Well here we are, my friends. The end of the road is finally here. I still remember the early days of Year 2, making my first 3D blog and creating a single 3D mesh of Spongebob. I honestly wouldn't have guessed that I'd end up making the creations you've seen over the past 2 years.
This semester has involved a lot work... Moreso than any other semester's-worth of 3D (Which is expected, to be honest, seeing as it is my 3rd year!). Fortunately, it's been less frustrating than before. I felt a lot more confident and comfortable around Organic Modelling and now had full control over exactly what I would do and how (Rather than following a set of tutorials). As a result, this allowed me to avoid a lot of the annoying problems, like the symmetry modifier, which I had last semester.
Main thing now is that I will never underestimate the large amounts of work that goes into getting a set of 3D characters up and running (Quite literally!). There was a lot of steps required just to get the point where I could make one of the smile. Granted, it was a lot of work - But it made the animation process so much smoother, rather than attempting to leap in an animate right off the bat. I'm sure many others can attest to the fact that planning and structuring the characters completely early on makes for less hassle during animation.
So the first stage was coming up with the concept and plan. The theme was incredibly open - focussing purely on "Emotions" rather than a particular topic. This was actually worse for me, as I've always struggled with open-ended ideas. Given time, I can creatively work out ideas for a theme where I have some sort of 'limitation' (i.e. A specific theme to base it on) - But I tend to find myself lost without any foundation to base my ideas on. I still remember one evening when doing English homework in secondary school. We had to just write a poem... any poem... whatever we wanted. I spent more time trying to find a topic than I did wriring it! (3 hours at least deciding a theme). So whilst I find the open-endedness somewhat against my style - It was a much-needed exercise (After all, I ideally need to develop a greater sense of decisiveness when it comes to open-ended situations). So instead of focussing on the plot or theme - I decided to focus on the sort of characters I'd have the most fun animation (Being the key factor, after all). Whilst the ideas took a while to properly formulate - I'm very happy that I settled on the 2 aliens. I'm also very happy with the Chess theme, which was a lot more fun than the initial idea of having the 2 of them carrying boxes.
Next stage was the modelling. After the previous semester's work of making my head - This was less painful, if I'm honest. For one thing, I could spent the time looking at cute drawings of aliens, and not my head (Makes a change) - But also because creative license was open to have a lot more fun with the models. They could look as cute or strange as I wanted them to. Seeing a funny-looking alien come to life is a lot more appealing than seeing a realistic face, if I'm honest. Though it took a while to do (And areas like the mouth required several attempts), I was very happy with the outcomes of both. In fact, Carl seemed to have a more 'refined' character than I originally had in the concept drawings. He looked like a bit more of a slob, which gave his character a bit more texture. Kris came out perfect in my opinion. He looks just like I planned him to.
The bones was the next stage. Whilst the majority of the envelopes worked out according the plan (Arms, fingers, antennae, stalks and legs), I found that the shoulder and hip joints were very weak during animation. Maybe it was the additional bones or just a weak mesh... but either way, they threw up several mesh disfigurations, twists and pinches as I moved the characters around. You can see the worst of them on Kris' shoulder as he performs the 'Castle' (Good thing the shoulder is hidden for the majority of the animation!). Though I tried to go back and edit the envelopes to see if I could change this - I found that nothing could save the mesh, and had to put it down to weak connections between the limbs and the torso.
The morphers, on the other hand, went very well. Like the organic modelling, it took a while and frequently involved trial-and-error, often having to re-do from scratch - I feel that the expressions came out very well. The only thing I could have improved was even more morphers! (Perhaps some separate morphers for Carl's cheek bones to allow his eyes to show more emotion when smiling)
As for the Animaiton - I'm very happy with the outcome. Whilst I might not have the patience for it - I'd definitely say that it's my niche in 3D work. I find myself getting really involved with the character's motions, to the extent that I'll sometimes act them out and harass my flatmates to help me if the actions involve 2 people. To me, detail is everything here. I expect realistic results and will strive to try and spot any small movements and twitches to help amplify a basic movement to an expression-filled action. I feel that I have achieved this very well here. Whilst I keep going back and spotting small changes I would have preferred, I am satisfied with the outcome.
So overall, I'm happy with the 3D project. The music takes to another level, and I was exceptionally pleased to see 'Reefer Man' fit the opening scene so well. I've also managed to overcome my fear of organic modelling somewhat, and am more open to creating a host of different characters instead of robots.
Thanks for reading. All the best
- Steve A.K.A. Captain Pineapple -