Animation Character progression

START:

At the moment i haven’t started modelling my character but my idea for one is a robot style character. On my model I will have most of the parts separate because I’m going to model a character with floating limbs. The only parts of the character that will be joined together is the antenna and the head. When i rig my character i will most likely use bones/joints because i find that the easiest way to animate my own created character.

END:

I have almost finished modelling my character which is a robot-style character, the only part of the modelling i need to finish is the facial features of my character. I made the character all one piece from the head down. The pieces that are not combined to the character itself, is the arms, hands and the wheel. I decided to go with the wheel instead of legs on my character just so that it will be slightly easier to animate when it comes to that part of the design. In next weeks session i will finish off modelling my character and then add the bones/joints.

 

Environment design

Future environment SS

This is an environment designed by Simon Stalenhag. From my view this is a environment based from the future, i think this because of the machinery/vehicles that are in the image. Most of the colours in this design are bright and vibrant. This image has a large volume because you can see very far into the distance and see a futuristic machine/vehicle.

Simon Stalenhag

Environment IM

This is an image designed by Ian Mcque. The colours used in this image are mostly browns and shades of orange/red, this gives off the impression that the vehicle in the image has been built from scrap parts from somewhere. The theme of this image, from my perspective, it seems as though it is set in the future but there arent many people left in this area and that few people have survived and thats where the scrap part-built  vehicle comes in.

Ian McQue

Emissive map

An emmisive map is a texture that receives no lighting and the pixels are shown at full intensity. An emmisive map is also known as a “Fulbright map”, “Glow Map”, “Incandescence Map”, or “Self-Illumination Map”. An emmisive map is used for a glow-in-the-dark effect and it doesn’t show light on adjacent surfaces. It could be used for a torch for example, in a dark setting or environment. Emissive Map

 

Bones and Joints in Maya

Turtle

This is the skeleton i made for the turtle mesh. The circles with crosses in are the joints and the triangles are the bones. In this session i learned how to connect the skeleton to the actual mesh itself, you do this by clicking on the skeleton then shift clicking the mesh, after you’ve done that you need to click on the skin tab then combine. I have used bones and skinning in my model by making it so that ill be able to animate my mesh in the future because i have made pivot points (joints) where the limbs will bend when animated.

Character Design 01

Lasso character

For this character design i used the lasso tool in photoshop, at first I had a base stick man that had an excited emotion. Once i had the base stick man I used the lasso tool to scribble around the character. After I had used the lasso tool I filled the areas that I had lasso’d with a black brush and that gave me a base silhouette.Alchemy mirror character

This is a character i created if the program alchemy, used the mirror tool which does exactly the same drawings on either side of the brush. For this character went for a different design that made him look fat, also on this character i used the liquefy tool in photoshop to move his arms to make him seem as though he is excited.

Game Pitch Reflection

In our pitch we got given a simulation game and we decided to go for a “make-up simulator” and the thing that went well with our game is that we came up with a completely originator idea because from what we researched, there were no make-up simulated games. A thing that didn’t go too well with our pitch is that we didn’t think of any gameplay mechanics for our game. If i was given the chance to re-pitch the game we came up with, i would include other games in that given genre of games and list their unique features and also i would include a base design of what the game would look like, just a rough sketch of what the main menu or the main screen of the game.

Make-up

This is our inital pitch for our game which would be used as a marketing item. The elevator pitch was, “Grow your business, gain clients and rise to fame.”

Storyboards and Play boards

Storyboards are usually used in films to show what is going to happen in a certain scene. However, Playboards are the same as storyboards but for video games.

Storyboards

Storyboards are different to playboards in many ways and I’m going to show some of those many ways in the following blog post.

Storyboards have:

  • Completely different shot types to games because storyboards for films have more creativity in the shot type area.
  • Arrows showing: Movement (action), camera movement (pans, zooms, etc.)
  • Text: explanation of what is happening.
  • Dialogue (Onomatopoeia)
  • Pictures

Playboards have:

  • Camera angles (first person and third person).
  • Arrows showing the movement of the playable character and the outcomes of the movement (See photo below).
  • Pictures of the level in the game

Walking styles/Animated walker

human walking style: https://www.youtube.com/watch?v=HEoUhlesN9E

Animated walking styles: https://www.youtube.com/watch?v=2y6aVz0Acx0

The human walking styles will be useful because he is on a treadmill and we will be animating characters  as they walk on the spot.

the animated walking cycle will be useful because it shows me the types of different walking styles that i could use in my animation.

walking styles

These are some of the styles that i am going to try and mimic in my own animation.

 

This is my own animated walker that i have created. I have learned that walk cycles can help us understand what type of character we are dealing with or the mood that the character has, if the character has a exaggerated walk then it could imply that the character is happy or excited. In the video i created i got half way through my walk cycle, if you look at the image above my video, i got up to the second “contact”.

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