References I looked at and articles surrounding the artstle of hotel transylvania its artstyle was quite intimidating to me intially
https://www.creativebloq.com/making-hotel-transylvania-12123078[12:44]
https://aircconline.com/ijcga/V9N4/9419ijcga03.pdf
https://aircconline.com/ijcga/V9N4/9419ijcga03.pdf
Sketches I did trying to figure out an idea very quickly I liked the idea of a goblin scared of the other monsters, then thought about how it would solve this problem and my idea very quickly was a goblin hiding in a spooky armour suit it changed throughout my design process tho. I started to look at how I could hint to the goblins personality along with lots of varient goblin designs that I later found useful during the sculpting but the for the most part really liked my intial afraid goblin look (I still later pulled from alternative ideas during my scultping) with lots of circular shapes making it up contrasted to a very angular cloak and helm.
Pose ideas when I realised I needed to make it an affixed model I was originally going to have the goblin walking and then falling over, I had recorded a friend stilt walking to then create a 2d walk cycle looking at how he might walk, but I ended up focussing on different pose ideas instead. For the most part they consisted of very fast drawings to demonstrate ideas although I felt I wasnt able to full realise them and created a demo in Blender of what it could look like in 3D space. The pose ideas from left to right goblin standing idle semi appearent, Goblin putting helm and cloak on (during my 3D demo the impracticalities of this pose became obivious very quickly) and goblin standing neutral with the helm and cloak
I was struggling to figure it out how to translate it into a 3d model while sketching in 3D and made a test model
I then blocked out the actual model
Finished sculpt of the goblin before retropology
the detail lose during retropology was slightly frustrating but it was my fault for over working the intial scult I hadnt learnt about the use of normal maps yet during this stage I had to create UVs for the retropology to be exported into substance painter after the multires sculpt
multires modifier and the sculpt over it I found this quite satisfying to get the detail back lost during retropology
During the rigging I couldnt figure out why the bones werent symmetrizing on the correct axis even though I had applied all my transformations to the model, through very frustrating trial and error I realised the origin point had been messed up to my model, I was able to fix it by resetting the model to its default orientation and position. Then move it back to my desiresd position after that symmetrizing worked fine.
The normal maps allowed me to create alot of detail while in substance painter however, I chose to go with a more cartoony style, for this project due to the hotel transylvania theme and I was worried about being able to replicate across all of the parts of my model.
Props and baked normal maps, This is a test pose while I find the lighting and stance I want to use for my model final will be in sketchfab
I did this as one post because I’ve realised I struggle with posting unfinished work, and I am trying to get over that through social media. This is not entirely relevant to the course content, but it made me realise I need to change up my workflow. Looking back on this semester, I know how I will do things differently in the future. I had quite a few hold-ups with specific Blender processes that I found solutions to as I developed my idea and then created it in Blender. I still have a lot to learn in Blender, but I definitely felt far more comfortable exploring Blender than I did during the first assignment. I really enjoyed sculpting and learning about normal maps and how they work. I plan to improve my use of them in future projects.