Week 1 - Day 1 to 4 (Because I completely forgot about blogging until just now?)
This week, our first challenger greeted us with a fist to the face. Not literally, of course. I'm talking metaphorically. It's name is Rigger and it is kicking my metaphorical butt. Keat started us off easy with a demonstration using the cake model where it's a mostly rigid prop and where the only thing that'll be moving at all is the lid where Emelyn will be popping out of. I'm actually not too sure how many joints I'll be needing for it? Whether it's just the two joints on the lids for the up and down motion or whether it needs to be connected to the body as well? I'll need to ask Keat on Monday but I've got a feeling it'll be the latter...which is no big deal because it's hardly a complicated piece of rigging to have in a prop.
Cake Rigging |
BUT THE ACTUAL CHARACTER MODEL!! Now, THAT is a different story...
Keat printed out our models so we could draw where we think the joints ought to go in the model so I thought, "oh, this'll be easy". Oh, how I was wrong...so, so, so wrong.
What actually happened... |
NOTE - Always label and do spring-cleaning, but whatever you do, DO NOT GET RID OF THAT SMOOTH POLYGON OPTION, because you'll always want to be working from a low-poly resolution just to make things easier for yourself. Keat said that you COULD work from a high-poly model but there's a lot of extra edge-loops and a lot of extra information that's...redundant? Unnecessary? Needlessly complicated? Meh...
My second attempt at modelling is a lot better because I kind of know what not to do and I'm actually doing the labeling and cleaning along the way...I'll let you know how well that works when I'm done...and you can laugh as I crash and burn. Yay!
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