Saturday, 17 February 2018

Week Summary - BA3b Week 3


Low-Poly Model

Started on the actual model this week, I'm really trying to focus on good topology and making the model as clean for animation as possible, as well as making sure that the design is translated well into 3D and still reads the way I want it to. Below are two renders with the default lighting followed by two with the flat lighting the final model will be rendered in.




Using flat lighting for the final model means that I can be a little looser with where my UV seams are placed, but I'm still going to be making them as clean as possible. The other thing I need to be aware of with this approach is getting a really strong, readable silhouette on the model from all angles, as there won't be any shadows to clear up any muddy sections. I've been regularly switching to flat lighting as I work to check I'm getting this right.









I've been working very closely from the design for this process, in order to keep my proportions exactly as planned, though I may further exaggerate certain elements 



I've made the jacket a separate piece, with the arms built into it for simplicity's sake.






I'm not sure I'm quite happy with the way the buckles break the side silhouette, but this is a minor thing and I think the rest of the design is turning out really well.




I had intended to finish the modelling this week, but I'm a little behind on it due to other commitments and the process being more fiddly than expected. That said, I am very close to being finished aside from the face and some retopology and can probably safely bleed into the UV week without too much worry, as that process shouldn't take too long. I did leave buffer weeks in my planning precisely for this reason, and I'm not concerned that I'm risking failing to complete the project at this point.

Wax Model

This week was spent adding and shaping the torso mass for the ribcage. Mine turned out a little small, but not particularly outside of the range of standard variance, so I've left it as is.








It's looking a little lumpy at the moment as I haven't had time to smooth it off, but I plan to refine the shape more next week.


Sumo Portfolio Review


We received a visit this week from a member of Sumo Digital, and I received some critique on my portfolio which I will be paying particularly close attention to as I plan to apply for the studio's artist/animator internship.

The main critique was that I needed to focus on including more diversity of style, particularly in realism. I have a tendency to lean towards stylised work, and I agree that working on some realistic pieces will both broaden my skill set and strengthen my foundation skills in areas like lighting and rendering that I can then reapply to my stylised work.


I was also told that I should try to figure out what area I want to focus on - concept or character art. At this point, I would still be interested in either position, and I would like to keep my options open, but at the same time really building up my skills in one area rather than spreading them over both is probably a good idea from a professional perspective, as most jobs would only require one or the other skillset. This is something I really need to consider going forward, though at the moment I'm still unsure of which direction I'd like to go. 

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