Friday, 23 December 2016


This is one last pieces I created the belt, I feel that it rounds off the character in the mid-with as connects the trousers to the torso better than just the jacket. Adding the additional details to it such as the nuts that would be used to clip the belt together I decided to go on symmetrical to do it by freehand to create more of a craftsmanship so as not photo perfect that you find in a lot of CGI work as it is to perfect makes it slightly unrealistic as in life we have a lot of imperfections. So I decided to have two nuts on one side and one on the other, placing them not perfectly on the piece to create this realistic approach as if a character in their world had built it. In creating the belts I also created the holster that attaches the axe to the belt which is chicken that I thought the gimmick that look as he was holding weight but also to keep it in place.

I created the shirt by duplicating the jackets and decreasing it in size to look like part of the body however I came across some difficulties in doing this the arms would be too small so when excluding the arms at after large and therefore large in the middle. So after duplicating the jacket I got rid of half and worked on how to create the sleeve praising the shoulder. Once I'd created the shoulder I threaded through the jacket to see how it would look the jacket however was not big enough on the armhole so that it looked like there was a shirt underneath so I had to change the size of the armhole and change the size of the armpit and shirt. Once I created the sleeve to connect the arm the arm did not fit properly in the sleeve and the problem. So I adjusted the arm and the sleeve to make sure that they fit without having any problems. Once the sleeve was finished it into the arm still looked a bit empty have any feel of depth to it so I added creases in the sleeve that they would be in real life which I hope creates a more realistic look I personally have worked well as I'm going for quite a stylised character little details like this make it look more realistic but quite a simplistic feature.




Creating the beard I found the hardest part of the whole project as it was different to clothing, metal, wood, skin. You are creating something that flows that moves more water and I had to imagine us following the strands of hairs in creating it. My first attempt I duplicated the head and got rid of the upper half in doing this I created the lower part of the face and expanded creating an exact replica of the enlarged lower face could be perceived as a beard. I then extruded from this and followed the pattern of the beard I draw however when it came to smoothing this looking like a beard it looked more like tentacles, like in Pirates of the Caribbean captain David Jones. This was not a lot I was going for and I thought I could keep it and change it when it came to texturing but I felt still did not look right a lot more stretched skin rather than a beard so I started again. My second attempt I started from a cube the same size as the face and extruded out of it following the pattern of the beard I draw I would this also did not look correct looked more like an elephant than a beard and I started to get frustrated after doing so well with the face as a peak I was now in a trough. So I got away from the computer got outside and let myself think about how I would tackle the situation and I had a look online to see how other people have tried creating beards and their was no tutorials however I did see a tutorial on how to create hair which I then used to my advantage. This was a longer process than I expected but in the end I really like the piece of beard I created even without having any text on it or colouring it still looks a little prominent beard rather than an elephant or skin or David Jones.





The head, most people started with the head is is the hardest part of the body so you learn your skills creating the head and then go from there however I felt but only behead to last so that instead of learning on the job I would to have a ground knowledge of creating ever else. I believe this helped me as I created two heads, the first was going well until I had a hidden vertices in one of my polygons which I didn't find out till later, until I started again. However the second had went really well for the tutorial and tilted to my own needs which in the end worked out really well I was able to even get the expression on the character's face having my design. I struggled in some parts of the head such as the nose and lips, nose I found difficult as in my design my characters quite to squred nose boxed in. Creating this on a smooth edge I found it extremely difficult as a cabinet increases in the wrong places and when it came to be nostrils I thought I had in the correct places but when I duplicated the head on the mirror image far too far-part. The eyes I was okay with until it became creating the eyelids that is right struggled I started looking at images and resources of human faces and animated faces such as the incredible is and how to train your Dragon. In the end really proud, head came up but didn't struggle as much as thought things went better than planned such a expression on the face.

I then went to create the eyes with very simple. The tongue and teeth, in creating the teeth I learned a valuable lesson in how to duplicate objects and move in parenting which helped in later work such as adding more detail the belt and shield. In creating the tongue and teeth I was able to create the expression on the characters faces even more so.

Wednesday, 21 December 2016



The hands, now this was an area I was a bit worried about is the character in my design has very large hands and large arms compared to the rest of his body. This could even go one of two ways either the character would look ridiculous in 3-D or woodworking the end fortunate enough for me I feel that it worked. I looked at reference imaging characters with large hands such as the Hulk and Popeye and focus more on Popeye as his hands out of proportion to his body. That's where most of the inspiration came from the hands on my character. I started off by following the Lynda.com tutorial on how to create and however I didn't feel this was working for me to try finding a different way and found one. After creating the thumb fingers and palm then moved onto the on how to connect it to the sleeve but when I started connecting to the sleeve with the enormous size forearm the character starts to look ridiculous so made a choice to make the forearm slimmer and make the upper arm much slimmer than my original designs. However instead of creating the zone to be lacking I think is given more design and final concept. I am really pleased her hands came out as a has so many worries that it would look wrong, I believe and feel the fingers especially the thumb and forefinger come out really well the little finger is less strong but I made the decision to have only three fingers and a thumb. I then moved on to creating the grooves in the skin such as in realistic arm you would see definition of whether bone meets the skin folds I took these into my design and into maya.

Monday, 5 December 2016





Surprisingly enough the jacket was more entertaining to create thought wasn't simply does creating a basic shape it is thinking how piece of clothing would sit on the character as well as how it would move if stretched. Then I have to think about the seme running along the centre of the jacket and how thick the jacket would be taken into consideration that the most probably be leather and thick leather at that. I created the jacket to be symmetrical up to a certain point where in my design its feathers out at the bottom to different creases where the seam splits. I took into consideration, should I build a body underneath the jacket? However I thought this would create more work needed as the body will never be seen anyway. This meant the jacket was my first part of the main torso of the character so news of the important. In the end I really like the jacket my favourite pieces on the character was helping the character to rounded off.

The axe was one of the first things I created in my for my Viking character however I only made a little bit of it the decides work on the actual character I came back to halfway through whilst taking a break from the main work to let my brain a rest on a puzzle I was stuck on. As I was playing about the axe I created quite a nice stylised shape however when I tried connecting piece together kept breaking. And then came back to me axe again after finishing everything else on the design for the Viking coach was missing something remembered I had an axe to add to the side of the belt. This was after I created the face, beard, the whole character so well as point I was finding that my working more for me, I understood it more. After creating the hands at larger scale I felt the axe handle also need to be at larger scale so ties in the hands to something else on the character. When connecting the pieces together now it's worked and I attach the belt with a small holster so made and it looks quite fitting but do say so myself.