Wednesday, 17 August 2016

YPGTTO: A couple of Characters in 3D

By the way, I'm loving the character designs on this blog!

I have spent some time figuring out how best to tackle these kinds of characters in Maya.

So here are a couple of characters which you may recognise from all the recent drawings depicted in 3D:


I wish I could say I have 50 or so 3D characters to show, but it has taken a bit of time to get this far as I have put plenty of thought into the way they are created. (in the hope that making more will become quicker and easier as I figure out the best workflow)

In terms of making masses of background characters, I'm thinking that we could do this in a modular fashion. Many of the designs are reusing bits of musical notation in different ways, and I think we can use this to our advantage to create reusable bits of characters.

Anyway, let me know if I'm on the right lines or not. I think I want to have a go at more making more characters from the designs we already have before I start delving into rigs.

Ethan Shilling

6 comments:

  1. Hey Ethan! This is some pretty incredible stuff! I didn't think they would translate so well - I'm loving the shadows!

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  2. ETHAN!!! You're a magician - so sweet and appealing - can't believe there aren't 50!!! (that's a joke by the way!) & now I see that second guy in 3D form, I think we can go for a 'human-esque' protagonist in this way, but also bring to life and use many of the other variations Jordan and Julien have created. You would have seen my earlier comments about not 'pipe-lining' some of these guys to death and seeing these two versions convinces me that we can afford to move quickly and instinctively. I'd like to see you have a go at No 47 on Julien's numbered page in the first instance, but to be honest I think we're spoiled for choice :) This post has made me very happy :D

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  3. oh, and in terms of facial animation etc, I'm thinking flat animation of expressions in keeping with the emulation of 2d animation - but with the head shapes behaving in a squash and stretch way - so 3D animation of form, but 2d animation of expressions/eyes/mouths/eyebrows etc - and the two approaches working together to create a really expressive old-school character. Does that make sense?

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  4. Such lovely comments! It makes me smile when I get things right :)

    I will make 47 next, and then there are a few of my own favourites I might have a go at too.

    Yes, I think we can combine the 2D style of facial animation with a squashy stretchy 3D character. By using a combination of differently modelled mouths, eyes / eye brows etc. Even simply by not tweening between different facial poses will give it the poppy hand drawn look.

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  5. Beautiful stuff Ethan! Julien's character works so well in 3d with this style.

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