My targets for the next week include finishing modeling my 3D character. Rigging it might lead into next week depending on how quickly I finish the initial building stages.
In addition, finishing my character elevations and making sure they are fully colored with a written backstory to compliment it needs to be finished this week so that I can focus on animating my 3D character and preparing any last minute changes to research as well as binding written work and printing.
Alongside these two primary targets, I intend to finish my 1,500 word essay on my chosen animation technique. After writing 900 words on Rotoscoping, 3D animation and Stop Motion, I decided to elaborate on the Rotoscoping technique because I found it the most interesting process to learn about, especially since it's purpose is to create smooth and realistic movement.
One of the films I looked at as part of my research was the animated version of Lord of the Rings. It was interesting to find out how it was made and the mistakes that happened along the way. For example nearly all the films budget was used on the first hour of the film so it's quality depletes dramatically afterwards!
So far, rigging a 3D character has been very difficult, much more challenging than I anticipated. It is mainly sorting out the hierarchy of the body parts and finding where all the controls are hiding in the program that gets me muddled.
I think it is the fear of messing up that makes me so apprehensive of the process, not to mention I am burdened with the curse that is perfectionism- meaning the amount of detail I'd like to put on my character isn't achievable in the time frame I have nor do I have the skills to actually do it yet. The looming deadline is not a massive help.
Here are some elevations that I used in cinema 4D as a guide to build the body.
Side view
Using the picture as a guide in Cinema 4D
This is part of the first 3D character I made as part of a classroom exercise where we learned to rig a character and create a walk cycle. I used simple shapes and didn't really pay attention to the characters design as I was more focused on rigging it and making it move.
After modeling my proper 3D character I started to design his hands. This was hard as I had designed them to be very long and thin with bony fingers so after playing around with the process, my final result was satisfying.
Hand in progress
This is how his body looks so far and I'm pleased with how it's turning out. The steps I need to take now are building his feet and head then adding symmetry so the other half of his body can be fixed onto the current part.
Front view
Side view
Illustrator has become more familiar and I eventually got the hang of outlining my character.
Now I've imported the files into Photoshop and have begun to color them.
This was one of my first tries at using illustrator. I used red at first to outline my character so I could see the lines I was making more clearly.
Here are two of some elevations I'm working on for my character, Ludo alongside his color scheme.
Front view to be colored
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