These are the initial sketches I did straight after the pitch last week. There were no references at this stage, I had help from TJ on what he envisioned the characters to look like. We wanted a dishevelled character with eyebags, messy clothes, and hair who looked like he’d been on the end of his […]
Animation Strategies Reflection (submission 2)
The most difficult of these submissions was most definitely the ‘run and jump’ animation. It took the longest to complete and I’m still not satisfied with the outcome – I submit it like this only because I feel I’ve run out of options and don’t know how to fix it. It isn’t terrible, I like […]
Animation Strategies Portfolio (submission 2)
Weight Lift: Hurdle Jump: Lip Sync:
Lip Sync Animation
I gathered together three short videos for possible lipsync audios, then asked my friends for a second opinion. Mulaney_’horse loose’ TBFQ_’your mum’ Slimecicle_’circle of life’ The consensus was that the John Mulaney quote should be used as it was one person (not conversational) and most of the runtime was dialogue. I then took reference photos […]
Character Creation Reflection
I thoroughly enjoyed this unit and upon reflection, I think my character came out quite close to my concept art, despite my original hesitance about the 3D aspect. The concept was my favourite phase of this module, I had fun researching animals from different biomes and mashing different attributes together to make something else, then […]
Character Creation Portfolio
Final render Creature Sleigh asset Pre-edit render Concept art
Week 13 pt2: Render and Photoshop
I started by reducing the intensity of the fog and expanding the village. I then looked on the Epic Games store for fir trees to use, but none were free, and I had been told by a classmate that it bogged down your file size – considering that my world and creature were already too […]
Week 13 pt1: The Sleigh and Unreal Update
There weren’t enough storytelling elements in the UE scene, so I drew from my early concepts and decided to add a sleigh. I gathered reference images and clarified the parts so I could recreate them. After making the sleigh with the mirror modifier and joining all the pieces, I bevelled the model (which I should’ve […]
Week 12: Unreal Engine
The next step in Unreal was to make the scene nighttime. I tried to follow tutorials, but none seemed to have UE 5.3 like I did, so their interfaces were very different. Eventually, I went through the sidebar and played with the settings until I found a slider that dimmed the light from the sun. […]
Week 11: Rigging
The axes of the bones in the rig were off-kilter, and the ‘in front’ mode meant that I saw the whole skeleton through the mesh, making the hair very hard to rig. I contacted Henry about the axes and received advice that I should rotate the model 90° so that the X axis ran left […]