As a result of the final crit for Adaptation B, I feel like I have received reasonable feedback regarding both my work ethic for this project and the quality of Ludlow's final model. I have known for some time that I need to change my process for working and how I go about it. I need to start producing work at a constant rate and publish what I do regularly. As well as this I also need to stop putting things on the back burner and I need to work faster in order to have extra time to deal with any issues or feedback given by members of staff and peers on the course. I know that I have the talent to create characters but my attitude towards work affects my abilities to perform well on various projects. I need to be proud of my skillset and apply it to my work instead of shying away because I feel like I lack the ability to do it.
This behaviour of "Oh I'll do that tomorrow/next week/next month" needs to stop, it won't getting me any closer to doing what i want to do on the course and out of the course if i continue this train of thought. I discovered late in the project, that the progress I was making increase when I did work on campus and setting up a space at home that was quiet and didn't have any distractions. This helped me in not losing focus and by keeping that time managed with strict break schedules to avoid procrastination. As well as that, I feel like I was more willing to ask for help when I needed it, asking tutors and other students as well as trying to figure problems out on my own. I feel more confident in asking for help when I need it, something that for years I've struggled with as well as showing work in general, which I still need to work on.
Thursday, 11 May 2017
Wednesday, 10 May 2017
Adaptation B:Texturing and Rigging
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| Fig 1: Ludlow's Head with UV mapping |
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| Fig 2: Ludlow's Body with UV Mapping |
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| Fig 3: Ludlow textured without his scarf |
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| Fig 4: Ludlow textured with his scarf |
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| Fig 5: Ludlows Rig |
There have been so many ups and downs modelling Ludlow, while UVing went quite well, Rigging (especially Weighting the model to the rig) had been an absolute nightmare, it was mostly on my part however forgetting some parts and trying to figure out what to do with the scarf - as I wanted it to be that while the scarf was connected to the rest of the model it wasn't weighted at all - was tough. After six tries and most of the day gone I finally weighted the model to an ok standard, it does its job which is all I can ask for after spending so long on it.
Maya on my home computers in general are very picky with me, one won't allow me to install mental ray and the other one throws a fit over batch rendering to the point that it closes the program down altogether. I'd have to restart the program again on both macs to see is resetting back to default can help in some way.
Saturday, 6 May 2017
Adaptation B: Ludlow Colour Composition
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| Fig 1: Ludlow Colour Comps |
Thursday, 4 May 2017
Adaptation B: Modelling Process
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| Fig 1: Ludlow's Head |
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| Fig 2: Ludlow's Body |
Wednesday, 19 April 2017
Adaptation B: Ludlow- Orthographs
Friday, 7 April 2017
Adaptation B: Ludlow Final Character Concept
Based on the feedback from both the style concepts and from the pitch I decided to go into further development into the version 3 of Ludlow. From here I would then start to break down the character to see how different expressions would look, the clothes he wears and how he would act before finally modelling him in 3D in Maya
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