Tuesday, 23 November 2010

Shape Impovements



Above are a selection of images showing the stages of improvement I went through to get my final model!

The ones with red areas highlighting the areas need work on are the before models and then next to them are the improved version. As you can see I played with the shape or his jaw I wanted it more ""gerning"shaped, more old man style so I dropped the draw and brought his bottom lip up.

I also made is nose narrow and more pointed and generally shaped it better.

Silhouette modeling!


When I model, I always try looking purely at the silhouette for the model as it gives me a clear view of the shape and proportions of the model. Here I got to see where I wanted to improve on. I still feel the head needs adjusting so I plan to take it into photoshop and draw on the areas I want to improve.

Friday, 12 November 2010


Above are 2 examples of my pipeline process when it comes to making a character in maya. As I don't plan to create a realistic model such as adding muscles, hair and other hyper realistic things I want to spend as much time in Maya as possible because normally I would be quick in maya and get sculpting in maya but this character has simple form and simple features to I plan to use zbrush as a touch up program this time, only using it to add final textures and final details. Ok back to the above. What I always do is work on my form so I take screen shots, turn on silhouette mode etc, to see how the form of the character is looking and I draw over them in ways I think it can be improved! These images show this. Top image shows the before on the left after on the right and red is showing the things I have changed and Blue to show things I still plan to change! Same with the bottom image. Even with clothes added I am still looking at his form to make sure it is giving the right "look", "style" I am wanting. I will need to work on some bits as I still feel he needs to look older! so hopefully soon I will crack that!

GOAT?!






here are some reference images I will use as guidance when creating some of the shapes of my character. They wont be the only thing I follow as I don't plan to make this character realistic as I plan to have him on 2 legs and wearing a kilt and thats not normal for a goat. Mostly it will help me for the horns or when it comes to texture as I want to give some realism in the textures!

Sunday, 7 November 2010


Here is the model as it stands after the first couple of hours modeling. I am still fairly happy. Shape needs tweaking but that will come as I work into the model. Still need to add the hands ears and tail. Also I plan to work into the shape of the head to give the sense of age but that will come along as I add textures and details.

Let the Modeling Begin!


Heres a quick post showing the stages of my modeling workflow. Above shows the basic shape of the body and the proportions I have been working out through drawn concept work. I am happy with the shape at the moment, the head is at its very basic stage but shows the shape I am aiming for. Need to add the tail, hands, goatee and ears.

Thursday, 4 November 2010

Research!

Below are a selection of images from a animation called The Gruffalo, the reason I was interested in this was that they are 3D digitally created models but they have been made and textured to look like claymation! This is perfect for reference and when I am planning to texture as I plan to use Zbrush for those finer textures.

This is a image from the the film Open Season, the reason this caught my eye was because of the shapes and style of the Deer. Although its not completely what I am doing but it gives me ideas on how to shape my characters nose and maybe other features.
Below are images from the film Hoodwinked, the goat character in this is awesome! He uses his horns as away to show his emotion as they move and stretch through out. What mainly caught my eye was the texture and colours. I plan to do texture tests once I have created a base mesh. Also the hands are something I am going to use as reference when creating my base mesh to test different types of hands (more human style hands or more actual goat style).