Tuesday, 21 May 2013

Visual inspirations

his head has gone less round and chibi like, to more of a fat bottomed box, to me he kinda looks like a voodoo doll




some visual images and characters that have inspired blobman

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSyYNxpNQo1c_AI8qEycrNFflCvlWU8XuVZspQcUx8O8ULVUt4Y

http://wiki.lbpcentral.com/images/d/d6/Sackboy_sitting.png



http://img.poptower.com/pic-7690/echo-echo.jpg?d=600


http://images1.wikia.nocookie.net/__cb20110422034044/ben10/images/a/a3/Ben-10-Ultimate-Alien-Cosmic-Destruction-6.jpg


http://lianamete.files.wordpress.com/2010/11/fully-illustrated-voodoo-controllers-character.jpg




https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFXUsupo9RbJJMxXTvjMP9EtLEQvjtGxTJ97VOnUkP5QeZYt95kxfHwcMrAw0NFIU-TWIIPXfTJBnLhVUQ2RnHkfMxXWcnuQawylyU_BqQ6ld2M_Z9N8m3T0TNAN2rXY1LyC8WKxwrsnE/s1600/Chibi_Gaara_by_kAt_LIkeS_pIE.jpg


http://mlatimerridley.files.wordpress.com/2010/08/gaara-chibi-101420081.jpg

Initial ideas

The little fat man ideas....the stereotypical builders tend to be on the rounder side of things, i wanted my litle character to yes have the 72hr urban action themes 'helpful' 'enthusiastic' 'hardworking' 'friendly' 'neutral' but i also want him to be cute, not too small,not too big or intimidating, i want him to be roundish and not really have a gender (but for now he'll be referred to as HE, its just easier)






As you can see im trying to go for the humanoid but dis proportioned looking ie big head

I developed him further than a helpful fat stick man, to a cute teddybear, and the further i went on this teddybear shape, the more ragdoll he became.





Cute, laid back and a big head, all seem to be aspects sticking so far.

No time to stop, its straight into project 2 we go . . . .

A first wee look into project 2.
The main task, create a character to suit the 72hr urban action project.


72 hour Urban Action is “the world's first real-time architecture competition, where 10
international teams have 3 days and 3 nights to design and build projects in public
space in response to local needs”.(Urban Action.com 2013). This year the event will
take place in Derry/Londonderry – City of Culture 2013.

The character could be humanoid, robotic or abstract whilst keeping to the themes, construction, environmental,  creating, change and social improvement etc.
At first glance i already know i want a little enthusiastic builder/architect/worker.

Heres a little information about 72hour urban action, what they are and do... my little character has to be strongly related to this project, almost like a little mascot.

https://www.facebook.com/72HUA

As you can see ORANGE is a huge featured colour in the website, the logos and the uniforms....my initial ideas all have orange as a dominant and sole colour so far.

Claire

Adding a bit of colour

Using material editor top right hand side of the tool bar) i created a defuse colour of my choosing for the handle. white was to pale, yellow was too over bearing. After alot of tweaking i found a creamy gender neutral colour closes to my final sketches.
But it was too boring and dull....so i increased the reflection and glossiness to a level that wasn't too shiny but still gave it a clean new appearance.

The metal heads of my culery set were wihout a doubt the hardest objects to colour. The 3DSMAX gradients were quite useless and grey, It was after several tutorials i found the simplest ways to create a shiny metal colour.
I attempted the following with several bitmaps, the following three were the most successful, but in the end i choose number two, as one was two harsh and didnt look child friendly and three was too light and didnt show enough detail.
1.)
http://watermarked.cutcaster.com/cutcaster-photo-100196777-liquid-chrome.jpg


2.)

http://us.cdn1.123rf.com/168nwm/roystudio/roystudio1209/roystudio120900082/15329211-silver-metal-texture-dark-chrome-background.jpg


3.)
http://us.cdn3.123rf.com/168nwm/roystudio/roystudio1209/roystudio120900030/15165577-white-metal-texture-with-beam-of-light-smooth-chrome-background.jpg


I used the raytrace option, and played about with reflextion/glossiness/opacity options, and eventually got the perfect level of creamy metal shine.
Its not too over bearing and looks smooth to touch, perfectly matching my desired chrome pieces.


