Monday, 18 February 2019

Study Task 6 - Analogue Character Modelling and Realisation

For this task, I printed a 25cm tall version of my turn around art board so I could use it as a reference to create a 3D model.


In the first armature session, I built the skeleton of my puppet by twisting wire in the shape of the character.


In the next session, I began carving sculpting foam to build up the shape of my character, which I then bandaged so that the plasticine had something to stick to.


Before the last session, I returned to metal work and cut my rod down so the character stood on the base and didn't float in the air.


In the final session, I added the plasticine to my armature model. It took several attempts to sculpt the face, and twice I started from scratch, which meant I had to attend an extra session to finish the puppet in time.


I did notice an improvement between my first puppet and last however I am still not happy with the finished outcome. I feel my design is partly to blame as while I were creating my protagonist, I didn't consider how it would translate from a 2D design into a 3D model so if I were to redo this task from the beginning, I would make my original design a little more exaggerated and cartoon-like rather than realistic.


As the images show, it took several attempts at moulding the head before I was somewhat satisfied with the outcome as the longer I worked into the plasticine, the more heated it became which mean it was more difficult to work with as the heat made the material tacky and sticky.


I am however, pleased with the texture of the fur and the detail in the ruffled frill around the skirt.


I think she looks best from her profile so if I have a choice when it comes to animating the walk cycle, I will film it from a side on perspective.


I recorded my walk cycle however was limited by the movement in the dress and the position of the bolt in her back. The movement was also too fast so I slowed her footage down so that it was 8fps and looked a little more realistic.



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