Sunday, 16 September 2012

Monster 2: Progress

Happy head, plus a temporary sphere eye

                                               Attaching the ear (shaped from a cube)- smoothed
                                          extruding the spikes
                                          He's so happyyy
                                          reducing resolution at the back of the head
                                          shaping the necks from cylinders
                                          knitting all the necks together into one stump
                                          matching up the topology on the stump to the body
                                           shaping a tail from a cylinder

using a lattice to modify Happy head into Derp head
                                           Derp.
                                          adding and altering duplicated ears and spike
                                           it's hard to see but this is the inside of Derp's mouth and
                                           his tongue (it was even harder to see un-smoothed...)

Friday, 14 September 2012

Final Design- Sam's Monster

Final design by Calum Sutherland
Original design by Nikki Christie

Tuesday, 11 September 2012

Week 1



So this week, a few important decisions were made.

The action now takes place at night- the kids have been sent to bed, not to tidy up.

The character designs are being modified- the style has been changed, but will bear resemblances to previous designs. 


The team has gotten bigger! Warm welcome to the new members of team monsters! 







Wednesday, 5 September 2012


Progress!


Today was spent changing our little guy from Nurbs to Polygons, and cleaning up the mess that had made.

Now he's in polys quite nicely, I'm gonna rebuild the fingers(which had way too many faces) and start adding more geography into where parts of the clothes will protrude from the body (sleeves, end of shirt, short legs etc).

Should keep me busy! I'll do the same for a duplicate model, but based on the girl design, then tomorrow I'll do facial details. And have a bash at the eyes again... Once that's done, I'm gonna use lattices to morph them out a little, stylize them and make them a bit more different from each other. Then it's on to facial expressions for the blendshapes! D:

That's the plan. Next week is on to modelling the bedroom and re-shooting scenes for the animatic. 

Tuesday, 4 September 2012

Kids- Models

Not much to say about this, just some progress screenshots for the interested.

Following a process using Nurbs, which I'll change into polygons closer to the end of the blocking out stage.

This model will be the base for the boy and the girl, tomorrow I'll be adding details etc. 











Stay classy.. thanks for stopping by... stay classy.. thanks for stopping by etc

Wednesday, 29 August 2012

Rough Monster 2 Model: Progress

 I probably shouldn't have but after a few false starts with the heads i decided to bash on with the body first...

                                                                          - Shaping the body from a cylinder and preparing the pelvis topology
 - Extruding the shoulder and hip, shaping the back leg out of a cylinder and attaching
 - Combining the legs with the body (front leg also shaped from a cylinder)
  - Shaping the front foot from a cube

 -extruding the toes (the front foot was later duplicated and it's copy altered to fit the back leg's ankle, to make the back foot)
 - Preparing the shoulder blade for a wing by extruding
 - Shaping the wing from a cube, combining and attaching to the shoulder blade
- Shaping the "boss" head from a cube
-Modifying the topology of the face to allow expression and extracting the eye as a separate object.

That's all for now, I'm having trouble with the eye, i would normally shape it manually from the polygons remaining after making the eye socket, but because of the unusual shape, that method isn't quite behaving itself this time.

I'm going to attempt to shape the other heads using duplicates of the boss and the lattice/ sculpt geometry tools.