I'm not sure what's happening with the component editor; for some reason it's not loading my joints.



 I thought maybe the reason for this was that under the skincluster; use component was turned off, but after turning it on there was no change

I also thought maybe something went wrong with binding the skin, it seems to be there....





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Here are few tests on how the animation might look after post-production.As a group we agreed on old-movie effect and here are few tests:

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1. Few low quality render with lights placed around the room. There will have to be few additional lights added to support certain shots.

And more recent tests:

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There has been a few changes since this video, and the only areas that'll need changes would be the bottom half of his jumper, they'll need to show more movement.

Felix wears baggy clothes so his silhouette could be closer to that of a bear as a pose to a little boy; with the idea behind his design being to embody Germany as a country we only thought it fitting for his proportions to resemble that of a bear as Berlin's coat of arms depicts a bear
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TEXTURES - Apart from defining Felix's freckles a bit more so it's prominent in the character, the textures are complete

RIG - There may be some little alterations later on in terms of skinning but for now the characters body's full rigged

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The environment textured and ready for lighting tests.

Textures:

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I completely rigged the character before moving on to skinning....

There was a mistake along the way, which just means the character isn't ready to animate just yet..




I must have omitted the chest joint before connecting it to a skinCluster, I'd just have to skin the torso again remembering to select the chest joint next time

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The set fully UV Mapped. Some objects which did not require texturing had been hidden on a separate layer. 


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Sheets below present pictures and paintings that will be included in the animation on the trophy wall and in the secret folder in the desk. 



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Sketches below present ideas for Felix's dad's trophy wall pictures.




Today we completed modelling characters and environment and divided the workload over UV mapping between group members.
Purple - Vikki
Red - Kinbi
Green - Samantha












some feathers scattered around the model, using polygon planes.

polygon planes

Extruding faces from the face, to create feathers

extruded faces