I was so happy with how well the cutlery set turned out, the boring black background didnt seem to do it justice, i decided to take the time to put it in a scene, it seemed to fade in a plain place matt, so i figured it would suit a similar appropriate scene, a kitchen. 
I created two planes, and using the material editor 'defuse' and a dark wooden bitmap (below) i created a fake table top/counter. I liked the idea of a dark wooden counter top, since i would be very striking compared to my pale and shiny cutlery.



https://www.google.co.uk/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&docid=LE2rvVUvwcQSGM&tbnid=Jrk7d_Zxy78hAM:&ved=0CAUQjRw&url=http%3A%2F%2Fwww.veddermountainhardwoods.com%2Fwp-content%2Fuploads%2F2010%2F11%2F&ei=XleZUZLtHqOl0QX9poHgAQ&bvm=bv.46751780,d.d2k&psig=AFQjCNHtatQ2CTCdDOQaYGItQ5mxiHiWPw&ust=1369090252389147

The walls were two similar planes rotated into position. At first i thought tiles or bricks would match the homey country counter top, but they just didnt suit in the end and made everything too fake and dull. 
So i looked online for an appropriate bitmap, and found several light coloured backgrounds that could be used as walls,however in the end i decided on playing around the with available options on 3DSMAX material editor.
Using the defuse, swirl, and playing with the opacity to make it more 3D and realistic, i achieved my 'kitchen walls' which were very down o earth and relaxing looking.

Since the swirl coloured walls looked best when faded out in the opacity options, it took further playing around with the plains positioning before i got the kitchen corner i wanted.

Once i had the scene and cutlery to my liking, it was time to start messing about with the rendering, and screen angles for final render images. 
I wanted one nice angled over all image and smaller images to show off different colours and smaller aspects for my cutlery set, below is some of the render saves i liked the most. 




This is the angle i liked the best, as i showed off the FULL set without going into too much detail and wasnt front facing and boring. 

The making of my kids cutlery

After alot of trial and error (some of which can be seen in the previous post) i figured out basic 3d objects that best suited my cutlerys shape, i tried keeping the number of polygons/objects used to a minimum.

Unlike my previous attempts, i stared with the handles, figuring they'd be good foundations, encouraging work flow. 
The handles were done using the oil tank option in creates 3D objects, modifying them to have a good amount of depth so they didnt seem too round, i added further depth later when i realised the ultra smooth flattened them too much.



I then cloned the handle twice, saving time and cutting out any mistakes id likely make in attempting to duplicate the handle manually.

I started with the spoon, since the fork is exaclty the same except with cut outs. 
The general idea at this point was create each object in order, spoon-fork-knife, and lay them out as such.

The spoon was trickier than i thought, and i even tweaked it as i went along, realising certain aspects were nicer with sharper corners or more/less depth. 
I started with a chamfer box (keeping extreme care with the vertexes, unlike my previous attempts) i was very happy with how it turned out, especially the dip in the middle, since i wanted to keep the edge thickness, this required adding a good bit more verexes and was very confusing a times, but the final result turned out really close to what i wanted.
I made the bottom squarer and the top a harsher point like my earlier sketches. They seemed to suit the final over all appearence more so than the final renders i had. 




I went on to then clone the spoon and position it ontop of the middle handle.
At this point i created small chamfer boxes for the handle- piece bridge, the arc was difficult to get properly whilst maintaining the smooth all over curve.
I cloned this bridge and placed them on the tips of the handles, remembering all perspectives.

The fork was a clone of the spoon but creating simple cut outs, was alot harder than i first thought. 
After attempting to bend the box, and even delete vertexes (all of which ended in big gaps or misshapen pieces) i used the boolean technique.

I created long thin chamfer boxes,and created full cuts, but i dint like the final result, it was too bare. so i experimented, straying from my final sketch renders.
After a few different ideas,i settled on one i liked. 
I created a simple chamcylinder, cloned it and used the boolean technique.
It looks more child friendly and safe compared to the original final render sketches. 




The knife was surprisingly difficult, since my design wasnt just a flat surface with a curve at the top.
Using an edit poly chamfer box (taller than the fork/spoon but not by much) i began moving vertexes.
There was no special techniques or options used for the final result in my knife, in the end it was all down to time and vertexes adding, deleting and moving.
I was surprised how perfect the knife turned out, it has the sharp edge to the right (for cutting), has the petite curve at the very top, straight left, slight curve bottom left, flat bottom and curved acute triangular shape, keeping the three pieces all in the same theme and general shape.




Now i have the basic shape, and ive tweaked anything i want to tweak, im happy with the final models....time to make them a lil more realistic

Claire

beginning my cutlery design on 3DSMAX

At this point i understand the basics of 3dsmax thanks to tutorials and classwork, however, knowing basics and putting them into practice without someone consistently telling you what to do next wasn't as easy as i thought it would be.

i started off with a few lines an extruding but none of them went well as you can see









Sunday, 19 May 2013

every blobman needs a splash of colour

An important aspect of the colouring of blobman was working on the glossiness and specular levels, to create than plastic moulded look. it had to be shiny but not ceramic doll shiny.
like my 2d designs and plans i kept him a bright over bearing orange, but cuffs buttons and other features a different shade of orange, just to make him a lil more realistic. 
By using simple defuse colours i was able to find a shade of blue that was grey/ purple enough, to not fade in comparison to the orange, but not be strong enough to dominate it either. 
Im very happy with the final result, the skin colour is perfect and almost ash like, and the orange is unfortunatly a bit prison like, but there wasnt much helping that, since the hardhat didnt just suit.