Brand - Logo

On a quick break from Maya, I've looked into the self branding side of things and put together some logo concepts. Taking note from previous logo designs for KLED Animations, I felt the current character designs for this project could work quite nicely in keeping with the fun and creative side of things.



I'm leaning towards design C and D at the moment, but feel free to let me know what you think.

Tribe Character Model A

Managed to finish the model of the first of the characters of Tribe 17 today. I tried to retain as much of the original design as possible, where only a few things were tweaked in places to better accommodate the design in a 3D space.










Front, Side, Back.




Hopefully, I won't run into problems in the model when it comes to rigging. In the mean time, I aim to get the other models completed.

Junk Character Progress

Made some minor changes to the original designs as suggested from feedback. Mainly, larger feet are given to the 2nd and 3rd designs to better balance and support the model.



I've also begun modelling the characters this week, working on the head and blocking the body in with quick shapes to get a sense of proportion of the model.

Junkyard Concept

Although environments are not not the main focus for this project, it would be ideal to have a concept piece to follow when constructing the scene. Thus, here is concept piece of the junkyard where the members of Tribe 17 will perform.






I am yet to fully determine the context within the animation, which I have had a number of talks with Alan. In general, the members of Tribe 17 are performing a ritual of sorts to make 'B' or perhaps 'C' happen. So in this idea, the Tribe's ritual movements involve operating a pile driver machine; by pounding the various bits of junk (in time with the drumming of the soundpiece) they create sparks to attract fireflies, which in turn they use to power and store within themselves. As such, I tried to capture a mystical tone to the piece above as it involves a circle/cycle with machine and nature. It may be a quirky premise and may need some tweaking to give me more opportunities to animate, but I'm eager to hear any thoughts or feedback on the idea.

Junk Character Designs

From my original silhouettes created from objects of junk, I have taken the more successful designs to flesh out. It has been tricky deciphering the insides of the silhouette, where many tweaks and experimentation was needed to refine the design as a whole. I've tried to place objects that would enable degrees of flexibility and movement such as ball joints, tubing or springs.




Although there are most likely areas subject to some further tweaking, I believe I can take these further to begin modelling where changes can be made in the production process.

Game Modelling - UVs

With our game model character completed, we have also laid out UVs with Game design principles in mind. Namely, the UVs are combined together on a single sheet where repeated parts such as hands and shoes are left overlapping to mirror, effectively maximising texture space.


Maya - Normal Maps

As part of our workshops concerning Game Modelling, we have begun to look at the potential of Normal Maps to significantly increase the level of detail with texturing. A flat plane with low geometry can give the impression of depth and detail with the use of normal maps. However, they lose their effectiveness when viewed at extreme angles.




Maya Dynamics #04

Delving further into Maya dynamics this week introducing soft/rigid bodies with particle systems.



Technical Troubles

I'm afraid to report some technical woes as my graphics card has seemed to have died on me tonight - it fails to startup with one long beep followed by three short beeps of death. I have an old graphics card in place which should suffice for now until I get a new replacement in, so hopefully it won't disrupt my work flow too much.

Fortunately, I have my work backed up on an external drive, so I can work on other computers if necessary. But yes - take this as another healthy reminder to backup your work!

Maya Dynamics #03

Our third week experimenting with Maya dynamics emitting from surfaces and other particles themselves. Here we created fireworks, an object dispersing, as well as object slowly catching fire with an example of a barrel.



Game Modelling - Body

With the head of the Games Model completed, we have moved on to create the body of the character following the same principles as before, where the model is not smoothed relying on the softening/hardening of normals. Additional faces are also given to areas of particular deformation.





Junk Silhouette Designs

With the world of my animation revolving around a junkyard, it makes natural sense that the design and aesthetic should similarly be inspired by junk. Thus, as suggested by tutor Alan, I have taken a range of reference images of junk and cutout individual parts/objects for a range of intriguing forms and shapes.




I've then combined the forms together to create silhouette designs of the possible type of characters in the animation.





This approach has produced some intriguing designs which is leading me to consider the possibility of having the characters be made entirely of objects of junk, rather than be human in form and figure. Where their construction would also affect their performance in the way they move.