character design
Some positive and some negative thoughts about this stage in production. Firstly i feel i require at lot of reassurance with my designs instead of having a gut feeling and going with it. I did lose some time with this particular aspect but Im pleased that when i picked a design, i stuck with it. In terms of my drawing skills, it has become clear to me that limited practice has had an effect on my quick sketching and i can become too precious over drawings that should take seconds, not minutes. I feel this is something i can work on during my easter break so that im a bit quicker at coming up with designs and getting them down on paper. However, i feel i was able to experiment with a number of design ideas therefore producing a good range.
modelling
i have enjoyed this section of the project and feel my skills have much improved since my last attempt at creating a character back in the summer. Im much more aware of Maya's interface and the techniques used to create a character although admittedly i did make a few mistakes and need to read more into correct facial modelling (nurbs/polys problem). Nevermind, at least these mistakes were made now so i can learn from them. I feel Im creative when it comes to tackling parts of the modeling such as the hair and pleased in my persistance of trying different ways of modeling until it matched the design. I had lost time again after my model came under criticism and my confidence with my design was shattered. This is a definite must to be addressed if any progress is to be made....fear not....it will be. Overall i feel quite confident with this area of Maya which Im sure is down to continual practice especially from the environments project last term.
texturing
An area completely new to me, and although most of my model was assigning shaders, colours and bumps to the model, im pleased i've begun to experiment with UV mapping. I still do not fully understand this area in terms of size of mapping, sewing and the best method but i intend to utilize the easter holidays to practice this so im more familiar with this area for future projects. I know this is an area i do not wish to specialize in, but i still would like a good grounding in this topic to see me through the course and in industry. I feel i should use the easter break to complete some texturing on other objects such as trying out texturing our environment buildings etc...practice will help.
rigging
I have really enjoyed getting my teeth into this from plotting the rig to creating the controls, testing and adding attributes, its something i've really enjoyed and would like to peruse further for next term. I think i can quote that MEL script off by heart by now! I set aside a couple of days for this task and stuck to this schedule...again a very pleasing factor. Rigging has been a big priority of mine to learn after speaking to those in industry and from the colleges industry day as i want to specialize in animation but also have a set of rigging skills. The blendshapes was a fun process, i can see how easy it is to get carried away creating endless expressions. It felt creative though a lot was trial and error. Its down to how well your characters face is modelled and it certainly highlighted areas where my model was limited...i take note of this when designing my next character. Another area which demonstrated how well your modeling is is skinning the character...man painting weights was a huge confusion for me at first...influence? but...that all looks fine (whilst the ear melted down the face) ooooo influence. So i have restarted this part probably the most BUT everytime ive done it, im quicker and more confident. When i've restarted, its because ive gone back and added some edge loops to break up the geometry which works out much easier than trying to make a crappily weighted model...believe me there were issues with all the crunch points...the elbows....the wrists...that weird old knee and her dungers. However, im here to conquer and i believe i have conquered...*stands there with flag through laptop....o jesus....
animating
haha i originally wrote this part but find myself re-writing it after events of the last oooo errr 48 hrs. After enjoying the other parts such as rigging and blend shapes and painting weights going better than i thought, it was to my horror when it came to animating just how much was wrong with the rig/model. My thoughts are that yes i could have created a simpler rig...had no controls, IKs, Splines, reverse foot control and it might have saved me...but then would that have been pushing myself? no, not in the slightest. Theres a balance between pushing yourself and playing the safe card and if you pick to push yourself...there will be mistakes and i can undenieably admit its happened to me. It was soul crushing especially since some of the problems such as the foot attributes disappering for no apparent reason...however i feel it links to the blend shape issue that i went and added geometry to the body AFTER combining the head with all its blends and its messed up its history along the way. After sending through a copy of my rig for Matt to look at, he said Maya was using the blends as imputs which was causing the entire model to explode. Crushing moment....truely was. The foot problem was down to the loss of the attributes and at the late stage i was in...i would have had to have gone wwwwaaaay back into old files to sort this problem...again this is even further confused because of the added geometry to after combining the head etc. These feel like stupid mistakes...but i guess the good thing is that im making them now and can improve for next time....its spurred me on to go back and correct these issues over the easter holidays since i will have more time, no pressure of a deadline. I feel like i need to do the rigging justice as i spent so long modelling it be a shame for me to just leave it like that. Alas (because we've slipped into medevil times) However, with what i had, i feel i did a pretty good job and by focussing on just the couple of steps, was able to home in on details :) i find some solace in losing the blend shapes in the fact i dont necessarily need them for the walk cycle...
lighting/rendering
this was another aspect i am not particularly familiar with. After completing my initial research into animations such as Pocoyo, i thought it would be best to complete some lighting/render tests of my own trying to emulate their style. I have read about a few methods such as global illuminations and final gathering but really dont feel i have a good understanding of what they exactly are, are used for. It was very helpful to be shown some lighting techniques by someone who understands it more so i was very grateful when Grigsby showed me the create sun and sky lighting technique. I have been playing round with directional lights as well. Lighting is not something i wish to specialize in but i do need to play around with lights more during my easter break so i know how to complete basic lighting set ups for any scenes i complete...especially those which will end up in my show reel. The same goes for rendering really..its not something Im overly interested in but is something i need to read more into.
working individually
in terms of working on my own on this project...its had its up and downs. I feel very pleased with my progress in understanding Maya and feel this term has seen the most progress/learning for myself. Working by myself has highlighted my strengths including modeling as well as some weaknesses such as texturing and lighting i need to address during the break. It has also allowed me to expand my knowledge in terms of rigging which i aim to continually work on as part of my area of focus for future projects. Im disappointed with the limited time for animation but im feeling positive that with the progression of other areas in the pipeline my workflow will be quicker for next projects. Blogging is good for me...strange sentence I know but it provides evidence of my progression and ticks off the jobs i've completed. Im one to knock down my work but the blogging provides a positive experience for me...even if it is to rant my sometimes frustrating relationship with Maya (were mates really). I know i need to be more confident/have more self belief in my designs and not necessarily buckle under criticism...decisions must come from myself. I must be more decisive...its one flaw that has cost me and i regret it....well not regret it but i think a change is in order if However, the flip side of working individually is the isolation from the rest of the class...though i have pushed myself to get in contact and ask for help in order to gain that outside support. I feel i would have been pushed to start and finish specific areas of the project much quicker had i have been part of a team as group work generally spurs you and each other on more...theres that direct support network. Its much easier when your working on your on to slip off of shedule where as i think this would have been less of an issue had i have been part of a group. Im really proud of what i've learnt but I think for next term i will definatly consider working as part of a team.




































