3D Digital Literacy Assignment 2 overview

Assignment 2 had been a very rocky road, especially since I did go a little bit over the deadline admittedly because of multiple different problems with the process of making this model. I found I am much better at the earlier stages of modelling, most of the main parts of blender have been great, but when I get past UV mapping everything seemed to fall apart at every stage, either because of things that I just did not know how to get around because the problems I ran into were not covered in the classes or videos, probably because of how out there my design was.

I’ve mainly learnt over this assignment how to get around certain issues when they are not directly covered or taught, I have mainly learnt how to get on with my work and not rely too much on guides and tutorials, It has been a very tough process but it definitely has successfully pushed me out of my comfort zone plenty of times and pushed me to make a model I’m happy with with a lot of independency in the making.

Week 12 3D Digital Literacy

With this last week finishing up my assignment model was tough with plenty of different problems I kept running into.

By this stage I had finished my anatomy on my model, but was yet to join the body parts together, I decided on a huge hammer for the prop and had finished the clothes.

Here is after sculpting, Where I got to define the nicer detailing on the muscles, scars and more. I joined the whole body together and would now have to fix the UV mapping. I found this part pretty easy to understand, but it just was a slow, long process. I really enjoyed this stage in modelling.

Here is after I had ported my model into substance painter and textured it. I found this to probably be the toughest stage of the process with how many issues I ran into with the software.

and finally here is my model applied to an armature and posed with his prop. I had problems with blender’s automatic weighting not working with the details of my model so I had to go in and manually change the weights of the model to fit the armature.

Assignment 1 Animation Studio reflection

This assignment has been very interesting in pushing me to step more out of my comfort zone and straight into challenging group work. The biggest challenge so far with this to me has been trying to get equal input from the whole group and creating an idea that everyone is sold on and wants to do. Its very easy for one person to take over or nothing to be done because nobody can agree on one specific story to run with. I do think that swapping around different groups helped introduce new people and ideas to shake things up to make sure no groups got stuck on any single problem in their planning for too long.
I learnt that above all else, communication is the most important part of group work like this and making sure everyone is caught up and keen on the ideas being talked about.
I think what did not work out very well was the amount of time left at the end to actually finish these animations to a good standard with enough time. There was so much time left bouncing between groups with a lot of, at times, wasted time where a group hits a roadblock and can’t really move forward, or that they are ready to move forward and can’t because they were not at that stage in class yet.
Time management was a huge issue so far, especially once we were in our final groups, it felt like a still slow process to finish the planning over a few weeks, but then an absolute mad dash to clean up and finish everything asap as soon as we were out of this planning stage.
If I were to restart, I probably would have wanted to try and work with my final group for longer and earlier, with each stage of planning and actually animating being spaced out a lot nicer as to give us and myself more time to properly think each step through. I also would have probably much earlier liked to have made our ideas more around the limited time we had rather than going way too crazy with our ideas, then have to scale back later.
I do believe at this stage I absolutely have a much better understanding of my team, have struck a much better balance of work and time and understand the intricacies of the animation process more than I did when I started.
This project has had a big learning curve but at least it has really pushed us all to figure out how exactly to work as a team as early as possible. So far, as well, I am quite happy with the work I have been slowly producing for this finished product, using the classes so far very much in my thought process, research and animation process.

Week 10 Animation Studio

This week we worked more on krita for the last time and I made this flour sack animation, I’m quite happy with the little progress I did do.

then here, finally, is my latest progress update on how parts of my scene are coming along. I have been enjoying working on this scene as I do really get to have fun with backgrounds and having everything move and it all feels quite satisfying put together.

Week 9 Animation Studio

Here is the fully put together animatic for our group so far and also just my section as well. I used Procreate and the new software, Procreate Dreams for this. I found the software difficult to use and have since used Toonsquid instead going forward.

 

Week 8 Animation Studio

Following on from last class, I had one more bouncing ball animation to add, now including two more balls at different weights to show more variety and experiment with weight and flow in an object more.

I also got to talk more with my new group and learn more about their setting. We got to discuss more about art style and story. The story seemed at this point to be at an incomplete stage, of course, but there was definitely much more of a solid idea of how they wanted the story to eventually go, getting to explore a story about a fairy world slowly being revealed to be made up of false imagery to trick the protagonist into enjoying and staying, other than just this though there wasn’t a solid plan on how this will be told yet. We tried to start on storyboarding, but ran into issues with struggling to create an exact story. However, eventually after some new ideas we managed to cut down on unnecessary parts of the story and streamlined the rest of it, now understanding the complete lack of proper time to create an animation like the one we planned for before. After spending a lot of weeks going back and forth between groups and planning it really only left a few weeks to sort out final planning with your final group, but then even less time to actually animate. So everything would have to just be really short and we would have to just settle for a quite quick pace.

Finally, we started on a solid final storyboard and laid out exactly. Its extremely hard to make out in this picture, but we were able to, on cut outs of paper laid on a desk, write out our story in only about 6 or 7 basic plot points, with some lovely cave painting illustrations to go along with each scene. And then finally, there is this storyboard for scene 2 and scene 3, even though I’m only now doing scene 3

Week 11 3D Digital Literacy

I found using the skeleton and armature mechanics in blender to be awkward and tough to perfect, but once I understood the different tools to make it easier, it really did become a very simple process and was quite fun to pose this model around and see what I could do with it. I do definitely feel comfortable in my ability to use armature to pose my model when I get to that stage for my assignment model. Which speaking of, the model has been coming along very nicely

I have been messing around with the torso, legs and arms for a bit now, I will admit I did stray off the path of the tutorials a bit making these parts, which I think will maybe make some steps later difficult, but I will try and circle back a bit more and bring my progress more in line with how it is supposed to look for the more necessary steps at least. However, at least with the arms, I do think the process I took could have been better, but I did go out and try to understand how an exaggerated, muscly arm would look, this is what I came up with.

Its absolutely not perfect or accurate, But it was a nice experiment none the less to understand exaggerated human anatomy some more.

The side view was tough to perfect, especially with the quite unrealistic style of animal-like, digitigrade legs. The way they ended up looking definitely accentuates the slouch that this character gives and almost pushes even further how top heavy he is, like his arms and head lower and drag, like gravity is having a huge push down on his body at all times. I quite like how this aspect of the design worked out so far!

Week 10 3D Digital Literacy

This week, after learning more about normal maps with the elephant exercise, I went and worked more on my assignment model, now taking it to the next stage, using the previous guides to begin the finished model after the basic blocked out version from before.

Here I have segmented off the face into the different regions like how it is done in the tutorials previously and how I did with the other head model from before.