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Showing posts from June, 2018

Cure - Rigging and Assets

I've spent the last couple of weeks tweaking the character mesh to tidy it up for rigging. I used Advanced Skeleton 5 again to rig this character as well as looking at a few online tutorials to make sure I got the most out of the rig. I also used Advanced Skeleton to build a facial rig which works better than expected although the blink function didn't work properly so I added in my own blend shape to allow the character to blink. I also tweaked some old assets and built a couple of new ones to bring into the final environment.  I forgot that there was an email about sending in artwork that might be selected to be used on the Masters show posters so I posed my character and pulled together a render in Maya that I felt represented my project and compared to earlier work, I feel that this has a lot more style and personality. So now I'm pulling in all of these assets and final ideas into Unity for the final project and I hope to have this all set up b

Cure - Updates

The last couple of weeks have been a bit weird, I've been trying out lots of different things both in 3D modelling for my character as well as in Unity to see how the film may look. I've also looked back on my storyboards and know where I need to tweak things to make the film work. I wasn't entirely happy with the character design and as Sang said, it needs to have good topology, especially in the face, as everything will be visible in the low poly style. So I took a head I had sculpted and retopoed in 3D Coat as a base: I also changed the body to make it simpler as well as changing the device on her arm to be more fragmented. At the same time I was doing regular testing in Unity to see how the character is going to work in real time as well as how certain parts of the animation was going to look. I wanted to have a play about with how the character might look, knowing that I have a fractured and abstract environment, I feel like there is a lot of room to