I’m really excited about my character model. I am doing one of the characters I need for my reel, a band member. I am using my boyfriend Dave’s body and face for the reference. This will be my first crack at a full character. I wanted to ensure that I had the best reference available, so using my boyfriend is perfect. With all of the challenges character modeling presents, why make things harder with crappy reference? A few of my classmates have already told me how much trouble they have been having with less than perfect reference. Many of them could not get a side or full body view. But, for my character, I can take as many photos from any angle I want! Plus, Dave (my boyfriend) looks like he could be in a punk band.
Here is the concept sheet:

Here are some images of my character in progress. The arms are the only things that have not been worked on. They are currently ‘blocked in’ only, as my teacher is going to be doing a special arm lecture later.




I think the shoes and hair are pretty sweet. I am working a lot on it every week, so that each time I come to class, my modeling teacher can critique it. Most of my classmates are doing the majority of the work on their character the week that it is due. I think that is a mistake for two reasons: 1) we were given six weeks to do the character, which means the teacher thinks it will take six weeks to produce a demo reel quality character 2) the more critiques you get on your model, the higher quality it will be. I have already gotten three critiques from my modeling teacher and each time my model has come out looking way better.
I think one of the most important things I have learned from this course is not to be afraid of redoing things. Don’t fall in love with your work and be prepared to start over from time to time. It’s ok to be impressed with your work, but never be satisfied. It can always get better.
May 27, 2008
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I have started modeling assets formy reel. One of my teachers gave us a calendar and timeline that made mea little nervous. There is so much that has to be done! So I’m starting to work really hard on it.
One of the assets I needed was a trumpet. After modeling it, I had my modeling teacher check it and he only had one little criticism. Of course, that made me very happy, since it means I’m modeling at demo reel quality. Yesterday, I decided to make a quick image of the trumpet with some nice lighting and a background. I really like the result:

The only thing I think the image needs is a little mor grit. Like maybe some faint finger prints, or something to give it a little more realism.
I think I will do more images like this for each of the instruments I model and then print them out for my portfolio. I think that a printed portfolio of really nice themed images would be the perfect little touch for industry night. What other ways can I set myself apart from everyone else..?
Overall, I’m excited to really get going on my reel. I almost don’t want to do my other assignments!
May 23, 2008
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I am feeling good today after receiving a nice message from Russell who is the program head at BCIT. He emailed me personally to tell me that a piece I did for my modelling class was really good. He said is was ‘demo reel quality’! Obviously, I am very excited about this because it means I’m on track. Here is the piece:

I’m probably not going to use this model on my reel, though, because I don’t think an old man will fit with the story line. Also, I don’t want to try and force it in. I’m happy to do all new models for me reel, becuase each time I am producing better quality work and getting more practice.
The good thing is that my modeling teacher is really talented; he knows his stuff and is really good at teaching. We have about four weeks to do the new character, so I am trying to have as much done as possible each week, so he can help me improve it. Hopefully, by the end of the term, the character for my demo will be done!
May 12, 2008
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I don’t know!!!
I feel really good about my work so far it my animation program. I feel like I learn new thigns everyday and I am often amazed with what I am able to accomplish. I also believe full that confidence will get you very far. But I don’t have much of it (confidence, I mean). Why?
I think it’s because I am a very competitive person and I like to be very good at things I try very quickly. So when I look at what other people have accomplished, I feel like I will never get there! I am also a very responsible, some would say prudent, person. So I usually take the path that is low risk, low reward. It something major for me to quit my (really good) job. Even though it has always been my dream to work in video games, I never thought I would go back to school for it. I am not the type of person who takes a risk like that. I liked making money. I liked security. I like having good benefits! Also, we got to eat a lot of the food we shot at my studio…
We recently attending the industry night for the new graduates. Afterwords, we discussed the demo reels in many of my classes. In my modeling class, we had a quick discussion on the pros and cons of the night. The ONLY pro we had was ‘the food’. Everything else was bad, including the demos. My modeling teacher didn’t say it flat out, but he said in a round about way that he would not hire any of those students. Uh-oh. Can I do better than them?
May 11, 2008
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I think I have my reel idea. I decided I wanted to do something with musical instruments for two reasons: 1) There are so many types and I can easily get references 2) Many are complex and ornate, and will show off my modeling skills.
So, I toyed with the idea of doing a symphony, but realised it might be a little dull. Then I thought about a street band, but that wouldn’t work becuase it would require so many characters. Finally, I decided a recording studio would fit all of my needs. I found a nice studios on the internet, www.bluejaystudio.com, that I decided to model my reel after. I discussed it with a few teachers and each one said it sounded really good. So I thought it was a ‘go’, until I talked to my design teacher, who gave me an AMAZING idea! He said the bluejay studio was too clean, and would probably be a little boring. So we sat down and brainstormed a bit and we finally got it!
–A recording studio, where a grungy punk band has been up all night recording. They’ve been drinking, eating chinese food and pizza; the place is a mess. Band members are passed out on chairs with their instruments still in their hand. The walls are plastered with music posters, stickers and ads. There are instruments everywhere. They’ve just finished recording a wicked classic punk song! The camera will follow the scene around and finally rest on one character, in the control booth listening to the new song on headphones.
I think it’s going to be good. I’ve already started working on modeling the instruments, and I am working on one of the characters for a modeling assigment. Here is a very quick render (it is not textured properly at all, just very quickly):

May 11, 2008
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Like I said in a previous post, learning character modeling techniques had improved my non-organic modeling… a lot. Here is a perfect example:

It seems like a guitar is not organic. But look at the body. It has curves and varying degress of thickness. But if look you at the geometry (all the green lines), they do not flow with those curves. Also, they are not evenly spaced. I modeled this with a technique called ‘box modeling’, where you literally start with a cube and start moving points. If you start with a box, of course the end product will be boxy!
Now look at this example:

