Thursday, 30 April 2015

30th April 2015

Today I encountered some issues on the arms of my character, which I had help from Craig to fix. I then started working on the parent space switching of the IK arms.

Wednesday, 29 April 2015

29th April 2015

Today I have got my rig really decent. I have started thinking more logically about my rig, and breaking out of this "list of rules" mentality.

I did the hands simply using the AC utilities create circle controllers tool, then did correct parenting of the controllers, and did parent constraints for them. I'm not going to both doing SDKs or connecting the nodes in any way, since that's just unnecessary effort.

I've decided that there's no point using any switches for the arms and legs, as IK will suffice fully for both, especially considering my character will be hanging from a trapeze, and parent space switching will be important.

I am using a reverse foot, with a very basic setup of heel, toe, and ball of foot rolls, and a heel/toe
pivot.



I have yet to add the parent space switches, stretchy arms/legs/spine, and facial controls.

I had some feedback from my peers today about the facial topology around the mouth, and advice on how I can make it better, so I will also take that into account before I start skinning. There's a 5-pole near the corner of the mouth that I need to remove.


This is the 5 pole that I have heard will cause poor deformation and other problems later down the line. 



Tuesday, 28 April 2015

28th April 2015

Today I've been continuing on the rigging. I have completed an IK arm, FK spine, IK leg, and reverse foot. The reverse foot has attributes for toe roll, ball roll, heel roll, heel pivot, and toe pivot. 



Friday, 17 April 2015

17th April 2015

Today I finished off my character model for the female character and I have begun rigging it up.







I'm warming back up to rigging, starting with basic IK.

Thursday, 16 April 2015

16th April 2015

Today I pretty much finished the modelling of the male character. There's a little bit of tweaking on the hair, but Zack's going to do that while I'm rigging the female character.

Wednesday, 15 April 2015

15th April 2015

Today I had the treacherous task off butt topology. It took me quite some time to figure out how I was going to get it to work considering she's going to do the splits. I think a lot of what'll make it work is having SDK joints to push the mesh out, which I'll do during rigging.


I then made a start on the male character. I have got heaps done today, now that I'm warmed back up to modelling and using topology. 



Tuesday, 14 April 2015

14th April

Today I went over the facial topology, face shape, hair, and fur with Danielle's critiques and I'm really happy with how it's looking now.

Monday, 13 April 2015

13th April 2015

Today I have worked on the facial topology. I am redoing the eyes because they weren't really working properly with how I want it to work.

Friday, 10 April 2015

10th April 2015

Today I have refined the hell out of the facial topology. There's still a bunch more to tweak, but it's exponentially better than it was yesterday. The main thing for me to focus on now is the goggle shaped ring to go around the eyes for a frown, closing the eyelids over the eyes, and general smoothing of the model. 



Wednesday, 8 April 2015

9th April 2015

Today I have worked on modelling the female. I'm happy with how it's going, but I need to work on the face some more. It has fine topology but lacks femininity and style. 


Tuesday, 7 April 2015

8th April 2015

Today I have been working on a model. A lot of my time has been spent on hand topology but I have learned heaps and developed some new techniques, as well as learned some useful things about 8 sided geometry. The topology isn't done yet but it should be easy as tomorrow. 



Monday, 6 April 2015

7th April 2015

Today we revised some of our design choices as a team, specifically around the lion-esque beast. The design is looking fantastic now.

I reorganised a bunch of the folder structure for the group and made a solid start on the 3D production schedule as I wasn't happy with the way the organisation was going.

I also made a start on modelling the female character. This is what I have so far:



Thursday, 2 April 2015

2nd April 2015

Today in the morning we had a talk about studio agreements with Oana and Frans. It was interesting to see it broken down into different categories. 

In the afternoon I worked on turning the notes that we took as a team into an agreement for us all to sign. 


We then had life drawing in the afternoon. My life drawings weren't quite up to my usual standard, but I still persisted and remained focused through it. I received some useful critiques from Anton. 

Wednesday, 1 April 2015

1st April 2015

Today I worked on the orthographic turnarounds for the female character in our short film.
I struggled a lot with the side view but managed to get it done.