Hello good people, hope you are in good health and if not I hope you will be in such sooner! Here are some updates towards the character. My main goal in those wips was to properly block the shape out of the initial desighns I did. We all know the frustration where people feel when 3d work has to represent the 2d scetches, turnaround sheets and concepts. Since the dawn of cgi industry there are huge gaps between those and despite the progression and the development of tools there are always common miss understandings what should it be. What about you, have you ever heard a concept artist being dissapointed with the outlook of his/her work being cheaply destroyed by the 3d artist :)? My personal experience have shown me for the last couple of years there are many stellar artists out there who provide amazing work and using the techniques of modern softwares they achieve the proper outlook that was once set from the concepts and drawings. Unfortunatelly I did not have the time for some colorfull concepts of this character however I managed to define its shapes and looks in the turnaround sheets in order to have at least some basis to step on. Anyway, some fast scetches with pastells and inks might come at some point wheter or not the character is alredy in dev stage.
Moreover I wanted to "prove" the A pose by blocking out fast plastic anatomy pose of the character being in four legs (quadrupped). The major idea of this character is to be able maintain position both two legs and four legs. In that regard SideFX are getting closer to provide users with great kinefx system able to do that and have no patience to get to that point, however before thinging of rigging I need to fulfill some major steps, fundamenta to the character to work properly. Here are the processes this character needs:
1. Polishing the major A pose definig better the forms and shapes it has. For reference I learn from one of the best and available to people artists Kris Costa and his teaching platform Fly on the Wall (https://www.flyonthewall.studio/) His techniques and well explain processes help me to understand better what and how should I do it. Despite my character is far from realistic and I have never been fond of realism, never fall into that super realistic look of things I dug out into different direction and that is to make it believable. Lets just name it for now as stylized realism ;)
2. Making the cage. This is the next and very important step to me. I have decided to dug out deeper and instead of jumping into direct retopology I did research and found out I need to plan things very well. In that regard I need to understand how topology for animation should be done and then I will try to apply those techniques and rules to my character here. It is a vast topic and a nohow that none of the cources out there could provide because it needs experience that mostly skilled people in the industry actually have... Unfortunately it is not anything like "Hey, lets make an awesome ocean wave splashing like crazy or make a rock to explode and jump into the awesome Rebelway artists for cool tech stuff to learn from. Topology for animation is different beer and here are some of the gems I found myself so far:
https://books.apple.com/us/book/the-art-of-moving-points/id639498241 - great book I am unable to find for selling and I do not have an ipad but yeah, this is probably the closest to what I need for my task. I found some low quality pages here but it is almost imbarable to read from https://www.scribd.com/document/490985023/The-Art-Of-Moving-Points
https://www.diva-portal.org/smash/get/diva2:1218697/FULLTEXT01.pdf Mans Makinen provides his wonderfull degree project I can learn from as well. It gives me good basis to think of and probably use.
https://www.youtube.com/@dewdiehard2416 Dew Deihard well respected from many in the industry has scratched the surface with the next level in depth knowledge over the topic. Unfortunatelly he decided to keep silent for some time despite the interest of people to support his work and at least publish something well packed in gumroad. I hope he will return with more!
https://www.chrisj.com.au/p/about.html one of the legends in the industry. No need to explain, he is 3d guru to me
Those few sources should be enough for me to further push the character. The very first source would contribute in a great favor but yeah... Sadly, I do not have access to it for now
3.After the cage is done two major things can be made simutaneously
a: Deliver the cage for proxy rig. That would be simple rig even without facial structure. It will help define the character poses, how it would move and IF the A pose is correct for sure. Unlike in 2d animation 3d characters can't be livable right from the start. One of the advantages of 2d animation has been the ability to animate the character pretty soon after its design was made and to see if it kind of desintegrates in certain poses. If that happens changes to the desighns might be considered for a change or animation style could be changed as well. Many options... In 3d animation we mostly work with digital puppets. This is why the prove of A pose is crucial!
b: Next step final sculpting with the actual cage can be done. Level after level of detail can be added here defining the character final look by implying mostly bumps and figuring out its looks. All these procesess are well explained by Kris
There are next steps after those three but I will leave that for hopefully when it gets there. Thanks for tuning in and wish you all good health and tons of inspiration in your works! Cheers, Sova!