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Thursday, 29 November 2012

Narrative: Little Boy Fully Skinned

The little boy character for my group project is now fully skinned and ready to next be rigged. Here are two videos of animation of the skinning, one plain and one with the UV mapping and eyes visible.



Wednesday, 28 November 2012

Narrative: Little Boy UV Mapped

The main character for my group project animation is now ready to be textured by Alice and skinned and rigged by myself :)


Hair UV Map

Head, Throat, Eyebrows UV Maps

Shirt/Arms and Hands UV Maps

Shoes UV Maps

Legs/Trousers UV Maps

Tuesday, 27 November 2012

Research: James Bond 'You Only Live Twice'

As part of developing my character design into a more 1960s orientated world and making myself live and breathe the 1960s for the rest of the unit last week I watched the 1967 James Bond film 'You Only Live Twice'.
I paid close attention to the stylisation of the sets, costumes and props including the cars and here are just some of the things that particularly caught my eye as good inspiration for my work.

Set Designs
 
 
 
Costume
 
 
 
Props- I particularly liked the clever gadgets of the lipstick smoke spray and the cigarette dart. Especially the dart as the cigarettes are nearly forgotten about and only come in useful at one of the worst times for Bond in the film.

 
 
 
James Bond  You Only Live Twice (1967) prop weapons James Bonds Walther PPK
 
 
 
 
 


Character Design: Week 8 Exercises

This week in our character design lesson Justin spoke the words 'role play' and immediately my head screamed uh oh! thinking we were going to do some acting. But it actually turned out that we were to pretend that we were a group of designers producing character designs for a client which my head much preferred. :)

We were given a sort of brief of characters under the title 'Jetpack Jones' set in the 1940s and we were to do at least two each, even if it ended up with duplicates. I worked alongside Sammy and Lydia, and a bit with Anita until she got changed to form an extra group.
We started by asking ourselves what would make the characters scream 1940s and thought of a sort of Art Deco style to develop from.

I ended up creating designs for Ariana, the beautiful space princess and Boltz, Jetpack Jones' trust medical droid sidekick.

I took a lot of inspiration from the Art Deco movement looking at the art deco lady posters that are popular. I also looked at art deco patterns for accents such as Arianna's head dress, waist buckle and communication device and then looked at 1940s Hollywood actresses for a glamorous feel. Star Wars' Princess Leia was also referred to for her space princess role.
Half way through the lesson Justin changed a quality of Ariana saying that she had a water environment background so I made her accents more shell like. As the client Justin was very happy with this design.
 
For Boltz I looked at 1940s machines and Art Deco structures. Because of his role of scanning for medical problems I decided that being able to hover would be suitable. Justin really liked the shapes and style of him however, when it came to conveying Boltz 'odd' behaviour after an accident he was too symmetrical.
 


More Sidekick Sketches

As I changed my theme to the 1960s I went back to my sidekick designs and tried to adapt them to match up with my heroine and the era. #1 is a very similar version to a previous sketch but I have adjusted the shapes a little to make them more 1960s. I still don't think its there quite yet and honestly am leaning more to #1 than any of the others so I think I somehow need to find a way to develop that one which will keep it robot and owl like but also 1960s and sci-fi because right now it just doesn't seem right.

Monday, 26 November 2012

Character Design: Development of Villain

To develop my villain I took my existing silhouette and started working into it keeping in mind the markings and shapes on 1960s appliances. I also used my research into 1960s spacesuits to make sure the outerspace feel was in the design. I've just gotta develop his face a bit more and pop him inside the helmet now to complete it and see if it all fits together well enough.



UV Mapped Plane

Over at Pigment Studios we now have a fully modelled and uv mapped plane, ready for a texture job. This prop is vital to our animation's message so it's great to have this ticked off the to do list :)