Saturday 24 November 2012

Texturing Gloria

Siobhan has modelled our first character Gloria HERE and UV mapped her HERE leaving it ready to be textured. I have tried to translate the character design and colour concepts onto the UV map. 

Face:


I enjoyed colouring the face and adding extra details, such as blushes and freckles etc, to give Gloria a bit more personality and individualism (whilst making sure the textures won't be distorted when the jaw opens etc). By constantly reloading the hyper shade in Maya I kept track of the progress and edited the colours etc where applicable.

Hat and hair Texture:


Using sourced textures (e.g from cgtextures.com) then using the filter 'high pass' and setting the layer to 'overlay' I could add slight textures to features such as clothing etc. whilst still keeping the colour. This allowed my texture to look less painted and plastic and hopefully gave it a little bit of depth. Because of the overall style of our concept  I haven't attempted to make it look too realistic, only adding depth and detail where I thought it was needed.

Finished texture:


Monday 19 November 2012

Sunday 18 November 2012

Skin tone and colouring development cont...


The details of the faces in the stop-motion animation 'Paranorman' has inspired me to add more detail onto the faces of our characters. Such as freckles, flaws and reddening of the cheeks and nose. As I am still developing the colours (before transferring them to the UV map) adding these little details has allowed me to brighten the previous colour schemes I had hopefully improving the overall look.

Thursday 15 November 2012

Colour Development...

Our characters have been built, but still need to be textured! Since we are aiming for Sepia tones, I've been focusing on browns/beiges when experimenting with colours, though I'm a little worried the character's will seem too washed out with these.

The animation HERE, is interesting as it not only tackles our theme but also uses faded colours to it's advantage. This has been useful to use as reference when attempting to pick the colour pallet.



However, when experimenting with colour for moustache man (as I was quite happy with Gloria) I altered the settings to try and work out the best 'sepia' look and was greeted with the below image:

This is way too bright, but maybe highlights a dullness in the original colours?

Since our characters are quite stylised I can't help but feel maybe this brighter slightly more 'cartoonish' colour palette would be more suitable, perhaps not as bright (as it could be very distracting on screen). However I may just be distracted by the change and over-thinking too much (as I've uploaded this now it seems REALLY bright). I will definitely discuss this with the group and hopefully reach some form of decision, as we need to take into account which colour scheme will compliment the strong use of shadows we intend to have. Another possibility, instead of colouring them this way, is to use a form of filter when the characters and setting etc is transported into Unity.

Friday 2 November 2012

Moustache Man Development.

Affectionately known to us now as 'Moustache Man', our second character needs to compliment Gloria's design whilst also being interesting on his own. This is an initial mood board/sketch-dump of him based on Siobhan's initial designs (HERE).


I'm worried he looks too cuddly if I make his height too small (see rough scale HERE) or too out of proportion if I don't adjust his head shape. Also though just wearing a suit seems quite plain and formal, I'm leaning towards him wearing a shirt with rolled up sleeves to illustrate he's been evaluating/testing Gloria all day.

Working from this mood board I've sketched out a rough idea of his final design and await feedback from the rest of the group.
I think he should have a clip board to illustrate he is judging Gloria. (Our initial rough storyboard is seen HERE ) so will have to consider the design of that writing something simple like 'Official Exam' seems way too obvious - further thought is needed.