Postmortem Character 1




This has been a stressful semester with all my classes presenting and finishing up our projects. I feel like I have improved my skill during my senior portfolio due to skills I have learned during other classes or things I have learned outside of that that can help me with the projects that I do here. It was nice to receive feedback and suggestions from other people that can help improve not only my work but also my skills to. However, that did not come easy and my goals for this semester have changed.


Did I meet my expectations and goals this semester, no I did not. After looking back at the start of this semester making 2 characters would have been very hard to achieve with the given time we had. I felt like I was thinking very big at the start and had very hard-to-achieve goals that could have left me with 2 ok projects. Working on one project was the way to go and I could add more to that one project if there is enough time rather than starting a new project that I possibly could not finish. For this project not only did I finish the character and complete it for rendering I also rigged it, however, I wished I knew more about the animation layers in Maya. If I was to finish editing the mocap data that I got I needed to understand it like how I do motion builder.


                                     Base                                                                 High Poly

Textured

Base                                                                              High

Textured

Rigged

What worked this semester was the modeling process. Since I was taking CAGD 331 Character Modeling, I was able to understand what I needed to do and what to avoid when making a character. Due to not having enough time to make a second character, I decided to make a prop for the character that I was creating. That was a good substitute since I did not have to do the whole modeling process for another character. Making the base mesh to the high poly to the low poly and then to texturing was a straightforward process and was similar to the workflow in CAGD 331. Finally rigging and posing the character went well better than I expected since I was taking rigging, I did have some knowledge on that matter to make it happen, and posing for the final render was not a problem.

Mocap motion

What did not work was the time I was given. Due to a lack of time, I didn’t have time to learn about animation layers in Maya for editing the Mocap data. With this, I could have a better render for the final product. Other than that just not getting to the second character is the final thing.

What I could do better next time I do this process first I’ll create a detailed character sheet for my next character (for better form structure), when working with a character with multiple meshes have a locater mark the center of rotation for easy rigging, and finally learn Maya’s animation layers for editing animations. With that, in my arsenal, I can make my next character better.


Comments