Thursday, 28 June 2012

Texturing Coolio 1

First stage of texturing Coolio.




































Still to do: I want to apply some labels on the torso, placed eyes behind the goggles, some more scuff and dirt on the bottom exhaust, and perhaps some details inside the see-through mohawk.

Thursday, 21 June 2012

Coolio Model

Today I've finished stage of modelling the second character - Coolio. I may add some more details but I think texturing will do the job rather than additional wheeling and dealing with modeling.




















Next one is UV map and texturing stage so will see how this will look at the final stage as have only a rough image of the characters textures in my mind...

Tuesday, 19 June 2012

Character Design































I've changed quite a lot in Foolios appearance but main idea remained same. With regards to Coolio I wanted him to be - yeah... Cool :) but keep similar character as Foolio - metal, robotic creature. It actually resemble a bit iron man but in a cartoony style. So far I've modeled his initial shape of the head and next will be torso.

Sunday, 17 June 2012

Welding

This is the sort of welding I was on about in the previous post.


















And engine exhausts. Need to parcel out the welding details  in some places and I'm ready to start texturing it. I also was thinking about adding some liquid animation in the Foolios body...will see cos tempting to do so.

Saturday, 16 June 2012

Foolio Modelling Stage

I've managed to model Foolios hand by trial and errors method (Spline cage technique) - the very thought of rigging it brings shivers and sweaty buttocks though.












I am planning to add some welding details to hide seams between elements.


Tuesday, 5 June 2012

Foolio Coolio - Hula Hula Remake Project

3rd Year Odeon Show gone by and luckily Hula Hula despite of many unacceptable neglects and omissions got first prize for Best Film/Reel at University of Lincoln. First and foremost the render quality from Maya output, animation and rig proved to be very poor, there is no blame however as an overall making process, toggling between software and post production stage was too hectic to make it fully valuable final product.
I decided to remake Hula Hula animation and stick to my pipeline which is mosty modo for modelling stage, possibly Maya for animation and rig and back again to modo for rendering. I may try to animate in modo though since 601 iteration has great animating options geared up. 



    First obstacle I found when modeled Foolios palm - I wanted it to by mechanical but wit a touch of organic shape and recalled Andy's Brown wonderful tutorial of C9 and his spline technique. I found out though that when I make closed cage  - patching simply does not work...