Wednesday, 2 March 2016

Personal: TV Paint Practice - Leonne's Hair

I started this as a practice drawing in TV Paint a few months ago as a learning curve when I had more spare time before starting to work on Crew Projects. I had no real plan but I wanted to draw a character of mine who I had always visioned as with cloud-like and explosive hair, which I could never draw out in stills showing exactly what I meant. He was inspired from Nia Teplin from Tengen Toppa Gurren Lagann in this way.

Inspirational shot: Tengen Toppa Gurren Lagann


I animated him (without hair) in roughly a day as a test to understand TV paint as a medium before working on films. I came back to him months later (today) when I found more time and decided it was time to tackle the hair which was why I wanted to do this.
I hope to clean this up one day too as it would be a nice practice piece.







I animated his hair on 2s, I wasn't aware of how the properly animate by frame count when I fist started him(body) however. There were no key frames in this piece.

I had initially thought of using it as a lip sync practice but there was no voice clip I had planned and decided to scrap that and focus on the hair.

Friday, 12 February 2016

ANIMATION: 3D modeling 2D turn sheet

For my turn sheet I used a turn sheet I had made in my game project. I wanted to sue this because I felt it was more accurate than a new one and I had put time into the designs.

I attempted it 3 times. I used this turn sheet at first and tried boxing it out. I then got demoralised and felt lost on where I was and how to do it, I was very confused on to how to make the arms, tail, and leg I had messed up along the way so i wanted to start again.
I was not intending to model any of the clothing. 

Eventually I started again with a different turn sheet of the same batch. I got a lot further and made the arms and tail with it, but I was unsure how to duplicate the arms and mesh them together. I ran into the same issues with this and Maya had gotten stuck on a high-poly version which would not divert back to the low poly for me to edit, it also kept crashing. (I would later find out this was because I needed to delete the history and the model would go back to low-poly if I had just restarted the program. I wish I had not ran into this issue because it was easily fixed and I didn't work hard enough to fix it. I wanted to start on an easier model sheet.

Looking back it may have been best for my time management to just go with this design from the start and work with it however in the stage of making it higher-poly I found many overlapping polygons that I could not fix and I feel I learnt more from working on the 2nd model in the end. 

 I decided after making most of it it was best to go back to the 2nd and fix it as I felt I had wasted too much time restarting and was further with that one. I think I should have just stuck to one but I don't regret the learning experience of making theses, even if they're not complete. 
I got help with copying the arm through duplication and I managed to conjoin them using tools my lecturer showed me. I managed to learn how to do this, and how to extrude quickly as well as short cuts for changing it to a higher poly. 

I needed help exporting it into Mudbox and managed to fix the model with the extra vertexes in order to do so. I used Mudbox to clean up the model as I was unable to do so in Maya but this was rushed as I had wasted most of my time making multiple models. I am glad I planned out my time so I would have extra time for this. I smoothed it out and then put it back into Maya for rigging. Before rigging I wanted to try UV unwrapping and making textures. I had not had a lecture on this yet and had no idea how to do it. I managed to unwrap it with the use of an extension. I was not entirely sure of how to do it and I don't think I did it in any good way but I'm glad I had the learning experience. I had no idea how to use alpha channels and such. I rigged the model with relative ease but I found that the animation needed more time on fixing the rig for the folding of the model which I got completely stuck on and admitted I had no time to use for it. I animated it quite simply and exported it into the Gallery. I spent the remaining 5 hours I had allocated myself to place everything in the gallery, set it up to work in Unity, play test it, and make sure everything worked, testing the CD-Rom before submitting the piece. 



Monday, 8 February 2016

T Shirts!

During my summer of 2015 I had time to work on my own and I opened up Shop online where I started selling prints, commissions and decided to move on from Society6 to start selling my shirt designs on my own in my own. I started working on designs strictly for t shirts rather than making my art fit a t-shirt later to sell. I researched into printing methods and ways to sell them in the most optimal ways. Here are two of my successful designs which I managed to print with Dye Simulation and sell many copies.I also made them into phone cases and sold a few copies.



















BTEC: Stop Motion 1

I designed a short story "Cats End" which would be animated with paper figurines in stop motion of characters that I made who were humanized cats, running through an obstacle field. I put a lot of work into the pre production side of this.
Character design work and colour scheme decisions for the main character


An animation test for what I would need to make
After designing and working on characters I worked on a rough story board






BTEC: Love your Body

For a project on the them of 'Love Your Body' I created a sculpture breaking free of a physical '4th wall' of media.