Assingment 2: Process

References I looked at and articles surrounding the artstle of hotel transylvania its artstyle was quite intimidating to me intially

Going off-model: Hotel Transylvania 2

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.

Classwork Throughout assignment 2

Intially I found the sculpting a head assignment incredibly jarring and was really struggling I quickly realised my laptop was just struggling alot with sculpting I also wasnt using dynotopolgy and remesh to the full extent of what they can do.

First retropolog, I learnt about creating face loops for future use however this was a very basic retropology.

Sculpting surface level detail it was intresting to explore the limits of multi res, I tried to alter the expression through it however I found it would have altered the sillhoute too much to have worked

Final elephant made to look horror themed I discovered that making things look creepy in multires sculpts was very easy

First time creating armatures I didnt execture the bones on the feet fully corrently however the large boots create general clunkiness anyways

I wanted to see if I could create a silly pose as it would be challenging and I would discover obstacles within posing quickly during it.

Reflections of Week 6

Starting with no experience in 3D modelling, however, I found exploring a blender challenging but fun, especially with the assignments each week, which slowly built up my confidence and skills in 3D modelling. As I got better at 3D modelling, when we got to UVs, I found them hard to grasp initially. Up until then, modelling had been going fairly smoothly. I had a lot of issues when trying to get substance to work with my helmet, but due to problems with its UV map, I had an issue that frustrated me when unwrapping the UV textures, which I know now is because when I joined my objects, I did not unwrap them first. It took me a while, but I managed to sort through the disorganised UVs. My final issue was with substance, causing the mesh to render pink. I now understand the value of clear UV maps also issues with ngons that I will not repeat when editing models. I was still satisfied with my progress in 3D modelling despite the wall I hit initially with substance and UVs my favourite project to work on was the swords. I had a lot of creative freedom and experimented most during that assignment.

Week 5 Creating a Helmet

 

For this project I created a traditional helm I used several reference images, sadly when I moved my files from subsatnce into blender I had an issue I was not able to fix which was the mesh being pink

Inspiration Images

I ended up going for the general shape of the 2nd image which is Burgonet a 14th century ittalian helm however I wanted a more rough look than the reference image I chose so I used the angular look of the two close helms I ended up using the shape of the Burgonet but feel of the other two reference images.

I found this task frustrating as I thought I wouldn’t have had quite so many problems and expected the skill set I had developed over the last few works would have been enough but substance painter really made me struggle, with generally making the model I was fine

 

 

Week 4 Sword

I choose to make Zeldas Rapier from Hyrule warriors

UVs for sword in order of Rapier, Fancy Rapier and Room/Pedestool

I found this really fun UV unwrapping inntially was quite difficult but I went back and unwrapped parts of it seperately before joining them which made the process alot easier

I ended up deciding to try out prodecedural textures here is what I ended up with

Shading I did

 

I found this to be a really fun experiment

 

Week 3- Zubat

 

With the confidence from last weeks assignment the tie fighter I did as many as the steps as I could without using the Demo video, using an image of zubat as my reference while creating my zubat.

I created a background using planes for this project, I was actually really proud how my zubat came out however I had two issues one that I didnt realise how flat zubats ears were meant to be and secondly originally I didnt have good topology on the wings and they were hard to colour. I then fixed them

I really enjoyed this assignment especially considering I gave myself alot of freedom exploring blender during it

Week 2 – 3D modelling a Tie Fighter and skateboard

Before starting this task it seemed quite difficult compared to out past task of a snowman, but after seeing mike break it down into shapes I begun to feel more confident in creating it

When I got to this stage of making the model. I decided I didnt like the thiccness of the wing. As compared to the reference image it had too much depth so, I also wanted to try modelling without using the video demonstrations.

My reference for the Tie Fighter

I finished creating my new model using the video demo for some modelling aspects I hadnt fully grasped yet but i felt confident in the level of detail I was mimicing as I dont feel advanced enouh to go into full detail.

my full coloured model

adding a background, I found a space background from starwars and set it as a background

Animated sequence for this I added a bezier curve which I made the tie fighter follow along with a light just in front of it to keep it lit as it traveled around however, in my render both the light and the background did not show up. I hope to fix this as I havent learnt the cause yet even from my previous render of the snowman

For class assignment I created this skateboard which was a solid introduction in using the editing tools in blender

 

 

This weeks task I found quite intially scary to start but while creating the tie fighter I grew more confident I hope to bring this into future projects

 

3D Digital literacy 1 – Creating and animating a snowman

 

 

 

 

 

 

Creating and animating the snowman, during animation parts of the snowman clipped together I fixed this by making small adjustments to the animation timeline.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

in these small screenshots of my progress, I worked on modelling a lamp using a cube and the edit functions I then added lighting effects to it along with a swing animation in the wind.

I modelled a bench however when adding the snow to it using the add-on “real-snow” I found an error with the mirror effect preventing it from being on top of the bench I set it into the scene anyways.

using a wall along the side of my scene as a particle emitter along with the wind tool I created a snowfall and wind effect.

to add more visual interest to the background I added low poly circles as snow mounds in the back of the shot

 

 

 

 

 

 

 

 

 

 

This is in my camera view of my final scene for the snowman using the editing tool I created a tree for the final shot to balance it, it was made using the extrude tool using E+left click to create a more natural feel to it. I also added a spinning Kane to the snowman.

After rendering the scene I found I couldn’t get the particle effects to render I hope to learn why this was and post a fully rendered snowman with effects