Thursday, 22 December 2016
The mum is pretty much finished, there are still some skinning issues with the dress but I will iron those out and hopefully it will all work nicely. I got some advice from Alan on how to tackle it which involved creating a duplicate mesh and using rivets to control the main mesh.
I couldn't resist putting the family together, so I quickly put them all in a scene and posed them for a group photo. While doing this I noticed that two of the boys buttons weren't working correctly, they had some how flipped, so I will be investigating that as well as polishing the mothers dress.
Tuesday, 20 December 2016
Saturday, 17 December 2016
Thursday, 15 December 2016
Wednesday, 14 December 2016
These are the current textures for the boy, he is currently missing his buttons because I couldn't remember how to attach them to the rig, so that will be a question for Alan. I can now move onto the parents, the boy will need some additional face shapes when it comes to lip syncing as I want the transition between shapes to be smooth at points.
Sunday, 11 December 2016
Today I worked on getting some face shapes done for the boy, I decided to create them in Illustrator as the smooth vector lines were something I wanted to achieve. There is still stuff to clean up and I need to create all of the Phonemes but it is really exciting seeing him come to life!
Thursday, 8 December 2016
I've been trying to work on a way to rig the PJ's so that they can be deformed with the leg, this is my first test using a NURBs circle as a motion path with joints attached. It automates the deformation quite nicely and it's possible for me to add individual controls to control each joint separately. Below is an image of what the rig looks like so far it still needs skinning adjustments but the method seems to be relatively decent.
Tuesday, 6 December 2016
I took a break from skinning/pose space deformation stuff to rough in some textures, I was mainly concerned with getting some rough eyes and a mouth in and figuring out the spacing. There is still a lot of work to be done with positioning and scale but the boy is starting to come to life.
Friday, 2 December 2016
The boy's arms are now rigged, have squash and stretch and IK/FK functionality. Like the legs they have flexi-planes as part of the rig to add some extra control when it comes to skinning. Once I've checked over the rig to make sure there isnt any issues I can start skinning!
Wednesday, 30 November 2016
I finished off the leg rigging today and started on the arms, here are some of the various expressions/node editor work that I had to do to get the rig to be stretchy in both IK and FK mode.
Friday, 25 November 2016
Rigging is well underway, I decided to do the same rig that I used in my Adaptation B project, it will overall give me more control and exaggeration when it comes to animation. So far I've set up the spine, the neck, a temporary head joint and I'm halfway through the legs. Next I'll be working on FK controls and switching the visibilty between IK and FK controls, I'll also be adding flexiPlanes to the legs and arms to allow for better deformation.
Thursday, 24 November 2016
Tuesday, 22 November 2016
Monday, 21 November 2016
Tuesday, 15 November 2016
Monday, 14 November 2016
Sunday, 13 November 2016
This week I started painting something everyday, I am going to try to make a painting a day from now on to hopefully help me improve and make me quicker at painting. I'll be posting them daily at: https://www.instagram.com/serafini_art/ and I'll be adding them weekly here.
I started modelling the boy's head, It was fun to get back into 3D but at the same time I felt extremely rusty at modelling. The mesh is still a bit lumpy in places, but it is a good working base. Look forward to bringing this little guy to life.
Thursday, 10 November 2016
Tuesday, 8 November 2016
Monday, 7 November 2016
Sunday, 6 November 2016
Friday, 4 November 2016
These are probably far too detailed as in reality you're only ever going to see the silhouette of the 'shark' however it was easier for me to draw them slightly more detailed. I think 7 and 9 are my favourite, but I think 7 could use beefing up to be more bulky and intimidating.
I need to figure out how the 'shark' bed looks next, as it will never be seen I will be focusing on its mass as opposed to a fully fleshed out design.
Wednesday, 2 November 2016
Tuesday, 1 November 2016
I changed up the colour scheme for the wardrobe and bedside table and then did some quick sketches of the room, it's furnishing and colour is still going to be explored but in this one I tried to make it quite dull.
I also did a quick parents turnaround to use as a starting point in Maya, I feel as if I will be able to model these characters without a guide but having something to get the model started is always useful.
Monday, 31 October 2016
Sunday, 30 October 2016
I've adjusted the ending in the animatic now to follow the new storyboard I made, I still need to flesh out the bedroom transformation a bit more. This will help me understand how I can make it in Maya and help the animatic read slightly better.
Friday, 28 October 2016
Also during my tutorial with Alan it was discussed that the orthographic was slightly incorrect in the arms and because my character wont have shoulders we decided it will be easier to model him in an 'A' pose. This will definitely help with rigging so I am glad that it was an option.
I made the decision to make the furniture less suitable for a child and slightly more gothic, so here is some redesigns of the bed. I decided that the most important part is the front half, as that is all that will be seen in the animation. This means the back will most likely just be there as a mass as opposed to a refined model. 31 is my favourite and I think it is the bed I will take forward as the spider monster.
Thursday, 27 October 2016
I think that having the furniture slightly darker and more gothic is a good approach for the overall tone of the animation, almost as if the boy has been put in a room that wasn't meant for a child. I also started to sketch how the head board of the bed could look which means the monster needs some rethinking.
Tuesday, 25 October 2016
The first batch of expressions for the boy, so I will be more prepared for Maya I made sure I kept all the elements on separate layers. I also have been thinking that the boys eyebrows will be geometry as opposed to drawing them on.
This was one of the few projects I worked on while at Nexus, I can now share the final animation but I need to wait a while before I can show the animatic I did for it. The project was a lot of fun to work on and I was grateful to be welcomed back to Nexus to help with the shoot.
Monday, 24 October 2016
Today I started working on the wardrobe and bedside cabinet for my animation, using samurai jack, powerpuff girls and upa animations as a style reference. I will continue to explore these objects as they will be the main hero props. I need to make sure that the top of the wardrobe isn't too complicated as the boy will spend some scenes on top of it.