Sunday, 21 December 2014

For this project, I was required to design two characters that were total opposites of one another. I got to choose what my tri and texture budgets were – providing they were sensible. The only other major requirement was that the characters had to look as if they were from the same world.

Now, normally Pinterest provides me with a huge amount of inspiration however, for some reason, I really struggled to gain any whatsoever. I’m not sure if it was the thought of having to design two characters that spun me off course or the fact I had to have the majority of my concepts and the final idea done within 3 days. I initially thought about doing a kind of cowgirl/something duo but after going home one weekend and finding an old history book, I decided to delve further into researching women during the Second World War. This led me to the idea of a WAC Colonel and a young evacuee. After doing a massive moodboard full of random ideas, the finalisation of my idea meant I could produce a more specific one.


On the first Thursday of the project, I had to present my work so far to the critical studies team in order to receive feedback and inform them of how I’m getting on so far. This went better than I thought it would and I received some really helpful feedback - which did mean I had to change my idea slightly, but definitely for the better. Mike said that he wasn’t too sure what the relationship between the two characters was and that it was something I really needed to push in order to successfully convey my idea. It was also suggested that I look at WW2 propaganda posters and how they’ve inspired films such as The Incredibles.

After speaking to Jack about my idea, he suggested I read a book called ‘Put Out More Flags’ by Evelyn Waugh as he felt it’d aid me in my research. This actually really helped me with developing the relationship between my two characters more. Books are awesome.


I've spoken about modelling in previous posts, so onto the unwrapping...or more commonly known as the part where I broke down and did the most stupid thing ever. I was trying to work out where would be the best places to put seams on the face and for some reason, my brain thought “smack one down and across the middle of the forehead!” I definitely wasn’t thinking of the consequences at the time to say the least. I normally make my normals first to get some similar details in the albedo, but this time around, I did the albedo first so I didn’t notice the horrific seams right until the last minute. I applied them in 3DS Max, and this happened.



So not cool. Luckily, it only shows up in the viewport and it’s totally invisible in UE4 and Marmoset so I’m trying not to kick myself too much over it.

Now, the brief says that we only have to model one of the characters, but for a stretch goal we’re allowed to make the second character, or rig the one we’ve already modelled. I knew from the start that I probably wasn’t going to have enough time to model both, who needs optimism? So I planned my time accordingly and left a day towards the end for rigging purposes.

Luckily, I’d had some practice throughout the summer project which did really help me out but the hands are another story altogether. Instead of rigging every single joint etc, I decided I was just going to rig her into a pose. So, going about the usual business, I started moving the biped around into suitable positions and everything was actually going really well! Right up until the hands. I knew the success wouldn’t last.


Fingers are 100% the most VILE things to rig. Luckily, Steve came to the rescue and advised me on where to place more edge loops to prevent seriously shoddy deformation! It was like being back in first year again drawing loops all over my hands.

As you can see, the briefcase also wasn't too happy. 
Overall, this project has been an absolute blast/nightmare for me! On one hand, I enjoyed trying out a new style and working in a different way but on the other, I'm definitely not planning on making a stylised character any time soon. I decided to create my character in this style as I thought it would be easier to manage with the set timescale, however looking back, it would've been 1000 times easier to stick to what I know and produce a realistic character. I can happily say I left the dreaded comfort zone over the past few weeks, but I feel if I'd have stayed there I probably could've produced something I was much happier with.
If I were to change anything, I'd definitely spend more time focusing on making my idea stronger and possibly allowing myself enough time to create the same character in a different style. I feel that's what's bugging me the most, not how strong the idea is, but the actual style itself. Ugh.

I'm staying in Leicester until the 23rd so I'm planning on doing a couple of paintovers and improvements on the textures and rigging to make me feel slightly happier about the whole thing!


Week 11: A Dichotomous Post Mortem
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Week 11: A Dichotomous Post Mortem

Monday, 8 December 2014

I found out at the end of last week (or the beginning of this week) that we'd been given an extension on the project. Instead of it being due in for the 5th, it's now got to be completely finished by the 10th in preparation for presentations on Thursday. HALLELUJAH. For once, I actually feel like I'm ahead of myself!

Sooooo, the modelling and unwrapping stages are complete! I've spent the majority of this week hand-painting my textures and making sure they all look pretty in UE4. I did attempt to sculpt folds into the skirt, which took me around 10-15 minutes, however 3DS Max decided it didn't want to bake anything. So a height map it is. Me being me, I left the normal until last for the first time, and I reeeeaaaally regret this now. Partly because of this.

Why is this happening at the last minute? :-(
I'm not sure how I didn't realise this was going to happen if I'm being honest. Idiot. I'm kicking myself over this now, but considering I've got 3 days left and it doesn't affect the model in UE4, I'm trying not to let it bother me too much.


UE4 is currently updating so here's a little Max render of how the textures are looking so far! I'm planning on adding a hell of a lot more detail into the skirt & other areas - hence why it isn't shown - but I'm starting to feel a little happier about her now.


I also managed to get hardly any work done on Saturday because I've been so distracted by the Uncharted 4 gameplay video. Help me. This also meant I stayed up until some ridiculous time in the morning playing Uncharted...
However, I managed to get all of my textures completed on Sunday which can only mean one thing...let the rigging begin.
Week 10: Stupid Seams
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Week 10: Stupid Seams

Friday, 5 December 2014

So after the stress and worry of last week, mainly due to presentations, I feel slightly more relaxed this week. However, I'm still sat pulling my hair out in front of my PC worrying that I'm not going to get everything done in time. Game art is hard sometimes. I'm also so sorry that this post is a week late. :-(

Over the weekend I carried on playing around with the designs and started doing some final colour pallettes. PROGRESS. I've decided I've only got enough time to model and texture one of the characters, so I've gone with the female because I've not yet modelled a lady character yet. Woo!


The weekend also consisted of producing final orthographics and going to see Interstellar. Best. Film. Ever. I finally started modelling on Monday and realised that the ears on the orthos don't line up. I'm officially an idiot.

Face so far - 3rd iteration
I don't even know how I managed to do something so ridiculous...
We've also had a bit of a change to the course structure...on Tuesday, instead of having 10 of us in the life drawing room, there's now about 25 - not as bad as I thought it was going to be! This means we have 3 hours in the afternoon to receive crit from Chris, Mike and Heather! I must admit, I wasn't keen on this idea at first because I just wanted to get on with my work, but actually, it really helped me to understand just what I was trying to achieve. Chris spent an hour or so talking to Georgia and I about what shapes can be used to help develop the personality of a character.


On Wednesday we had the usual Cool Shit session and watched a film/documentary called 'The King of Kong: A Fistful of Quarters'. Haven't heard of it? Go and watch it because it's one of the most amusing films I've ever seen. I did feel super guilty for going to this 'cause I knew I had a lot of work to do, but it was nice to have a break from being sat in front of a screen...so I sat in front of a bigger screen. Makes sense really.

Moving on...by Friday I managed to get all of the modelling finished and I'm allowing myself time on Saturday to make tweaks on edge flow and topology. I'm still amazed at how fast I can model now, last year it took me the best part of 2/3 weeks to model a gladiator.



Week 9: Insterstellar Feels
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Week 9: Insterstellar Feels