Building my Monster

Category: , By Robert McLeod 112
I wanted my character to be as close to the opposite of the fairy that I made in the first project. Which is how I knew I was going to make a monster. It was going to have to have a solid texture, very unlike the translucent material I used for my fairy's skin. To do this I was going to make rock. Put both these together you get a rock monster.

Building this beast was going to take a lot of time. Lucky I had learnt how to make a basic mesh and bone structure (using a biped) in my first project. This time I was going to use a technique called box modelling more closely. This pretty much meant I was going to start with a box, and my monster would evolve from there. However I was going to work a little backwards and make the biped first, just so I had a shape that I could work towards (it also meant that I didn't have to spend hours perfectly repositioning the bones later).




My main difficulty with my biped last time was that my mesh became overly deformable, which meant when I moved some parts of the character other parts would be deformed, mostly in ways I didn't want. To make this more challenging, my new character was going to be made of rock, a mostly undeformable and rigid material. To combat this I made a base mesh which I would allow to deform and attach it to the biped, then added parts which I would force to remain rigid by attaching it to an individual bone rather than the whole biped, for example the left upper arm rock I attached to the left shoulder bone of the biped (thats the difference between 5 and 6 in the image above).
 

The Making of Rockin Bones

Category: , By Robert McLeod 112
This was a response to my Design 231 (VUW) project 02 brief. The project asked us to develop a profile of a character, a character which be the tool used to sculpt a story.

My last project (The Fary Beginning), was a really nice, slow, pretty subtle animation. This time I wanted to make something bad ass, fast and epic, just to try and show I can achieve both extremes and give my work some variety. There would be no pretty characters or subtle movements.

I also wanted to challenge myself to learn more about the tools that I used in my first project and build on areas what I needed improve on from my last project, like the lack of variety and quality of materiality. I also wanted to make things more interesting by adding facial features and expressions and generally add the little details which give a character more life.

These were things that I knew I wanted to achieve from day one. But also something I knew would require a stupid amount of commitment to achieve in 5 weeks.
 

The Rock

Category: , By Robert McLeod 112

The Rock Monster standing next to skeleton man
 

Skeleton Man

Category: , By Robert McLeod 112
My second Character.
 

The Fairy End

Category: By Robert McLeod 112

(very low resolution I have an HD version which I will upload to vimeo later)

 

Fairy Wings

Category: By Robert McLeod 112
And of course, a fairy is not complete without its wings. When I first created them the wings were static and bland. I wanted to add a wavey movement too it, something to make it seem more natural. Luckily for me there was a wave modifier in 3DS Max which worked perfectly for this job.