Thursday, October 28, 2010

Today's class was very productive. I completed the modeling of the head, recreating the cap, and smoothing out all the kinks. Once bound to the body, I put my character in a hyper nurb to see any left over imperfections and deleted excess points that were deforming the mesh.

Then, I rigged the character with the help, once again, of the rigging tutorial. This time I was sure to zero out the joints before binding them, and in turn the weighting process was a lot easier than in my previous assignment.

Next, to body paint!
Last class, I placed my Gilded Sentry into a Symmetry Nurb and realized that I had to make some alterations to his arm and leg and redo the symmetry. Before redoing the symmetry, I created a hand and foot for my character and bound them to the mesh. Finally, I placed it into a Symmetry Nurb and bound the two halves together. Lastly, I began modeling the head. I have not yet finished the head.

Thursday, October 21, 2010

Last class I began modeling my Gilded Sentry character using cylinders, the same way I did the Orge. I struggled with aligning the arm to be joined to the arm hole of the torso because I couldn't decide if I wanted to do it in the "t-stance" or not.

Today in class, I finally completed my first walk cycle. I figured out the issue I was having with the joints (with Blyth's help) and corrected the remaining weighting issues. I added a floor, light with shadows, and a target camera to spin around the creature as it walked. Online tutorials we essential to my completion of the walk cycle.

Thursday, October 14, 2010

I learned the symmetry tool today. Additionally, I bridged several more planes together with little to no difficulty. Also, I constructed a head for my Orge. I wasn't as successful at creating the head as I had hoped to be. Modeling small features like that is still quite the task for me. I did a quick sketch for my original character that I'm going to work on next class.

I'm still behind on the first walk cycle from our creature project. I'm having a problem getting all the joints to weigh properly to their specific body parts, and in some cases, the joints are still coming out of the mesh. I will need help to rectify this.

Thursday, September 30, 2010

Today in class, I finally nailed down my creature design. I've been struggling with creating a figure and idea behind it, but finally got the modeling down. I also watched the skinning and morphing tutorials. I pretty much got the concept of it. This is the second time I've watched a skinning tutorial, so I feel more confident in that aspect than I do with the morphing.

Tuesday, September 21, 2010

Today in class we watched our relationship exercises. They were all very good. My favorite was the one where the wheel chased the capsule because it was rather humorous. Then we watched 3 tutorials on character modeling from primitives and recreated them in C4D. They were pretty easy to follow once you caught on to the narrator's version of English. I had some problems at first with the matrix extrude function but once I figured it out, the rest was smooth sailing.

Wednesday, September 15, 2010

Yesterday's class was rather productive. I played around with the morph tag and magnet, and extrude tools. The extrude tool gave me some trouble at first, but I quickly figured things out. After that, I spent the rest of class working on my relationship project. I threw some primitives down first and played around with them to give me some help developing an idea, then drew up a storyboard and began building my animation.