I did have some maya rendered posed stills to upload but they are absolutely gigantic and also I have noticed the brightness / contrast on my laptop is completely different to this computer and others it gets displayed on. For that reason I'm going to rework those images and upload them at a later date. They were included on the showreel so I'll have them ready a bit later on.
Friday, 29 May 2009
Massive Attack (of updates) part 5
Finally, Banamadr posed ready for his turnaround:
And the smooth-bound skeleton in action:

I did have some maya rendered posed stills to upload but they are absolutely gigantic and also I have noticed the brightness / contrast on my laptop is completely different to this computer and others it gets displayed on. For that reason I'm going to rework those images and upload them at a later date. They were included on the showreel so I'll have them ready a bit later on.
I did have some maya rendered posed stills to upload but they are absolutely gigantic and also I have noticed the brightness / contrast on my laptop is completely different to this computer and others it gets displayed on. For that reason I'm going to rework those images and upload them at a later date. They were included on the showreel so I'll have them ready a bit later on.
Massive Attack (of updates) part 4
Massive Attack (of updates) part 3
Massive Attack (of updates) part 2
Massive Attack (of updates) part 1
Right this is going to be epic so I'll keep words down to a minimum.
Ok, without further ado here's a massive image blog of my progress creating the Wolverine character Banamadr in Autodesk Maya, starting from his humble origins as half a box modelled body:


Whole body stitched together, now with tail, head and face:

Ok, without further ado here's a massive image blog of my progress creating the Wolverine character Banamadr in Autodesk Maya, starting from his humble origins as half a box modelled body:
Tuesday, 31 March 2009
And The Rest
Watching some of the behind-the-scenes for The Incredibles gave me an idea. As a sort of mid-point between assignments 1 (conceptual stage) and 2 (final character) I've built a rough draft of the character in plasticine to get an idea how it would work in 3 dimensions. I took a few photos in natural environments (my backyard) to give me further reference for colours and textures.
If you can't make it out, that's a Hard Rock Café toothpick (from New York, no less) he's holding as a makeshift rifle :D



I photoshopped this last picture to modify the colours a bit, make it seem more wintery, similar to how I envision the character's snowy Northern Old-World forest to be.
Job done. Time to open Maya, I guess!
If you can't make it out, that's a Hard Rock Café toothpick (from New York, no less) he's holding as a makeshift rifle :D
Today's stuffs 2 of 3
This is just about everything that went into my presentation now. Here is a quick storyboard of Banamadr interacting with one of the Kodiak bear elders. There is some speech text in the version I presented, but it's not exactly Tolkien so I dont' think I'll bother repeating it here!

Here is the animated version of the run cycle sketches I did earlier.
And these are the sound clips I used to describe Banamadr's communication. The first is a cheerful chatter / barking kind of sound that could be used when he is happy or talking to another character.
Chatter MP3
This one is his battle-cry.
Battle-Cry MP3
The sounds are slowed down and reworked noises from actual wildlife. No clues for guessing which animal - yep, badgers! I scoured the interwebs to try and find a collection of Wolverine sounds but excluding the Marvel character, there was nothing. So instead I started with bears, wolves, lions, any big predators until I found they were all very characteristic of their respective animals. That's how I ended up slowing down the badger noises to make them seem bigger.
I think in-game or in the animation the animal noises would make more sense than human voices and could just be subtitled on screen.
Here is the animated version of the run cycle sketches I did earlier.
And these are the sound clips I used to describe Banamadr's communication. The first is a cheerful chatter / barking kind of sound that could be used when he is happy or talking to another character.
Chatter MP3
This one is his battle-cry.
Battle-Cry MP3
The sounds are slowed down and reworked noises from actual wildlife. No clues for guessing which animal - yep, badgers! I scoured the interwebs to try and find a collection of Wolverine sounds but excluding the Marvel character, there was nothing. So instead I started with bears, wolves, lions, any big predators until I found they were all very characteristic of their respective animals. That's how I ended up slowing down the badger noises to make them seem bigger.
I think in-game or in the animation the animal noises would make more sense than human voices and could just be subtitled on screen.
If I could be so furbolg...
Just a quick post with some research images from a character along similar lines, the Furbolg from Blizzard's World of Warcraft game. This bear-like creature has styling that was obviously influenced by native American / tribal costume. They also appear to use natural materials such as wood and leather, along with objects like fangs and feathers for decoration.
I'm including these as a reminder to try and differentiate my own character, though I may adapt from the colour palettes on some of these pictures. I like that you can see the tribal influences, and I'd like to somehow capture the Old Norse theme in my own character in a similar way, without being too obvious (ie: horned helmet, beard, axe etc.). I may try applying rune symbols to Banamadr's fur or something.
First some concept art:


And lastly some in-game images:

I'm including these as a reminder to try and differentiate my own character, though I may adapt from the colour palettes on some of these pictures. I like that you can see the tribal influences, and I'd like to somehow capture the Old Norse theme in my own character in a similar way, without being too obvious (ie: horned helmet, beard, axe etc.). I may try applying rune symbols to Banamadr's fur or something.
First some concept art:
Tuesday, 17 March 2009
Not-so-deadline
Another big update: basically a whole batch of stuff I was preparing for crunch-time which I had thought was today, but turns out it's been pushed back 2 weeks which gives me some more time to refine.
First up, a few sketches of my character in different poses.


Here is a board of facial expressions I'd like my character to use. For my presentation I also set this page up as a sound board to express the kinds of noises I'd like my character to make. Using slowed-down animal calls and howls, I drafted some quick mp3's for his basic talk sound and his battle-cry. I may work on them some more, so I'll post them here later.
Finally, a last-minute colour draft as I'd realised I hadn't actually put the character into colour for my presentation. This is a first attempt on my laptop, so the colours may appear a bit different on other displays which I'll also work on later.
To do list:
First up, a few sketches of my character in different poses.
Here is a board of facial expressions I'd like my character to use. For my presentation I also set this page up as a sound board to express the kinds of noises I'd like my character to make. Using slowed-down animal calls and howls, I drafted some quick mp3's for his basic talk sound and his battle-cry. I may work on them some more, so I'll post them here later.
- Character interaction storyboards (figured I'd kill two birds with one stone and put interaction / storyboards together)
- More research
- Add some brief notations to presentation
Tuesday, 10 March 2009
Cheers CoG!
The market research has been running a couple of days and I've had some very useful feedback from the forum-dwellers at Colony Of Gamers. Here's a revised character draft trying to incorporate some of the ideas mentioned in the thread.
A much less bulky shape to bring a bit of speed back to the character, along with some human relics to reinforce the post-apocalyptic setting I made up for the bio. I also tried to bring out a recognisable silhouette. I'll see what my new critics think and perhaps work up a colour version.
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