Showing posts with label Character. Show all posts
Showing posts with label Character. Show all posts

Monday, 9 June 2014

Chirpy ready for rigging!!

Here, are few images of Chirpy with her Topology. George and Lilly had pointed some changes which have corrected in this final model.






 I  had modeled the wings back to front. So I changed that.



There were a few additional faces that needed deleting. Lilly helped me locate them. 



Her feet were quite webbed. So that was also changed.

She is complete!!

Thursday, 5 June 2014

Chirpy's Body and Wings

I started modelling the body and wing area which did not seem difficult when compared to her head. I thoroughly enjoyed making her wings and adding the feathers. Sheng's art had one layer of feathers. However, I though her wing looked very bare so I decided to add three layers to give her a fuller wing.


I had thought,I just need to stitch the second half of the body and the bird will be ready to rig. However, Lilly and George pointed out some minor changes that I will hopefully complete within this week.


Tuesday, 3 June 2014

Chirpy's Head

After a day's of work with Chirpy's head. This is where I left her.


 I used the same techniques with the eyes that I used for our human model Lily. However,the topology of the beak area was a challenge. I tried finding some tutorial on digital tutors but in vain. Then I just Googled for some images online on bird topology. I found references, and tried to incorporate some while used my experience for others.


 My team is very happy with the results and so am I! I especially enjoyed modelling the feathers around her face. This gives her so much character,I think.( Or, simply makes it look like a bird)

Thursday, 29 May 2014

Bird Blocking

Sheng's Character Designing for our bird- Chirpy


Blocking of the bird was pretty simple. I cut the above concept in Photoshop and imported the images in Maya. Thereafter, I created simple polygons to start detail modelling.

Friday, 2 May 2014

Lily's Topography


Earlier, I have modeled objects that were never animated. However, this time I had to model a human. It was of utmost importance to maintain the topography so that the when Lilly or George are animating them there are no inappropriate deformations.
So, I saw several tutorials on Digital Tutors that would help me through with this.

Hair- I saw a tutorial of Maya Hair that seemed quite fascinating. I did give it a try. So, I started modelling with a NURBS sphere for the hair shape. Somehow, I was not getting around to even developing a basic shape. Then, Kieran showed me how he had modelled hair from polygon in his undergraduate project. That sort of helped. I started with a polygon sphere and then changed its shape bit by bit. The major changes for the hair were its pony-tail and the band that ties it. The pony-tail that I had modelled earlier was rigid-looking and the band was a separated piece of polygon. The ridges in the hair-shape were also deep so I had to reduce that. Now, the pony-tail looks fluffier and realistic.


Earmuffs- The ear-muffs were a last-minute addition. I used a NURBS sphere to model it first but later on moved to the most reliable method of modelling- polygon. It was modelled really quickly but looks smashing nevertheless.



Face- Modelling the human-face was the biggest challenge of all. If the topology was in any way not correct then the animation would not touch the audience. The eye-socket area was a challenge because the tutorial that I had initially followed was that of an alien (Haha!). Later, Lilly found me a tutorial for creating a young girl. So, following the alien tutorial I had created the eye-lids separately. Here, the eye-lids are a part of the face mesh.
Apparently, the mouth-area was the most time-consuming part. Different people had different opinion on the shape of the lips. I modelled it several times. Finally I settled on just a basic shape. Then, it was important that the lines edges from the eyes merged with the mouth area so that the deformation wouldn’t look unrealistic.
The modelling of the ears was very basic. However, it was later of no use as we added an ear-muff.



Eyes, Eye-lashes, Eyebrows- As mentioned earlier, I had referred to the Alien making tutorial, thus, the eye was modelled according to how the alien might look! I modelled a fresh pair from the other tutorial that Lilly sent me. The new eyes not only look befitting our your character but also has beautiful eye-lashes that add to her look. The eyebrows were modelled separately so that the character could be more expressive. Also the eyebrows were trimmed and tweaked to look more appropriate.


Teeth-Gum-Tongue- Following a separate tutorial this set of teeth was modelled. The width of the teeth was changed several times. The end of the tongue was made to tilt downwards,more in tandem to a real mouth.


Snood- The snood was modelled n number of times. I made the first one with NURBS Curves and then lofting them to create a wave sort of material representing the crease of the cloth. Despite it being made by the NURBS curves, it looked rigid. So, I created a second with another NURBS primitive. I was going nowhere with the NURBS modelling tools. Finally, I used a Polygon Tube to model this. All my team mates were pretty happy with the result.


Torso- For the torso it was important that the clothes be modelled on it and not independent of it. If the clothes were modelled separately then there would have been one mesh on top of the other. It would have made weight-painting and rigging difficult. The main challenge was to get the arm joint and the chest topology correct. After several attempts I got that correct. Also the crease that divides the sweater from the t-shirt was a problem. The earlier design had the sweater longer that the t-shirt. So the sweater-mesh lay over the t-shirt mesh which would have again been a problem for George. So, then it was decided that the t-shirt would be longer than the sweater.


