01.09.2022 - 01.12.2022(Week 1 - Week 14)
Metta Angelica (0349095)
Bachelor of Design (Hons) in Creative Media
Anatomy and Character Sculptures
LECTURE
Week 1
In the first week, our lecturer Mr. Kannan briefed us about our MIB and the task we will be doing in the future. He then showed us examples of tasks we will be doing and where we can take reference.
Week 2
In the second week, Mr. Kannan taught us about body posture. There's a book we can look at the materials in the Teams. After that he taught us how to create or draw a posture.
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| Fig. 1 (Lecture) |
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| Fig. 2 (Lecture) |
Then our lecturer introduces us to Zbrush. It is a 3D modeling software that is easy to use. Then he showed us some of its functions and how to sculpt a head.
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| Fig. 3 (Lecture) |
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| Fig. 4 (Lecture, head sculpt by Mr Kannan) |
Week 3
This week, Mr. Kannan introduce us to software called puref. It's software where we can input our image from any site without having to download it. Moreover, we can copy the image into Photoshop too. It is great software for compiling mood boards of reference.
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| Fig. 5 (Lecture) |
Then he explains to us about making proper anatomy, as well as a book where we can look at the body's skeletal and muscle structure, we can find the book in the materials in Teams. Then he continues to teach us more about Zbrush and demonstrate how to use it.
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| Fig. 6 (Lecture) |
INSTRUCTION
Exercises: Anatomy fundamentals
Instruction
In these exercises series you are to produce outputs (digital drawings and scupting test) that demonstrates the understanding of anatomy. You will have to produce out as listed below:
- Skeletal studies (Human)
- Head Studies (Sketch and Sculpt)
- Muscle Studies (Sketch and Sculpt)
- Hands (Sketch and Sculpt)
- Feet (Sketch and Sculpt)
- Facial Expression (Sketch and Sculpt)
- Posture (Blockout)
Final Compilation
Project 1: Character sculpt 1 - Dynamic and
neutral posing
In this task, we will be using Zbrush to create our character block-out model. It starts with the model being simple with the basic shape and then I start to render them slowly into a body. There were some struggles doing this task because of unexpected errors.
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| Fig. 1 (Starting with basic shapes) |
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| Fig. 2 (Stuff happening) |
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| Fig. 3 (Side view) |
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| Fig. 4 (Back view) |
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| Fig. 5 (Front view) |
Final Character Block-Out
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| Fig. 6 (Final body Block-Out) |
Final Compilation
Project 2: Character sculpt 2 - Texturing and detailing
I wasn't able to finish my character model since there is a lot of decoration with the character and I think I was consuming a lot of time trying to figure out how to fix the skirt.
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| Fig. 7 (Process) |
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| Fig. 8 (Final colouring back view) |
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| Fig. 9 (final colouring side view) |
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| Fig. 10 (final colouring front view) |
Project 2 Final Compilation
Final Project
After being done with the character model, the next task is to rig the character. Mr. Kannan shared with us a video of how to rig a character model in Teams. At first, I though that I first need to merge the character model into one and then start rigging, and I was confused because the rigging didn't apply properly to the model. So I look into youtube and found out that there was no need to merge all the models. Fortunately, I save previous progress before starting to merge them.
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| Fig. 11 (My saved files) |
That is a lot of saved files but that is because I kept having unexpected crashes, and file uploading problems. So I save my file after doing something, and if it crashes I can continue from the recent progress.
After looking at the video and figuring out how the tools worked, everything else was pretty easy except the process kept on lagging, and some parts that I couldn't move because it would bend the model, so I kept the pose subtle. The foot was more movable and it doesn't affect the model much.
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| Fig. 12 |
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| Fig. 13 |
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| Fig. 14 |
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| Fig. 15 |
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| Fig. 16 |
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| Fig. 17 (Final) |
Final Task Compilation
The rookies.co
Link: https://www.therookies.co/projects/44141
FEEDBACK
Week 6
General Feedback:
- Make an overlap for a better understanding of structure & shapes
- head skeletal have protruding cheekbones
- make the color of depth on muscle for understanding and differentiation of muscle
- make tiny knuckles in the hand-drawn
Personal Feedback:
- put ref pic in the sketch of toes /foot
- Add landmarks in head sketch
- don't make bunlike muscle
- add volumes for 3D perspective in posture
- try define the muscle sketch (muscle parts)
- men are blocky female are curvy
- Fix the Character design leg inward
REFLECTION
Doing this module was a good experience for me. I was having struggles using Zbrush due to sudden crash and lag, another thing is that this really testing my patience. I was having a hard time toggling around the setting since I can't remember the shortcut.
Beside that I think I was doing pretty well with the character making process, I wasn't able to finih it completely since the character has to much decoration and I think the part that consume my time the most is figuring out how to create the skirt.
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