously the story had evolved and changed since then i.e. Cornelius no longer holds a shakespearian skull while talking, he is no longer standing on the rock when the cage was lifted and McGlone is present in the cage at the end with him when it comes lowering back down on top of them.
Friday, 13 March 2009
Tuesday, 3 March 2009
Animation stage...
Yesterday and today has been dedicated to animating McGlone in his first and esbalishing shot. The process was difficult due to limitations of my rig and weight painting. Due to time constraints I haven't been able to improve these aspects, however it is still in a usable state.
After I rendered out the animation sequence and occlution layer, I placed the images into After Effects, gave it a wave deformer to make it seem less solid, blurred it and added some 'noise' effects and the background.
Thursday, 26 February 2009
Wednesday, 25 February 2009
Today's progress
1) Today I am experimenting animation without the IK handles on the arms. Weighing up the pros and cons of them, I feel IK handle arms maybe not be needed.
2) Smoothing seems to really slow the program down so I'm trying out the idea of lessening the smoothing to a small degree to see if it improves this problem.
3) Alec has demonstrated the process of making my character look like clay using the Blinn texturing and bump maps.
4) Modelling the broom for McGlone to use in his animation
5) Using the Blinn and bump mapping I have gotten started on McGlone's colours and bumping. However given this is my first attempt its probable that I'll be redoing it again in the near future.
6) Below is McGlone's kelt (or kilt, cant remember how you spell it) with a colour and bump map resembling finger and thumb prints.
7) Here I added the same thing on the socks...
Tuesday, 24 February 2009
Current Progress
Modelling of McGlone's body and head completed.
IK handles have been set up, no problems encountered (so far).
After over nearly a week I have come near completion of my Weight Painting after many trials and errors made. All that is required in this area is to finish up and perfect the quality of the squash and stretch aspect.
Monday, 16 February 2009
London Zoo
Tomorrow me, Alex and Dan will be visiting London Zoo to get some decent background footage and images for our final project and environment.
Wednesday, 11 February 2009
McGlone's Skeleton Rig
The rigging process has begun as McGlone has now be fully equipped with a full body rig. With McGlone's body rig in position, all that is required now is...
1) IK Handles
2) Binding the Skeleton and Skin
3) Painting Skin Weights
All this will begin tomorrow.
The time has come... to Rig
With the shape of the model now complete my next job will be to rig the entire thing. Rigging will be completed by the end of this week at the earliest and during the following week at the very latest.
Once rigging is completed I will need to 1) colour my model, 2) model the props and 3) test an animation sequence.
Also on the agenda is to create the environment that McGlone as well as Cornelius and William will be interacting within.
Once rigging is completed I will need to 1) colour my model, 2) model the props and 3) test an animation sequence.
Also on the agenda is to create the environment that McGlone as well as Cornelius and William will be interacting within.
Tuesday, 10 February 2009
Monday, 9 February 2009
McGlone's Body... further developed
Wednesday, 28 January 2009
3D Head Model
Ive begun modelling the final for the head of McGlone. Here is a 3/4 view, front view and side view with softened edges.
Tuesday, 27 January 2009
Thursday, 22 January 2009
More Concept Art
For several days now I have done a lot of concept art towards the development of McGlone...
After some other ideas to develop the face I begun developing what he wore and what build he had.
Thursday, 15 January 2009
3D Head Mock Up Version 0.0
With a basic shape for McGlone I decided to try and test out how difficult it might be to generate his head in that current style I'm working with.
The style itself is quite square so it wasn't too difficult to make though my thought is that a face rib will take some working out and further development of the face/head will be needed.
The style itself is quite square so it wasn't too difficult to make though my thought is that a face rib will take some working out and further development of the face/head will be needed.
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