Hands- The basic hand shape was blocked pretty much alright. The detailing of the fingers did not take much time. It was the modelling and positioning of the thumb that took a lot of tutorial help and time. The palm needed some fixing too. Most importantly to have equal number of vertex to merge it to the torso I had to join five vertices to one point. That might have posed a problem when it was given for animating. Later, Sean advised me to separate the parts of the body so that the deformation would not be weird. This also solved the problem of equal number of vertices required to merge the separate meshes.


Lower-Body and Shoes- Topology of the lower body was quite different because the hip would join at the thighs and the movement of each would be different. I also had trouble of joining the two pair of legs at thighs. The vertex of both the mesh would go beyond each other. I had to delete and join many times to get it right. Also, Sheng suggested that we Lily’s trouser might have a crease at the side to make it look like she is wearing clothes.


I had a fun time making the shoes. It was the only part that did not take much time to model. Plus, there were no changes required to it. It was perfectly made from Day 1.

Finally, I organised the entire scene details as can be seen in the image below. The Outliner was cleaned and named properly. Even, different parts of the body meshes were put into different layers.





Tuesday, 29 April 2014

Lily Model Adjustments

There were several adjustments required after the last bit of tweaking. As a last minute decision,we added ear-muffs to complete her autumn-winter look. It would also help in the story as she is oblivion to what is happening at the background.




Lilly made a sort of a list. I got along with changing all those and the model looks definitely better. I uploaded a copy and everyone found it fine. Thus, Lily’s modelling is complete now.






Thursday, 17 April 2014

Lily Character Adjustments

There were more than twenty changes that we had all agreed on that our model required. Here are some of the changes that were glaring and complying which has changed the model drastically.

Head size was changed, Eyebrows newly modeled, Eyes were modeled afresh.

Ear size was changed, hair shape was changed, head to neck transition was smoothened.

 Scarf was remodeled.
 Hand topography was rechecked, Shape was changed further.
 Shape of the hand changed, thumb orientation corrected.
 T-shirt was elongated and sweater was shortened. Polygons were reduced.
 Shape of legs were changed, plus a trouser crease was added on sides
 Backside was changed according to specification
 The sweater rounded off at the wrong place. That was corrected.
 Depth of the hair creases were reduced. Rubber band was modeled into the ponytail.
 Close-up of eyes. Eyebrows, changed, eyes remodeled with eyelashes and eyelids falling smoothly over eyes.
Shape of lips changed.


Jawline was smoothed.

Hair shape was changed.

Monday, 17 March 2014

Modelling Lilly

                                                         
                                                                        Terrified Lily

The way Lily looks has changed tenfold since just the basic face. I have mostly been into modelling inanimate environmental objects. So,it was very important to maintain the topology required to animate a human model. I saw several videos on human modeling on Digital Tutors. It helped me maintain the topology but mostly I was following Sheng's character design.


I blocked all the body parts and then started modifying them according to the character.


I liked how the shoes turned out to be. 


Made the hand but the topology needs to be re-checked.



First look


The basic body blocked with little details.


Tuesday, 18 February 2014

Modelling Lilly

I have always been involved in Environment Modelling as I really enjoying putting in the detail around the interiors or exteriors of buildings. Its like me back to playing with my doll house! However, this time I making 'the doll'. Our model Lilly is inspired by Lilly D. 

Sheng has done the character designing.

I started with the torso first as we were taking a lot of time to decide the hairstyle(which was fun,actually).It was very necessary to understand the topography of the model as it had to be ready for rigging and animating. My modelling experience prior to this has been of still images or minimal movement but here, we are talking of full-scale animation. Though I started making it somehow I had the feeling that I may not be going in the right direction. 


Working on the torso

Though the torso is not complete yet,I am glad there has been no topography violations of yet. I know of this because I used Digital Tutor to find this out. The character modelling tutorial in Digital Tutor is very simple and makes character modelling look child's play. I have also started making Lilly's face following the tutorial completely this time. 


Basic Face



Friday, 14 February 2014

Lilly (Character) Designing

 We were deciding hairstyles for Lilly(our character). Since, there are three girls in our team we were trying(playing actually)with all sorts of hairstyle that might look good on our character. We weren't getting anywhere as we wanted something fancy but also that would be easy to rig. On Lilly's( our team member) suggestion we took out several print outs and we all came up with different hairstyles that might go with our character. We squared on the 'Elsa' hairstyle sketched by Lilly(our team member again). Here are some of the doodles from all over the class!


Sheng and I tried some realistic ones


Rebecca's Eye-catching( Eye-watering) Suggestions


Lilly's Practical Hairstyles



Tom's Hobbit Inspired Hairstyles( and beards?!)