For this guitar, I used a character modeling technique where you start with small details and model out. I started by making the shape of the holes, then I extruded all the edges out to build the body of the guitar. The geometry works much better in this example. There are no straight lines and the flow is perfect. This model will also render better than the previous.
And that is why character modeling rocks.
April 15, 2008
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We already have to decide what we are going to do for our demo. Didn’t we just start the program?!!
That’s ok. I think it’s a good thing. The sooner I have the idea in place, the sooner I can start working on it in my spare time!
I spoke to the program head about demo reel ideas. “Tell me what they want,” I said. I am not the type of person who gets married to my work, or an idea. My background in photography has helped me with that. At the studio where I worked, I was often working with art directors who had their own vision on a project. I was just supposed to carry it out. My work was often critisized (ripped apart even), and I would change it. So I am used to creating what others want me to create. If I could just know what the game industry wants, I’ll do it!
He told me they want a demo reel that is based on reality. It should show that you needed to do research to create it. Things that are historical are always interesting; although, you have to stay away from the cliches.
So I went to the library yesterday to try and find some insperation. I took out a bunch of books on the wonders of the world, space exploration, architecture and ancient civilizations. There’s gotta be something there, right?
Also, I had an idea to do something from New Orleans. Maybe a jazz club. I could show the inside and outside… plus I’d love to model some cool instruments!
Or maybe a cruise ship…
Or something with a windmill…
Or the London Bridge…
Dr Sun Yat Sen Chinese Garden…
A pawn shop…
March 27, 2008
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Yikes!
In my design class (which is a modeling class), term 1 was focused on environment and non-organic modeling. I really enjoyed this and I think I will try to be an environment modeler after I graduate. I feel that I have an eye for realism when it comes to non-organic modeling. This is probably because of my photography background, where I was focused on product photography (I didn’t do many portraits). I was super happy with my mark and I feel really confident about this aspect of 3d animation.
Character modeling, on the other hand, I’m not so sure about! So far we have learned to model a hand and a body (arms, legs, torso). The most important thing in organic modeling, I have learned, is something called edge loops. This is where you model so that every edge on the model is a complete ‘loop’ around it. In doing this, there is a flow in the model, similar to muscle and flesh. Also, if you are planning on animating your character (of course you are!), you must have proper edge loops to ensure the least amount of deformation when the limbs move.
My modeling instructor said, at this point, there are no more tools for him to show us. From now on, what we need to learn is the ‘eye’ for organic modeling. The funny thing is, after a few character modeling classes, I have seen my environment modeling greatly improve!
This weekend I made this:

I think it’s pretty effing sweet!
I love modeling, and I am totally happy with my progress. Sweet.
March 17, 2008
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Photoshop! My love.
Before I decided to make a career change, I was a Photoshop expert at Overwaitea Food Group. Photoshop has been a passion of mine for many years, so it was a dream to be using it to make a living. After a few years; though, it started to become monotonous. Everyday I would go to work and Photoshop the same things. The studio was mainly used for food photography (for flyers), so our shots were very repetitive. Usually, I would be photoshopping imperfect packaging, flaws on fruit, and raw meat that needed to be a little more ‘pretty.’ My passion was fading quickly and I was begining to think there was nothing more for me to learn about Photoshop.
Going back to school has been a dream for me and has rekindled my love for Photoshop. I am learning new things! I’m actually using Photoshop for creative purposes now. Here is an example:

It has been years (literally) since I have done a Photoshop project like this. I started with a drawing that I did for another class and scanned it in to Photoshop. Then, I used layer effects to create the stained glass look. The colours were chosen with a really cool website:
http://kuler.adobe.com/
It uses formulas to find colours that will compliment each other based on a colour theory relationships. Every time I need to pick colours, I start with this website. It helps me choose unorthodox colours combinations, which helps me create art that is more original and eye-catching. Compare the piece above, to this one:

The second piece is nice, but there is much less ‘feeling’ in it. The colours in the first piece are autumnal, and suggest to the viewer sadness or loss felt by the woman. Lime green hints at re-growth and reflection. Had I not used the kuler website, the second piece would have been my result, which is basically just a pretty picture…
March 3, 2008
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While I don’t plan on being an animator once I re-enter the work force, I have thoroughly enjoyed the last couple of animation assignments I have been given. Two weeks ago we did a lip-sync assignment, with the choice of audio clip being ours. I LOVE assignments like this. I love being able to incorporate something I like into something I am creating. In this case, I choice to do an audio clip from the movie ‘SuperBad’. I had a really fun time animating this, and I am pretty happy with the results.
http://www.facebook.com/video/video.php?v=11997816100
Our current assignment is a weight-lift. The purpose of this assignment is to learn about constraints and parenting. The character is meant to pick up a box and place in on another box. Basically, you constrain the characters hand to the box, and then move the box rather than moving the hands. The hands stay ‘glued’ in there position to the box. It was a little complicated and I had to use all my brain power to set it up.
While I was animating it, I noticed that the character has the ability to stretch. Remembering that one of the principles of good animation is ’squash and stretch’, I decided to use it in my animation. It made such a difference. By adding just a little stretch to the animation, it went from a guy putting a box on another box, to a comic routine.
Maya is such a powerful tool. Turning the stretch off and on is a breeze, and it can be keyed just like any other attribute. I am thinking of adding ’squash’ to the box as well. I think it will add even more humor to the piece. Currently, the box is completely rigid, while the character, very dynamic. If I add squash to the box when it hits the ground, maybe it will add some life to it?..
http://www.youtube.com/watch?v=G45-0rSEfGw
March 1, 2008
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