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Sit-Stand -character

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College year: 2, 2nd semester
Course: Computer Animation II


My character model for this semester’s most important project
which took half the semester (~3 months). First one to model our own character, make our own textures, and rig the model to animate. This turn-around was rendered in Maya Software, because my computer doesn’t have Renderman or Mental Ray. Didn’t realize how ambitious the design would be.

Since my previous animation was Artie, a male, I decided to pick a female this time, so that I can add the feminine flair that females are so good at. She is some kind of wild tribal huntress hunting a bird. I wanted her to be a little more muscular and tough, but the industry calls for sexiness—at least I still kept her strong legs. ^.^ I made her a little cat-like in her features, with the glowing yellow eyes, eye “shadow” shaping her eyes like a cat the way makeup does, red marks on her face to act as whiskers, and long nails. Even though sexy and cute were not exactly the words I’d choose to describe her original design, now that she’s required to be those things, it was still fun to animate her. ^.^

I knew the loin cloth would be a nightmare considering we haven’t learned how to model and animate actual cloth (not sure if we ever will), but I didn’t know any other way a tribal woman could wear PG clothes; I tried my best hooking it up with joints and reasonable point weighting and fitting it around the body almost every frame (the loin cloth fails the most when she bends her knees all the way up to her chest D: ), but in any case, that isn’t important. (Besides, online video games have hair and cloth clips all the time as it's very complex to do otherwise. XD) I also decided to kill myself further by adding a ponytail, because I really wanted to showcase my overlapping skill (plus it makes the character’s silhouette much more interesting), and I must say, I am extremely proud how the animation of it went. :D I really liked my setting for her sit—most students did the normal sit where a floor is right below the feet, whereas my character sits on a tree branch suspended in the air, and she does the more complex sit.

Her hair and clothes were modeled in ZBrush, her head and body in Maya. It was a very long process. We made blendshapes for facial expressions—never realized that we had to sculpt out every single tweak of the face. DX

Her character design is indeed not caricatured or cartoony enough to allow for the same kind of animation, but I wanted to focus on weight shift in this project. And this project contained many firsts for me including ZBrush and how to transfer between it and Maya. I will try to make more exaggerated animations in the future.

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Sit-Stand
Done in Autodesk Maya, partially modeled in ZBrush, textures in Photoshop, rendered in Renderman, composited in Adobe Premiere.

Completed in 2014 May 18.
Image size
640x360px 36.86 MB
© 2014 - 2024 Lizerology
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