Saturday, June 14, 2014

Guilty Conscience, Macaw, Skull

I've started work on Guilty Conscience, I've been working on the character, Phillip. This is a basic proxy of the character for now and a few color tests. I see him being a laid back, but a little flashy. A person of the night, work as a bartender... or waiter, but more likely bartender. After working on the character's personality a bit, I need to go back in the storyboard and rework it to make it fit the character more. Modeling heads is always a bit interesting and a little unconventional for most. I've never really been good at making unique human faces. So, I got a front and side of a celebritie's head that I wanted my character to resemble and used it as reference. Making a few tweaks here and there and making eyes bigger, it doesn't look like the person I based it off of. Very unconventional way of doing a head, but it usually works for me.
I haven't been the best at making front side body references so I was in the process of making a humanoid character to be used for animations with all the limbs seperated. So, I used that character and made it into a character reference model. Scale the parts I need bigger/smaller, move extremedies to where I want them. I made a front pose then freehanded the sides. Then use that to draw up a final front and side reference images.
I've also been working on Brother Lost, but haven't begun modeling.



In my spare time, I've also been working on a Macaw, to use for rigging and animation exercises. Still needs a bit more work, but it's getting close. I'm realizing, rigging the wings and feathers is going to be big challenge. All the feathers are it's own geometry. Specifically, bringing the wing towards/from the body.



I modeled also modeled a skull, eventually I want to model the entire skeleton and rig it. Think it would be interesting to animate a skeleton.


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