A super super short film starring my dimetrodon character. Maya + After Effects

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A super super short film starring my dimetrodon character. Maya + After Effects
The first character I’ve completely modeled, rigged and animated. Done in Maya 2015.
Tuesday 24th, March 2015
Task name:
CGI Modelling 2
Kind of work:
Maya modelling and Kart concept work.
Time worked:
2 hours.
Task goal/purpose:
Continue creating a CGI model for the kart prototype. Within this task I also work towards exploring the design of the kart itself which lends towards mechanical decisions and design elements.
Most important factors affecting the outcome:
Getting the right balance between realism and simplicity. The kart will borrow things such as design, bullbar/bouncebar (which is a huge deciding factor in the collision mechanics), exhaust etc from real life go karts. While this isn’t a critical process towards the end prototype, I was able to utilize free in class time to explore this minor element.
Unknowns / things to learn:
The end design of the kart is currently an unknown however the general direction has been more or less fleshed out.
Current issues and problems:
No major issues towards this task, just incomplete but still valuable work done.
Things discovered or learned:
A better understanding of the potential hitbox of the kart has been on the most interesting and important element gained from this process. While it is still a question of whether I will map the colliders to the shape or just put a general box collider over the design. This is yet to be seen.
Monday 16th, March 2015
Task name:
CGI Texture Experimentation
Kind of work:
Experiment with finding the right facial structure on the UV maps supplied by Tori.
Time worked:
3.5 hours.
Task deliverable:
-Photoshop file
-2 Targa files
-Test Maya scene
Task goal/purpose:
The task was to experiment with aesthetic and readability of the player characters face. Focusing predominantly on the most important feature, the eyes.
Most important factors affecting the outcome:
Getting strong visual clarity for the eyes of the character was the most important part of this task, the rest of the visual elements all fall into place after this is achieved.
Unknowns / things to learn:
Aesthetic and UV placement.
Current issues and problems:
Minor success, simply need to expand the rest of the texture now and polish.
Things discovered or learned:
Learnt a considerable amount of what level of detail is needed even for basic, “cartoon” characters if I wanted clarity. The most efficient eye size for the task turned out to be quite large. Classic styles really stood out within my experimentation.
Friday 13th, March 2015
Task name:
Application of Tutorial Time
Kind of work:
In Class work, Concept exploration and discussion with peer, CGI modelling, Assessment work.
Time worked:
7 hours.
Task deliverable:
Better focus and direction on specific works for milestone 2 (week 4).
Task goal/purpose:
My goal was go over the task required in the lead up to milestone 2, to model a basic kart in Maya to gain a better understanding of the kart aesthetic and to have a more functional model for the prototype to allow for potential experimentation (such as crumpling etc) and to formalize a structure experimentation path using the prior weeks work in anticipation of milestone 2.
Most important factors affecting the outcome:
The most important factor of today was the in class time, it drove most of the work today, with modelling while Milenko was available as well as with the discussion with Jamie towards the direction of the game and me and Tori’s role in concern to the second milestone.
Unknowns / things to learn:
Got to complete the Job Card, start exploring the possibilities for nuance within the karts controls, predominantly from it’s handling and it’s collisions. Finding a satisfying flow to the loop of (accelerate > steer > drift > collide > ricochet > accelerate). Creating a worthwhile environment to test this is also on the agenda, likely using either; pre-programmed colliders, adding in the secondary player controls or adding the block events. Tackling the second player at the current time is obviously the least efficient route and one that I’m not really considering seriously.
Current issues and problems:
Mostly just have to get the ball rolling and start putting out prototypes.
Things discovered or learned:
Today I mostly gained a better understanding of milestone 2 and what I should be doing over the following two weeks.