Saturday, 14 November 2015

Rigging - Adding joints and controls to Shoo

So now I had the models ready, I began adding joints to Shoo. I had to decide where I wanted her core joint to be (the joint that moves the entire model basically) and make her spine accordingly. 
First made a duplicate of my model just in case I wanted to use blend shapes for anything later.

Slowly adding joints throughout the entire body. I had to decide what parts of the shirt and hair I wanted to move so I could attach respective joints.

Checked my joints from all angles to make sure they were sitting nicely within the model.

I hid the model and uh...woah O_O The heck is this spider tree X'D
Well I started adding controls to the joints. These would be what I use to animate later, rather than animating with the actual joints. I had to make sure I made the joints face the correct direction as the joint when constrained.

For the arms, I ended up fulling constraining one side then duplicating the controls for the opposite arm to constrain once again. 

For the foot, I wanted it to move quite realistically unlike her arms which would fly all over the place. So I had to follow a in-class tutorial video to create an IK foot using tools such as locators and knee controls.


Duplicated...

And after finishing, I hurriedly brought my model back so I wouldn't be disturbed by the spider tree.



Texturing models!

Well this was easy for Molly but for Shoo....I never want to see myself doing this again for a while T_T

Well I started from my model



And these were my UV textures I used for my character. 

So when the texture was added...Hey she looks better than what I thought! I decided to make her hair reflect a bit of light as it emphasized the circular shape of her hair. Circle shape language makes a character look more adorable after all!


So Shoo was a pain to do for me.

Molly on the other hand!



I just added a material blinn to make her all shiny with her surface and red eye.
Well that was easy! I only had to select some faces to add another blinn to for the eye.


Modelling Progress - Shoo

Now to post about modelling for Shoo!
Began with importing my character turnaround as a guide

My...first...attempt....I honestly knew no idea how I should start and ended up trying to put the face and hair in one geo

Second attempt! I was told that modelling the hair separately and making it like a helmet would make my life a lot easier.

Slowly seems to be getting there

Tried to get the basic outline

Somehow pushed in the top a bit too much >.>
I was still having slight troubles with this so I ended up ditching the hair until later stages

Started shaping the the main body of the shirt. Started with one half and then duplicated it. Remembered to try and make my topology as clean as I could.

Adding the sleeves from a different geo. These were then stitched together by snapping the vertexes together for the main body and the sleeves to create half of the shirt.

Adding legs using the same method~

Began trying to craft the feet. I fiddled around with the vertexes to get the shape I wanted rather that something too straight.

Stitched the vertexes of the foot and leg together. I then moved the vertexes around the area where the foot connected to the leg to make it look more smooth and flowing.


Now to craft the face! I remember having so much trouble making the face look smooth but our lecturer gave me the tip of making the edge vertexes rounded first. This would make a guide for the inner vertexes to loop around the face in a curved manner. Constantly had to pay attention to my topology to make sure I didn't have anything with over 4 vertexes.

Adding the neck

Because Shoo is symmetrical, I just had to craft half of her model then duplicate the rest of it. I would then have to stitch her face down the middle together to make it not....look like a butt QAQ

Before stitching vertexes



Final touch ups to the face.

Now to begin the hair! I was trying multiple methods such as deleting faces and distorting the other vertexes to be able to use the bridge tool to mend the gaps.

Yes this looks weird right now but I was able to get the right amount of edges.

Duplicated to get a slight idea how it would look.

Went back to making final adjustments to make sure the fringe looked as round as possible.

Added the hair as a helmet. Some of it has empty faces but these were fixed by extruding and bridging faces and edges together.



Fully duplicated and finished model. 

Shooooooooooo

Friday, 13 November 2015

Modelling Progress

I forgot to upload anything regarding my modelling progress ._.
Well here is a few of my progress screenshots for my skull Molly!

I actually had started with a circle and divided it in half but I couldn't find a screenshot for it QAQ



Tried smoothing it out while modelling to see a basic shape of what it would look like...


Looks more like a turtle or something so far.


Began adding the lower teeth to the skull. I ended up making the teeth a lot pointier to make the skull look more scary. The rounded cheeks still made the skull look cute though :D




Added the nose! I had so much trouble trying to make the nose look something similar to a spade.
I noticed that some of the faces within my skull were.......deciding to be little annoyances and had hidden faces with TONS of vertexes everywhere O_O (Many thanks to the Keatinator for cleaning up my mess QAQ)






Smoothed Out, vertexes are a bit out of place down the middle and the top slightly sticks upwards >.>








After finishing one side, I duplicated it and joined the vertexes down the middle of the model. Gave her the lazy eye for her left eye :3 Yaaaaay she looks a lot better than what I initially thought would be the outcome.