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Thursday, 26 November 2020

COP 2 - Maya Day 5

 CREEPY PHASE

[Figure 44]

Trial and error - polygons extruded too far, not fixable. 
Bad shape for head either way, extruded too soon and should have figured out the jaw before the top of the head, so that it could overlap. 



[Figure 45]
Started off by making the basic shape, with the wavy cheek bones and the shark head kind of larger forehead in the design. Like when I designed the creature - I took the original face and simply stretched it - keeping the eye size the same as the original and shifting them in to a good eye socket position. 

[Figure 46]
With my error head, I started working on the top and back of the head and realised the ears were a huge issue - as they were in the ay of everything and there were too many vertexes to move to repair the face once I'd deleted the ear. So in this attempt, I deleted this at the start - which also helped make the overhang of the curved tubes on the head. 

[Figure 47]
[Figure 48]

As mentioned above, I did started the jaw first and I plan to work my way up. So far, I think I have a good basic structure in the wavy jaw, and the placements of the rounded jaw extrusions. I think the hardest part moving forward will be smoothing this out without moving the structure of the original face too much - as I think some vertexes will go too close to the mouth. 

A Note From That Day
[So far, I'm not sure if this is going well or not. I will probably spend tomorrow trying to get this further but if this fails, I have some back up sketches based on Avatar and they're more simpler to create in the time frame between now and the deadline.]
I wasn't too certain that this was looking like a lizard-human like I intended - but looking back on the last few days, I can see that this was a good basic structure and I shouldn't have worried as much at this stage. 29/11/20


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