This week's 2D assignment was all about Pixel art. I have to admit I can't stand the art style, and nor do I think it's any more fun doing it.
Nonetheless here is what I produced. The fire hydrant had reference provided, and the robot was just from imagination - or lack of it.
I really found it hard to think of detail in isometric pixel form, and I was unable to do the smaller robot as I just kept getting confused with the different body parts overlapping!
Here is my robot and fire hydrant in a scene which was provided as well.
This week's task was a character design on the subject of Insectiods.
I decided to take a more realistic bug look which could be used as an almost-alien like enemy which will be seeking you (the player) out to kill.
I researched many bugs and created a mood board before then creating three possible designs.
I then continued with some sketches based on my mood board:
...And then took it digital:
Below is my following outcome:
Description: The Probigalon is a giant mutation of the every day Mosquito. It can be found in the larger caves, more than a mile underground. To defeat one you must penetrate its 6" thick plated body whilst avoiding being caught by the Tentacle stings on the front. If you get caught it will target your head. The tentacles will penetrate any orifice and once a strong hold is achieved it will rip apart the skull leaving an opening to feed upon.
Learning about how to use the weight tool was the most beneficial part of this tutorial, I learnt a lot and how to get great results quickly and effectively.
This is a character we were provided with. We had to change the Texture Map it was linked to to personalise our character a bit (I changed a few colours, gave her a tattoo, made her half cyborg), then rig it.
The way I rigged my character was using the Physique Modifier. Using bipeds, 3DS Max can automatically skin itself to a model. This speeds up workflow considerately.
I had to change some of the envelopes to make sure it caught all my model.
After skinning, I attached a piece of Motion Capture to it, and build an very quick (and quite rough) scene to help it.
This is a short clip to practice using bipeds in 3DS Max.
We were provided with the skeleton model, and had to attach a biped to it for which we could then animate.
I went a little further and made a scene to make it feel a bit more 'complete'.
There is a slight issue where the head appears to be in the hands at some points, that's because I had moved the parent to the skull (biped head) lower and forgot this would affect the child (skull).